92% found this document useful (12 votes)
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BLOOM - Mothership

This document summarizes a sci-fi horror roleplaying module about a research facility that suffered an outbreak of an infectious mold. Key points: - The facility was studying an alien mold called "Bloom" that could aggressively consume and rebuild organic matter. Rival departments sabotaged the research, leading to an outbreak among staff. - As the infection spread, security staff tried to flood the labs and kill remaining staff, but the mold had already spread beyond containment. Two survivors fled to an orbital station but one turned on the other. - Players are hired to break into the abandoned facility and steal information about Bloom. Coming into contact with infected areas poses risks of character death from prolonged exposure or stress-induced

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Cauê Castelo
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92% found this document useful (12 votes)
9K views20 pages

BLOOM - Mothership

This document summarizes a sci-fi horror roleplaying module about a research facility that suffered an outbreak of an infectious mold. Key points: - The facility was studying an alien mold called "Bloom" that could aggressively consume and rebuild organic matter. Rival departments sabotaged the research, leading to an outbreak among staff. - As the infection spread, security staff tried to flood the labs and kill remaining staff, but the mold had already spread beyond containment. Two survivors fled to an orbital station but one turned on the other. - Players are hired to break into the abandoned facility and steal information about Bloom. Coming into contact with infected areas poses risks of character death from prolonged exposure or stress-induced

Uploaded by

Cauê Castelo
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Cauê Castelo (order #27060043)

Writing, Illustration by: Daniel Hallinan


Edited by: Simone Wilcock

This product is based on the Mothership Sci-Fi Horror Role Playing Game, published by Tuesday Knight Games. This
product is published under license. Mothership RPG is a trademark of Tuesday Knight Games. All rights reserved. For
additional information, visit www.tuesdayknightgames.com or contact [email protected].

Cauê Castelo (order #27060043)


PR
EP
The Basics What Went Wrong?
An underwater research facility has suffered a disastrous Inter-departmental rivalry. The discovery of Bloom sparked
outbreak of an infectious mold that aggressively consumed a lot of excitement, and rival departments caught the
and rebuilt the organic mass of those it infected. There scent. The head of Choi Labs was hid his excitement
were no survivors. None outside the facility know of the poorly, and it was clear they expected to impress
disaster, and the players have been hired by a shadow corporation management.
client to break in and steal information and samples
relating to the experiments the facility was conducting. One particular rival department opted to sabotage Choi
Labs and steal the limelight. Their first attempt revolved
How To Use This Module subterfuge – they snuck a mole into Choi Labs with the
The content of this module is intended to be used either as intention of having samples stolen. The mole obtained
a stand alone adventure, a smaller piece of a larger samples, breaking safety protocols doing so, but was
campaign, or simply a resource for you to cannibalize. caught and “dealt with” when attempting to escape.
Note that if you do intend to use this adventure in a larger
campaign, there are several suggestions on page 17 to The broken safety protocols were, for the most part,
modify the adventure to allow it to be less lethal. identified and rectified. However, several Bloom spores
were able to escape, spreading into the ventilation system
The information presented here is not sacrosanct, and you and infecting numerous lab staff over the next few days.
are encouraged to add, remove, adjust or take the ideas
in this module to use as you please in your own games. By the time the staff realized what was happening, it was
largely too late. Most engineers, as well as some hapless
Themes of BLOOM research staff, were lost in the Maintenance level
Primarily, the themes of BLOOM revolve around infection: succumbing to the infection and forming Knot (page 6).
the fear of infection, the experience of being helpless
against infection, as well as the horror of simply not Security staff enacted a desperate attempt to flood the
knowing if one is infected. labs, forcing lab doors open and detonating charges to
breach lab facilities, drowning everyone and everything
As a result, by default it is easy for the players to become within the labs. When they discovered that the infection
infected without them realizing it. There is no cure, so had taken hold of other staff, including some on Japline’s
several players are expected to succumb and die by the Ache, panic took hold.
end. Seeing other players become affected is intended to
drive paranoia over whether they themselves are infected, Two surviving security staff opted to flee to DeLange
and whether what they experience are truly symptoms of station, the only safe haven left. They sealed the seafloor
infection or just panic and stress. facility and fled to the surface, taking a makeshift
flamethrower to help deal with the infection at Japline’s
Ache. Once there they burned the infection and, in their
What Is This Place? fear, killed the staff before escaping to DeLange Station.

Outpost Choi was established on the planet of Muraldal to Once on the station, paranoia and panic overrode
research the habitats that exist at the bottom of the oceans. sensibility, and one of the two security officers turned on
These oceans, blanketed by thick ice sheets, exhibit high their partner, before killing the rest of the staff on the
pressures and a unique terroir of chemical components. station. Alone, they donned a vac suit, tethered themselves
to the station with an air pipe, and launched themselves
Outpost Choi is comprised of the three following locations: out of the airlock to float in space. Unsurprisingly, they
were infected, and soon succumbed to the infection.
DeLange, a small orbital station, manages arrivals and
departures of supplies, specimens, reports, and workers to Fear and Sanity Saves
and from the planet below.
The physical threats present in this module are unlikely to
Japline’s Ache is a modest surface habitation, serving as kill the players. Instead, death is much more likely to
a midpoint between DeLange and the labs below. come as a result of stress and prolonged Bloom infection.
Choi Labs are situated on the ocean floor, and contain Fear Saves
storage, labs, security facilities, as well as habitation. The As characters discover that things have gone wrong, it’s
majority of workers spend most of their lives here. recommended that they should make Fear saves. While
discovering a body may not shake a hardy player
Bloom character, the implication that things have gone horribly
In the last year, a moss was discovered by Choi Labs that wrong should be enough to impose a Fear save.
reproduces by appropriating the organic matter of other
life forms it comes into contact with. Following this Furthermore, as players speak to each other about a
discovery, focus has shifted to determine whether the moss worsening situation in a way that would narratively make
holds any potential for medical or military application. It others nervous, Fear saves are recommended.
was colloquially named “Bloom”.
Sanity Saves
As Bloom was long accustomed to living off smaller Many things characters experience in this module are
biological mass, and leveraging it for all it was worth,it traumatic to behold. Bloom distorts its hosts in horrific
was observed to “go berserk” when introduced to high ways, and it’s recommended that characters roll Sanity
quantities of organic mass – anything larger than a saves each time they first encounter the various Bloom
mouse, or a small bush, would elevate its capability of strains (covered on page 4&5).
appropriation and expansion by several magnitudes. With
the risk of infection and outbreak identified, research of
Bloom was kept under strict quarantine, with numerous
safety protocols.

1
Cauê Castelo (order #27060043)
NO
TE
Murandal The Current State of Choi Labs

S
For the most part, the planet of Murandal is a barren ice Choi Labs has continued to function for roughly a week,
rock. From space, its surface appearing as a mixture of though the lack of maintenance, as well as a
swirling greys and browns. The majority of the planet is manufactured hull breach resulting in flooding in an
covered by thick ice caps, and a somewhat alkaline ocean attempt to contain the infection, has taken an increasing
below. The planet’s diameter is roughly 13,000 km / 8080 toll on the facility’s structural integrity.
miles, and has gravity just slightly higher than that of
Earth. The planet is situated roughly 14 AU from the local The Flooding of the Labs
star, a red dwarf. When the source and cause of the infection was
discovered, in a desperate attempt to contain the outbreak,
The planet is located in a particularly inactive portion of security looked to flood the labs, hoping to flushing away
rim space surrounded by systems that have yet to be the majority of the infected mass.
colonized in any capacity. It exists in databases largely as a
reference number from initial survey scans when probes In order to achieve this, a maintenance team used manual
first scouted the system. Dyson Phytology initially overrides to force lab doors open and security sealed the
established operations on this planet due to its remote main airlock leading to the labs, while a small team of
nature, eager to establish yet another hidden research security officers entered into the ocean, and placed
outpost, and spying potential within the planet’s oceans. makeshift explosives on the exterior of the Sea Environ
Testing lab, the most vulnerable to a breach.
The planetary atmosphere is breathable, though
prolonged exposure will result in mildly toxic effects.
Weather tends towards heavy cloud cover, and near After detonating the devices, the lab was quickly
constant sleet fall. “Ice dust” covers almost everything with overwhelmed, and the rest of the Labs sector quickly
time if left unattended. followed suit. The Maintenance level below was also
temporarily flooded, catching and drowning some
unfortunate workers, though over time pumps were able to
The ice sheets covering the planet around 1km / 0.6 miles slowly lower the water level.
thick, and the ocean below is both pitch black, no sunlight
breaches the ice, and freezing particularly freezing, around
-4°C / 25°F. The water is slightly alkaline and filled with The breach and subsequently flooding put tremendous
large quantities of reflective detritus picked up from the strain on the rest of the facility, and while supports and
ocean floor, a black, flaky expanse. casings mostly held out, small leaks have began to appear
throughout the facility, and metal groans painfully as it
holds back a structural collapse.
The only life on the surface are bacteria, and the largest
and most complex life within the ocean are small crab-like
creatures, while a variety of mossy plants dot the ocean Sauntering Heat
floor. Before Bloom took hold in Choi Labs, the facility
temperature was a comparatively pleasant 20°C / 70°F.
The Bloom Flowers The facility had heaters installed along the corridor plates
and floor panels to combat the deathly cold of the ocean
that surrounded the facility.
Everywhere Bloom moss growths, from the walls to the
corpses it infects, hundreds of tiny white flower-like growths
sprout. The player’s first encounter with Bloom, at least in Regular maintenance is required to prevent heating tubes
its true form, is likely these flowers. from overheating and burning out, though it’s not rare for
workers to allow the heaters to burn themselves out before
swapping them out, as the increased heat is a welcomed
In truth, these wispy growths aren’t flowers, but burst seed comfort.
pods that fling spores into the ocean currents, or the open
air. Characters without skills pertaining to plants will
assume they are flowers, though anyone investigating will, With the death of the staff, the heating infrastructure has
on a successful Intellect check, notice the “flowers” appear spent the last few days slowly overheating. Following the
to lack pollen – it’s just hollow inside. leaks and flooding, the high heat has resulted in high
humidity. Anyone or anything walking through the facility
now will soon be drenched.
Anyone with skills pertaining to plants will immediately
recognize them as spore pods upon investigation.
The Bloom and Temperature
Dyson Phytology Bloom, in its original incarnation, had adapted to the
freezing temperatures of the ocean. The cultures brought
A megacorperation and heavy weight within the into and developed within the Choi Labs adapted to the
agriculture and health industries, Dyson Phytology markets warmer heat, and eventually grew to thrive in the warmer
itself as a “natural foods and health” company. Its facilities temperatures. The cost for this adaption is that this strain
research, engineer, and distribute food and health lost most of its ability to survive in the cold, limiting its
products, with a focus on developing products from newly spread outside of Choi Labs.
researched plants discovered on fringe worlds.
Players can take advantage of this if they disable the
While not the biggest competitor in the market, their heating system within Choi Labs, slowing infection and
products are valued by many, particularly those on newly making any Bloom creatures sluggish, though the player
colonized and developing worlds requiring specialized characters will risk suffering as the heat leaves the labs.
foods and medication.
The Bloom growing on the ocean floor is still perfectly
comfortable in the cold, however.

THE FOREFRONT
OF NATURAL CARE

2
Cauê Castelo (order #27060043)
ST
AR
The Job Offer The Player Approach

T
This is the default narrative device you can use to get your By default, the manner in which personnel reach Choi
players to interact with the content in this book, but do not Labs is to arrive at DeLange, travel down to Japline’s Ache,
feel constrained by it. If you know of a different way to and use the lift there to travel to the labs below.
weave this content into your home game that better suits
your table, you’re encouraged to work that in! However, GMs are encouraged to allow players to come
up with their own approaches on how to tackle this
This is the opportunity presented to the players: A shadow scenario. At first glance there may seem to be a natural
client is searching for a mercenary team to break into a progression that players will follow through: first visiting
research outpost and retrieve samples and data stored the station, then the surface habitation, and finally the
within. The client acts through official black market Choi Labs. However, it’s entirely likely players may choose
representatives, who will confirm that the client has valid an alternative, bypassing one or two entire locations. This
credentials for mercenary work. The representative will not is perfectly fine, and players should be allowed to bypass
reveal anything about the client’s true identity, and further content! It will likely introduce unique challenges that other
inquiry will result in contract termination and poor players would not encounter.
reputation for the mercenary team.
Neither DeLange Station nor Japline’s Ache are mandatory
The client wants two items in particular: in any way, though they do provide very clear indication
A Sample: Obtained in either Sample Testing or from any that something has gone horribly wrong. Nothing prevents
of the remote research sites in the ocean itself. players from directly landing their ship on the surface of
the planet, outside of fear of detection or unknown
Research Files: Obtained in the Backup Room in defenses, though in truth neither of those are risks.
Maintenance.
The greatest barrier is the ice sheet between Japline’s Ache
Identifying details for each item have been provided, and and Choi Labs. The sheet is a better part of a kilometer
they either can be found with a successful intellect (Biology) thick in most parts, and an immense drill was required to
check , or after 10 minutes of searching. The client will pay pierce the sheet when Outpost Choi was first established.
200k credits for both items to be delivered. If only one of The planet is barren outside of the small outpost, giving
the two items is delivered, the client will only pay 50k players lots of room to attempt to break through the ice
credits. The client has information regarding the target that using alternative means, and no one is alive to notice
they will provide, as detailed below. anything should they do so.

Maps, including the layout of the the station, as well as the The ocean below the ice sheet is as black as the void and
nautical research base. freezing, roughly around -11°C / 12°F. The ocean floor is
roughly 4km / 25 miles deep. Currents are fickle and
Security codes. These can be used to access bypass tumultuous, and players would need to discern a way to
security locks, or doors that require security clearance navigate through the ocean and locate the base within the
(unless they are sealed due to quarantine). pitch black. However, there’s no sea life to pose any threat,
and geographical scans using the position of Japline’s
Ache should assist in locating the base itself.
Communication habits and schedules.
All communications to and from the outpost go through
the orbiting station, DeLange. In order to heighten security, The labs have a variety of sea-faring equipment, but it is
communications are only sent and received once a month. designed to traverse short distances over the sea floor, and
The last communications cycle was just under a week ago. while this equipment could feasibly be used to reach the
In order to heighten security, supplies and personnel only surface, it would be considerably strained in the attempt.
arrive and depart once every two months. The last supply
cycle was just over two weeks ago. Available Equipment
Basic personnel information (86 staff overall): If you’re running this adventure as a one-shot, you may
want to provide an equipped ship for their needs, in
• A dozen security officers, stationed within the Choi addition to their starting equipment. This is an example of
Labs, armed with SMGs. an equipped ship you can provide to players:

• Around 40 scientists, primarily stationed within Choi Ship Type: Military Frigate
Labs. Capable of both atmospheric and void flight. Can dock
with stations or land on suitable surfaces.
• Around 20 engineers and maintenance workers, who
travel between Choi Labs and Japline’s Ache. Ship Armament:
Laser Cutter (1d10 MGDM, 12 shots, short range)
• Half a dozen personnel manning DeLange station. Missile Rack (4d10 MGDM, 3 shots, long range)
(Either of these hitting the station will largely destroy it)
• Half a dozen personnel manning Japline’s Ache.
Ship Facilities:
Who is the client? Command deck, recreation room, med bay, living
The client is a rival department within the same company - quarters, washrooms, galley, cargo bay, smuggling bay,
this is the primary reason they have access to the above engine, oxygen and water processors, cryochambers.
information. After their prior attempt to steal information
failed, they have resorted to black market mercenary work On Hand Equipment:
to take the samples and information by force. Vac suits with mag boots x6. Oxygen tanks x8.

Players are unlikely to learn this information, though the Medical Equipment:
ending cinematic detailed at the end of the book will help Pain Pills x12. First Aid Kits x2. Stimpacks x12.
reveal this, should you choose to use it.

3
Cauê Castelo (order #27060043)
The Bloom Moss
Bloom’s approach to appropriating organic matters requires it to develop and specializes itself into several notable strains.
Many of these have been inherited by species that Bloom has repeatedly consumed for decades, if not centuries.

Spore Bloom Motile Bloom


Spore Blooms are the most common manifestation of Like Spore Blooms, Motile Blooms break down organic
Bloom, and the truest form of the original Bloom matter, but rather than utilizing global decomposition the
organism. It co-exists with all other forms of Bloom, who Motile Bloom structurally retains large segments of the
exist to protect and expand the Spore Bloom growth. organic mass it infects. These segments become
independently active, separate from the body they were
The moss spreads itself over all surfaces, breaking down, part of.
consuming, and repurposing organic material to allow it to
grow, stretching a fleshy blanket over the environment. Motile Blooms can consist of limbs, heads, or in rare cases
chest cavities, all of which shuffle or scuttle around by
Spore Bloom produces thousands of spore pods, each tiny themselves. They help ferry organic matter around Bloom
wispy growths, which appear as luminescent white flowers growths, and can act as a rudimentary defense system.
once they burst open. The spores themselves appear as a They also often sprout a coat of wispy spore pods, akin to
rust-red smoke, or dust, that linger over the area, Spore Bloom.
potentially infecting any who walk through.
Like Spore Bloom, Motile Bloom builds small crab-like
Furthermore, Spore Bloom also “builds” hundreds of tiny creatures, though their nature is distinct. Firstly, they’re
crab-like creatures that tend to the moss. These can help woven directly from the living biomass the Bloom infects,
break down organic matter, tend to seed pods, or help giving them a “meaty” red appearance. Furthermore,
spread spores as they scurry about. they’re more active and directed in their purpose – they
furiously build more of themselves, while quickly working
Players encountering the remains of a body left by Spore to individualise the infected body part for self-operation.
Bloom for the first time must make a Sanity save.
Combat: 20%
Claw: 1d10 dmg, Contamination check
Spit: 1d10 dmg, 2m range, Contamination check
Instinct: 10%
Hits 1(5)

Players damaged by Motile Blooms suffer 1 Stress, as


having disembodied parts crawl over you is a
disconcerting experience.

Players encountering Motile Bloom for the first time must


make a Sanity save.

4
Cauê Castelo (order #27060043)
Echo Bloom Crab Bloom
These variants attempt to replicate the organism they While Spore Bloom and Motile Bloom infections produce
infect, building a “double” out of the organic material from tiny crab-like creatures, Crab Blooms produce a singular,
the original. The intent is to replicate wildlife adapted to large crab entity.
the local environment, though a variant that is protective
over Bloom growth. These variants require several As the Bloom breaks down organic matter, it often funnels
“generations” of copies to grow more accurate, and initial materials high in calcium and protein into pools where
echos of new organisms are almost always deeply flawed. they form a hardened paste, comprising of teeth, hair, and
bits of bone. Over time this paste is injected with fluids and
Most human “echos” resemble emaciated people covered grows into an exoskeleton and, eventually, a moving
in muddied fur, and blanketed in small seaweed-like construct.
growths. Attempts to replicate sensory organs produce
useless, white eyes that gaze outwards, and motor Crab Blooms act as guardians and caretakers for Bloom
functions awkwardly alternate between stumbling gaits and growths. They are docile, but will become aggressive if
fast scrambling. nearby Bloom variants are damaged.

Echos do tend to fall into “loops” where they replay shards Combat: 60%
of replicated memory, attempting to vocalize snatches of Bash: 2d10 dmg, Stunned
conversations or replicate actions burned into muscle Slice: 3d10 dmg, Bleeding
memory, all to various degrees of success. Crush: 2d10 dmg, Crushing
Instinct: 60%
Combat: 30% Hits: 3(40)
Swipe: 1d10 damage (Contamination check)
Bite: 2d10 damage (Contamination check) Stunned: Target automatically fails all their speed checks
Instinct: 30% next round (including checking for initiative)
Hits: 1(30)
Bleeding: Target suffers 5 damage at the start of each turn
Only make the Bite attack against a target who has yet to until treated.
act this round.
Crushing: Target is immobilized until the creature loses a
Players encountering an Echo Bloom for the first time must hit. While immobilized, players will automatically suffer
make a Sanity save. 2d10 damage on each of their turns.

Players encountering Crab Bloom for the first time must


make a Sanity save.

5
Cauê Castelo (order #27060043)
Survivors and Horrors

Eunha Taibhse Knot


Eunha was one of the scientists working in Choi Lab, Formed from the mass of bodies and waste that collected
working in the Closed Environ Testing labs. She hid and in maintenance after the outbreak, Knot is a monstrous
locked herself in the Communications Room with a few amalgamation of compressed and intertwined human
supplies moments before the sector was flooded. The forms, splayed limbs and globules of organic waste.
computers in Eunha’s room will register the player’s arrival
in Choi Labs, and she will attempt to make contact when In between the writhing arms and legs that drag it forward,
they enter the Crossroads. the heads within shudder and eyes glimpse around wildly.
Knot uses several lungs form the bodies inside it to
Eunha sees sees the party as her salvation and will help breathe, a chorus of labored respiration.
them any way she can, so long as they promise to rescue
her. She is knowledgeable about the facility, Bloom, as well A tail of mottled filth is dragged behind the body,
as likely causes for the outbreak. However, she is not comprised of floating matter caught up in Knot’s body as it
stupid, and will quickly suspect that they are pirates or passes through. Dozens of tiny Motile Blooms shuffle
mercenaries. If it means she can escape alive, she will still through the tail, similarly caught.
help them.
Knot primarily lurks in the maintenance area below the
If players inquire about the best way to access the Labs, Crossroads. It is docile, but loud noises within
Eunha will suggest they access Maintenance through Maintenance, will attract its attention. These can range
Habitation to avoid the creature sleeping under the from gunfire to shouting or screaming, and activating the
Crossroads (Knot). She will answer any questions to the pumps to drain flooded facilities.
best of her ability, and will inform players of the specialist
filters found in the Labs if they inquire. Location: Maintenance area below the Crossroads.
Smells Like: Human waste and electrical fire.
The Truth about Eunha Sounds Like: Dozens of hands slapping on metal. A chorus
Eunha was infected, and “died” a week ago. What grew of grunts and Knot-like screams.
out of her was an “echo”. Either by chance or learning,
Eunha’s Echo is unique in that it has managed to replicate Combat: 60%
the memories and personality of its host, as well as the Running Smash: 4d10 dmg. Requires run up.
organic components needed for speech. The echo uses the Slam: 3d10 dmg
headset Eunha wore when she died, trying to contact any Grasping Hands: 1d10 dmg to all nearby targets
help, though the lower body has withered away, resulting Instinct: 40%
in the Echo being incapable of moving under its own Hits: 4 (40)
power.
After losing a hit, Knot will momentarily collapse, skipping
The Echo believes it is Eunha, and is incapable of its next round in combat, potentially allowing for escape.
perceiving itself as infected, inhuman, or inhibited. It will After each encounter, roll Contamination checks (page 7)
explain away an inability to move or open the door as a for every player involved in the encounter.
result of fatigue and starvation. Use the stats for Echo
Blooms for Eunha (Page 5) if it becomes relevant. If the Players encountering Knot for the first time must pass a
door to her room is opened, her echo will fall out, and Sanity save or suffer 1d5 Stress, followed by a Panic check.
Eunha will become confused and scared. The Echo is
blind, and will be unable to see the players, and unable to
understand what is happening.

6
Cauê Castelo (order #27060043)
Players and Infection The Nature of the Infection
The most important aspect of player infection is that players The Filters, They Do Nothing!
should not know if they are infected until they start exhibiting The degrading effect of Bloom spores results in a pseudo
symptoms – even then, there’s a chance the symptoms may corrosive effect – they “eat” away at filtering fibers within
instead be a result of panic and stress. safety equipment.

Contamination Roll Filters: These have no effect, as the filtering equipment quickly
Whenever players are exposed to a high concentration of erodes to the point of being useless.
Bloom, the GM should roll a percentile dice for each player
at risk. On a 0-50, they’re fine. On a 51+. they’re infected. Rebreathers: These use separate air tanks, offering small
protection. If infected, and the infection roll result is 1, they
Note: The air within DeLange station and Choi Labs is are not infected – future Contamination rolls are still made
infected. Make a Contamination roll for any characters when for them.
they first enter those areas, or first expose themselves to the
air in those areas. Hazard Suits: These are better built to handle hazardous
environments, but do not fully protect the wearer. When
Becoming infected does not have an immediate effect. The making a Contamination roll for characters wearing hazard
nature of the infection is determined the first time an Infection suits, they only become infected on a 76+.
Roll is made for that player.
Vac Suits: These completely isolate the wearer, fully protecting
Infection Timetable them from Bloom. Do not make Contamination rolls for
When a player is first exposed to the infection, begin a real- characters wearing vac suits.
time infection clock for all players. Every 30 minutes of real
time or in game time (whichever is shorter), the infection Note: If a character wearing a hazard or vac suits suffers any
advances. If a player has recently become infected and has damage, their suit is punctured and they lose any protection
yet to suffer any symptoms, roll on the Infection Table (page from Bloom. Make a Contamination roll for them.
6&7) to see what type of infection they have, and they suffer
the Stage 1 symptoms. A Cure?
The speed at which the infection spreads, as well as the
If a player has already suffered symptoms when the 30 minute manner in which it appropriates organic matter, makes it
mark rolls around, their infection advances to the next stage exceedingly difficult to combat. However, some progress was
and then experience the symptoms of the new stage. made towards a chemical treatment – a liquid drug injected
into the infected flesh to chemically cauterize the infection.
Do not make Contamination rolls for infected players. They
can not become infected again. Experimental samples, labeled “BLM-C-14”, can be
found at a workstation within General Testing within
Mass Paranoia the Laboratories. Eunha will provide this information if the
Once the infection clock starts, stress and panic induces false topic comes up, but she will warn that the medication isn’t
symptoms. An hour after the infection clock starts, make an reliable.
infection roll for all uninfected characters. Any infection
they suffer as a result of this is a false infection, with the All players who take the medication must make a body save.
following rules: Those that fail become dangerously nauseous, and all checks
for the next 2d10 hours are made at disadvantage.
• The infection never progresses beyond stage 2 Furthermore, the drug has strong psychological effects: they
suffer a random result on the Panic table. If a character
• Medical scans only ever detect elevated levels of stress suffering from a stage 1 or stage 2 infection takes the drug,
roll a d10. On a 10, their infection is halted and no longer
progresses.
Characters suffering from a false infection can still be
infected – make Contamination checks for them as normal
as they are exposed. In the case that they do become A Desperate Measure
infected, disregard any symptoms from the false infection, Another solution is to amputate or cessate the infected flesh.
roll on the Infection Table as normal, and begin the new Players can attempt this, but there is only a chance of success
infection at stage 1. if a player with the Surgery skill performs the action. Even
then, they require about an hour to work through the flesh.
Note: The time checks for the Infection Timeline are a On a critical success, most infected flesh has been removed
guideline. Feel free to massage the schedule if needed, or and the patient recovers from any ongoing symptoms, though
instead rely on story beats to advance the infection – any permanent damage remains.
whichever you feel more comfortable with.
If this operation was done in a medically sealed environment,
the patient is also cured. On a normal success, the infection
Infection and Secrecy is reduced by 1 stage. On a failure, make a Contamination
The paranoia induced by not knowing if one is infected is at roll for the operating player. On a critical failure, the
the heart of this module. Therefore, it is recommended that operating player becomes infected, and immediately suffers
players not know if they are actually infected, or that they can Stage 1 side effects.
even be infected, until the things they encounter or symptoms
they experience inform them of the possibility. To this end, it’s
recommended that Infection rolls be done in secret. Androids
Androids, due to not being fully organic, are somewhat
After rolling on the Infection Table, you can wait a few resistant to infection. The level of resistance relies largely on
minutes to convey the information in order to prevent players the type of android that player has chosen to play, and will
from catching on immediately. However, the most important rely on GM discretion. The more organic the android, the
aspect as a GM is to ensure that your players are having fun. greater the risk. Fully mechanical androids are completely
If you find that your players are becoming frustrated with the immune, while those that are comprised mostly of organic
secrecy, feel free to be open about the Infection rolls. material will likely be as vulnerable as any human. Those in
between will have higher resistances to Contamination rolls.
7
Cauê Castelo (order #27060043)
Stage 1 Stage 2
INFECTION
The first signs of infection. The infection begins breaking down the biomass of the
host. All characters who reach Stage 2 suffer 1 stress.
Medical scans will detect elevated levels If the infected player mentions their worsening condition,
of stress, but there’s no concrete proof all other players must make a Fear save.
of any infection.
TABLE
Medical scans reveal biological trauma relevant to
infection type, as well as signs of fungal infection. However,
it’s clear that the scans are struggling to recognize and
fully diagnose what’s going on.

Medical scans of players who are experiencing false


symptoms instead show signs of a rapid pulse, cold skin,
and hypothermia – which are match the signs of shock.
Infection
Location
d10 Result
Itching spreads to throat. Shortness of breath. Mucus
buildup.
1 Itching sensation in lungs.
Infected Lungs Wispy fungal growths growing out of lungs, producing
spore gas.

Severe itching over most of the body. Moving feels like it


2 slightly tears skin.
Itching sensation on shoulders, back.
Infected Skin
Skin starts breaking off and sticking to inside of suit.

Itching within intestines. Bloated sensation. Nausea. Suit


3 feels doused in sweat.
Infected Itching sensation within stomach.
Stomach Moss follicles in fluids. Internal bleeding, and profuse
sweating.

Itching all over head. Light headed.


4 Itching sensation in on side of head
Infected Head Moss growth covers the side of the head, wispy flower
growths begin emerging.

Twitchiness in arm, desire to flex fingers. Sensation of ants


scurrying around arm, under the skin.
5 Sensation of an ant moving around
Infected Arm one arm, underneath clothing.
Tiny red spiders weave more spiders out of the flesh, while
weaving other flesh into something... Else.
Muscle twitches develop in head. Sensation of ants moving
around head, under the skin.
6 Sensation of an ant crawling around
Infected Head the side of the head. Tiny red spiders weave more spiders out of the flesh, while
weaving other flesh into something... Else.
Slight muscle contractions and aches. Sensation of ants
moving around chest, under the skin.
7 Sensation of an an crawling around
Infected Chest chest, stuck under the clothing. Tiny red spiders weave more spiders out of the flesh, while
weaving other flesh into something... Else.
Sensation of foreign toes or fingers flexing. Desire to
stretch limbs that don’t exist. Tightness in sleeves.
8 Sensation of stabbing pain in a limb
Infected Limbs that doesn’t exist.
A second set of limbs begin to push out from the first, as
the moss reweaves and duplicates your organic structure.
A sense of double hearing from one side. Cheek feels
stretched, tearing. Strong itching in throat.
9 Sensation of itching on side of head,
Infected Head eyes and throat itch a bit.
A secondary head begins to push out from yours, as the
moss reweaves and duplicates your organic structure.
Bones hurt. Fingers feel sticky. Teeth feel like they’re
moving by themselves. Stabbing pain around bones.
10 Stiffness in joints. Teeth feel wobbly.
Infected Body
The moss erodes binding structure of keratin and bone,
loosening and separating it.

8
Cauê Castelo (order #27060043)
Stage 3 Stage 4
The infection moves to its advanced stages. All characters The infection overwhelms the character. All checks are
who reach Stage 3 suffer 3 stress, and then must made at disadvantage. The character requires
make a Fear save or suffer 1d5 Stress. Any characters assistance to move around. If not killed outright, at every
who see or hear about the symptoms must make a Sanity 20 minute mark, they must make a Body save or die.
save.
If the character is in a suit that contains their body, such as
Medical scans show severe trauma and conflicting a vac suit, they only suffer the below effects when the
readings as the body is decomposed, rebuilt, and portion of the suit covering the infection is removed.
repurposed. Otherwise, they suffer all below effects immediately.

As the body falls apart, the character’s ability to function The character must make a Sanity save at disadvantage,
will suffer. All characters at Stage 3 and above fail all or suffer a complete cognitive collapse, unable to
Speed Checks. comprehend what’s happening to them. All characters
who witness or hear about this as it happens must make a
Sanity save or suffer 1d5 stress. Then, all players who
witnessed this must make a Panic check.

Difficulty breathing. Something stuck in throat. Clumps Spore gas bursts out. Bush of hairlike growths push out
of something hairlike clogging up mouth. Speaking from the mouth, similar growths growing on skin around
comes out muffled. Constantly coughing up phlegm. mouth. Growths block your throat, and you suffocate.

Body is plump with rotten flesh, peels away with suit.


Skin over entire body burns. Moving feels like it will tear Begins to fall apart in wet pieces. You collapse to the
skin.
floor and burst like rotten fruit.

All sweat is filled with blood and tiny hairs. You begin
Profuse sweating. Caustic phlegm buildup in mouth. throwing up uncontrollably, wet hair-like follicles pour
Nose and eyes run. out, as you regurgitate liquefied organs. Death follows
quickly.

Skin and muscle around skull begins to slough off, pulls


Glimpses of floating white flecks in peripheral vision. away land sticks to helmets and curious hands. Dozens
Difficulty in focusing. Buzzing itch growing all over scalp. of white flowers cover the scalp. Head rolls of and hits
the ground with a wet slap.

Forearm collapses to the floor, explodes in thousands of


Numbness in forearms. Sensation of an entire ant hive tiny red “spiders” that scurry everywhere. Forearm
scurrying underneath clothing. Fingers slowly drift weakly moves around by itself on the floor, as spiders on
around by themselves. stump crawl over and into the rest of the body.

Head falls to the ground, and thousands of tiny red


Increasing sound of buzzing and scratching. Tiny objects spiders explode outward and scurry everywhere. Head
swim across vision. Sensation of thousands of ants wobbles and shuffles around by itself, partially under its
moving under helmet. Teeth softly move by themselves. own power, partially pulled by the tiny spiders.

Chest distended, lungs pushing out and visible. Upper


Start coughing up rust-colored smoke. Strong impulse to body breaks off from lower body, collapses to the floor,
breathe deeply. Lungs feel like they’re slowly being thousands of tiny red spiders spill out. Body arches and
pushed out of your chest, chest feels like its splitting. shudders by itself.

Secondary limbs, comprised of pseudo-moss flesh, are


Limbs feel crushed while in suit. Confusing and revealed to be slowly pushing out of other limbs. Fingers
conflicting pangs of ghost pain from limbs. Can feel toes / toes waggle aimlessly. Original limb begins to buckle,
/ fingers moving that aren’t yours. as most organic mass has been stripped away.

A secondary face is pushing out of yours. A vestigial


Hearing double, peripheral vision blurred and seeing mouth gapes as if trying to breathe. A deformed eye
double. Helmet feels tight, constricting. Glimpses of glances about in apparent terror. Thought dissipates, as
floating white flecks in peripheral vision.
skull is largely stripped of organic mass.

Teeth and nails begin falling out. Hair falling off. Bones Bones become extremely fragile, shattering at the
feel brittle, can feel bits of bone moving and shifting slightest force. Ribs begin to collapse inward, and entire
inside. skeletal structure buckles and implodes.

9
Cauê Castelo (order #27060043)
Orbital Relay Station “DeLange”

General Notes The station has no simulated gravity. 6 Communications A small cramped room, filled with
Furthermore, the entire station’s air supply is infected by communications equipment and band wave monitoring
Bloom. Make an Infection roll for anyone who enters the equipment. A sealed coffee thermos floats, knocked open.
station not wearing a vac suit. Anyone who enters the Dried coffee stains lace the walls and some monitors.
station without wearing a rebreather or filter is Communication logs have been dead for a week. Anyone
automatically infected. All corpses show slight signs of life, with Computers or Hacking can scan through older
if scanned. transits. If they do so, they find:

1 Planetside Transit A receiving dock for the cargo pod • 8 Days ago: Communication with Choi Labs about an
that travels from Japnline’s Ache up to DeLange Space outbreak. Vague confirmations about drastic
Station. The pod is received externally, brought through an containment measures taken. Several unauthorized
airlock and docks internally, where cargo and personnel communication attempts from the laboratories.
are loaded and offloaded. A corpse wearing the
uniform of Choi Labs security is suspended in the • 12 days ago: Communication with Choi labs about a
room. Shot from the front. An SMG can be found in the mole that was caught attempting to smuggle supplies
holster of the corpse. out of the labs.

2 Control A small room, dominated with a screen that 7 Storage Locker B A variety of water, food, and Quality
scans processing incoming and outgoing personnel and of Life supplies tied down into a series of stacked cabinets.
cargo. Other screens display security feeds around the
station. The logo for Dyson Phytology flashes in the corner 8 Power Generator Internal access to the station’s power
of every screen. A corpse sits in the chair in front of the generator. Still running without issue.
screens, shot from behind.
9 Habitation A dozen bunks strapped to the walls of the
• Security feeds show two security officers arriving. One module, with washrooms to the side. Magazines and
shoots the other, then proceeds to find and kill the personal items float freely. One bunk has a corpse
remainder of the crew in a panic. Then the officer strapped into bed. Shot in the head. A book titled
dons a Vac Suit and proceeds to the maintenance “vintage station guidelines” floats nearby.
airlock.
10 The Floater A body in a vacsuit floats outside the
• A cargo docket contains information of all arriving station, tethered by an air supply from the Maintenance
and departing cargo and personnel. No details Exit (4). Strong life signs, but if scanned with medical
barring a single registry code – unlikely the person equipment shown to be in a state of near stasis. Inside of
recording the details knew what was in the cargo. visor obscured by what seems like dust.
3 Spaceside Transit Receives incoming cargo and • Body is infected, and infection has run down the air-
personnel from docked ships, and loads outgoing cargo tether to infect the entire station.
and personnel onto ships.
• If suit opened or damaged, clouds of brown-red gas
4 Maintenance Exit Airlock that allows access to external burst out. Make an Infection roll for anyone not
station facility for repair and maintenance. Across the wearing a vac suit. Anyone close to the body and
airlock floats the body of a dead station worker, shot not wearing any protection when the suit is
several times. The Airlock has been sealed from outside, opened is automatically infected.
and an air-tether has been accessed and pulled through
an access point in the airlock. This connects to the Floater
(10). • Body is covered with wispy fur-like growths and tiny,
blooming white flowers, so thick that the suit became
bloated.
5 Storage Locker A Several rows of mechanical supplies
and equipment, many dislodged and floating free. In a
corner, a corpse of a station worker floats, shot. • If examined, the body (wearing a Choi Labs security
uniform) is functionally dead, with a fungus or moss
growing from and feeding on the corpse.

10
Cauê Castelo (order #27060043)
Surface Habitation “Japline’s Ache”

General Notes A small surface-side outpost, built more 3 Greenhouse Squat building, locked. Interior has rows
as a mid-transit point between Choi Labs and DeLange of vegetable plants being grown. Systems are automated,
Station, but with basic layover facilities. Built on a barren and running without issue. Anyone who peruses the plants
icesheet, it’s a desolate collection of buildings. All will find a back corner growing a variety of illegal
structures are built with cheap-but-functional prefabricated substances that can be harvested.
material, and share a depressing gray aesthetic with the
surrounding environment. 4 Administration Small double-storey building, almost
residential in appearance. Lower floor has an office, filled
A week of inactivity has left exteriors covered with ice-dust with geographical maps of the planet and surrounding
due to disuse, and exposed interiors are caked in a area. Photos of nearby geographical formations, as well
blanket of sleet. Air is breathable, but thin. Scans will warn as a variety of readouts, line the walls. A Hazard suit
atmosphere is mildly toxic, but only a risk with prolonged hangs in emergency closet by one wall.
exposure. Building interiors have air filters to mitigate the
mild toxic effects of the atmosphere, and are also well Keys to the Warehouse and Greenhouse found in a
heated. There are no life signs. desk drawer, if room is searched. Upstairs has a small
double bedroom, used as a storage room filled with a
A body, wearing a blue parka, a Dyson Phytology brand variety of research equipment. Behind the Administration
shirt, and black insulated pants, lies face-down near building, two large water tanks store water processed from
DeLange Receiving and Departures (6), blanketed in ice- the local ice, and funnels it to nearby buildings.
dust, and immediately visible to any who use the transit
pod to land here. Turning the body over will reveal they 5 Garage Small building, identifiable by ramps that lead
were shot from the front. into the vehicle bay. Houses a single large vehicle,
designed to carry passengers and heavy equipment over
1 Hotel Two-storey building, decorated, albeit sparsely. rough terrain. Vehicle battery is dead, but there are spares
Rooms are mostly spartan, with basic facilities. A sign on the walls, along with repair tools and rows of
outside advertises next day’s breakfast and lunch. Large miscellaneous equipment. A Scientist with Geology or
portion of the building has collapsed due to fire damage. Geography can identify the equipment as surveillance
Interior walls and debris covered by blackened growth, tools. Beyond the garage door, another body can be seen
burned and brittle. Debris contains several charred in the distance, wearing casual clothing unfit for cold
corpses, and a single expended flamethrower weather. No signs of harm. A medical scan will reveal they
kitbashed from scientific equipment. A Scientist with died of shock.
Biology or Genetics will notice the following:
6 DeLange Receiving and Departures A large landing
• Black growth, organic in nature. Present on (and in) and launching platform for the DeLange cargo and
corpses). personnel transit pod. A small outhouse on approach
allows contact and communication with the station above.
• Corpses show signs of rapid deformed growth. Fenced around the edges to discourage presence in the
Intellect check reveals bones seem to have been event of launch or landing.
splitting apart.
7 Choi Labs Access Lift An imposing cylindrical building
Poster by reception reminds patrons that keys to other on the edge of the outpost, this lift transports cargo and
facilities are held at the Administration building. The personnel down through the ice sheet, into the dark ocean
flamethrower can be taken, but is visibly in poor condition. below, and finally arrives at Choi Labs below. Colloquially
Whenever it is used, it has a 50% to burst into flames and referred to as the “plug”, due to it appearing like a rubber
deal 1d10 damage to the wielder, setting them on fire. The cork plugging the hole drilled through the ice. Security
flamethrower can be upgraded to lower this chance (see gate seals the lift, but a nook allows access to a security
Choi Labs: Storage, page 13). terminal which allows access. The lift interior is large, with
space both for cargo, equipment, and personnel. By
2 Storage Large structure, contains a wealth of tools, as default, the lift will be found on surface level.
well as emergency food parcels. Any common
maintenance and repair tools can automatically found in On entering the lift, players will see a tiny white flower
the warehouse. For uncommon or rare tools, roll a growing out one of the grooves in the wall,
percentile die to see if they are available: 50% for highlighted against the dark walls of the elevator.
uncommon tools, 25% for rare tools. This is a Bloom flower (page 2).

11
Cauê Castelo (order #27060043)
CHOI LABS: SURFACE ACCESS
5 Security and Monitoring Station 01 Requires security
access. Several displays show security video feeds around
Choi Labs, as well as situation and status reports. Players
can observe and learn the following information:

Crossroads

• Two video feeds, each showing the interior. One feed


shows the airlocks leading to Habitation, and
Laboratories. The latter has emergency lights running.
The other feed shows the airlock to the Cargo Access
Lift and Storage, with the latter flanked by a smaller
security door.

• Notifications warning about structural stress and


multiple small leaks detected.

Storage

• Two video feeds. One labeled “Secure Storage” shows


1 Surface Lift Receiving room for the Surface Lift, which several rows of neatly organized chemicals and
enters through the roof via a large airlock cycling system. equipment. The other, labeled “General Storage”,
Lights flicker, and several streams of seawater pour from shows a larger warehouse in disarray. Movement can
the ceiling. be seen in between the detritus, but camera quality is
too poor to provide details.
2 Security Gate A screening room, where security in Entry
Control scan and inspect all incoming and outgoing Habitation
personnel and cargo. A view port to the side allows
visibility between this room and Entry Control, emblazoned • Four video feeds, all running, but all just showing
with Dyson Phytology’s logo, though the glass is stained on black.
the other side, obscuring vision into Entry Control.
• Errors showing air filters need replacing.
Access is not prohibited, players can move directly through
to the Cargo Access Lift. Players with skills or
experiences relating to security procedures will notice Labs
this is unusual – standard procedure requires access
to be granted from Entry Control. • Six video feeds, all offline.

3 Transit Monitor Cramped room, with two terminals • Hull breach detected in Open Environ Testing. Entire
monitoring traffic through the Security Gate. Those without lab facility flooded and sealed. Numerous warnings
vac suits will detect a strong scent of burned plastic. Far about structure stability.
corner of the room is filled with a burned black growth,
spongy and wet to the touch. A charred corpse is Maintenance
partially engulfed by the growth, wearing a scorched
security uniform. • Three video feeds: Crossroad maintenance access
feed, which is fuzzy, but seems to show something very
Anyone checking the terminals will notice they’ve been large, breathing. Oxygen Generator room feed
overridden to force access to anyone entering or appears normal, outside of a body that can be seen
departing. Anyone with background or skill relating to slung against a wall. Power Generator room feed
security will be able to determine that this is a security- shows equipment running, but video feed is largely
initiated override. obscured by an unclear object.

4 Cargo Access Lift Contains the Main cargo lift, open • Numerous warnings of partial flooding, several pumps
and ringed with railings, that slowly descends down to the needing maintenance, and the “Main Sewage Filter”
main facility. Steam can be seen rising from the lift. If any located under Crossroads needing unclogging.
players use the lift to travel from Surface Access Warnings that all Lab airlocks have been forced open
(page 13) back up to this room, the noise and via Maintenance Access overrides.
vibration will attract the ire of an immense Bloom
construct residing in the flooded cavity below. This External
creature will chase the lift, smashing into it as it nears the
top, lifting the lift up into the air for a moment. The lift then
falls for a second before safety brakes kick in and halt the • Four cameras providing an external view of Sea Access
lift. All players on the lift, or who see the creature airlocks: Airlock Godiva, Airlock Rueben, Airlock
charge the lift, must make a Panic check. North, and Airlock Samuel. Various sea traversal
equipment can be seen, though anyone looking
closely will notice the equipment at Airlock Godiva
The creature falls down the lift shaft and shatters below. seems to be in disarray.
Any players at the bottom of the lift shaft will see the
creature as it charges up, an immense nest of crab-like
limbs. If relevant, use Knot’s stats (page 6) - though it is a General Status
separate entity to Knot.
Facility is operational, but under growing strain. Heating
Anyone with Engineering or Mechanical Repair can infrastructure is burning out (increasing the heat as it does
attempt an Intellect check to repair the lift and return it to so), there are hundreds of smaller leaks around the facility,
normal operation. and structural supports are at risk of collapsing.

12
Cauê Castelo (order #27060043)
CHOI LABS: CROSSROADS CHOI LABS: STORAGE

1 Cargo Lift Cargo lift receiving and departures room. General Notes A variety of items can be upgraded or
Dim lights. A large airlock connects to Crossroads, with crafted from resources found in storage. Each upgrade or
ramps to assist in the transport of cargo. The air is filled craft takes 20 minutes of in game time, though multiple
with red-brownish “rust-smoke”. If the lift travels upward, a characters can work on upgrades simultaneously.
large collapsed cavity, flooded with seawater, will be visible
below the lift dock. 1 Security Check Intersection, with a airlock leading to
General Storage, and an airlock leading to Lab Storage to
On the one wall, two corpses sit next to each other, the side. Lab Storage is locked. A viewport opposite the
partially entangled in each others arms. Their organic Lab Storage airlock allows one to look into Entry Control,
mass has seemingly “melted” off and has stretched and which appears empty.
pulled itself along the surrounding surfaces. This has
resulted in their remains being partially hoisted up the 2 Transit Monitor Small security room with a viewport
wall, stretched and pulled apart in every direction. The looking into the Security Gate. Monitors scan all
entire “growth” is covered in a wispy moss, sprouting equipment and personnel who move through the Security
hundreds of tiny white flowers, near luminescent in the low Gate, and consoles control access to the two storage
light. All players seeing this must make a Fear save or rooms. Requires security access.
suffer 1 Stress.
3 Lab Storage Contains a variety of specialized scientific
Any contact with the bodies will see the mass crumble resources and equipment. A scientist searching this room
wetly, plopping onto the ground, and releasing clouds of will find a variety of hazardous solvents, explosive
rust-colored spores. Make a Contamination roll for players chemicals, and flammable liquids. A scientist with relevant
closest to the bodies, any not wearing protection skills can turn these into makeshift thrown weapons, using
automatically become infected. Sanity save for witnesses. stats for grenades. However, if anyone using these rolls a
Critical Failure, the item bursts in their hands and they
2 Crossroads A large intersection that links Habitation, suffer the effects of the weapon. The flamethrower from
Labs, Surface Access, and both Storage Entry Control and Japline’s Ache can be upgraded here, dropping the
Security and Monitoring 02. At the center of the room, a malfunction chance by 25%.
hatch and ladder leading into Maintenance Access.
Water pours from the ceiling, and drains into the central 4 General Storage Large collection of general
hatch. The air is thick with rust-colored smoke, saturated maintenance and equipment supplies. The back portion
by red and yellow emergency lights. The airlocks leading is a freezer, containing a large supply of food and
to the Labs has emergency lights running. Digital text drink stock. Containers and boxes are strewn about,
scrawls above the airlock informing that the door has been several rows have collapsed onto each other, and the back
sealed due to flooding and containment lockdown. The wall near the freezer entrance is covered in moss growth
viewport for the airlock leading to Habitation is blackened and lumps of mass – the remains of around a dozen
by something on the other side of the door, and it’s bodies. The flamethrower from Japline’s Ache can be
impossible to look through. upgraded here, dropping the malfunction chance by 25%.

3 Security and Monitoring Station 02 Monitoring station When players enter this room, 8 Echoes emerge,
tracking employee locations, as well as notifying Security pulling themselves from the moss or crawling out
and Monitoring Station 01 of departure requests. The from under collapsed rows. They will not attack
majority of these screens are obscured by an organic unless players approach or act with aggression. The
growth as well as a slumped figure, out of which a freezer is uninhabited, and untouched by any form of
blanket of organic growth has burst out and over the growth or infection.
panels. Hard ridge-like growths grow out of the mass,
woven together from organic detritus. Players searching for general tools here will struggle to sift
through the chaos and the moss growth. They have a 50%
A Scientist or Android with medical background will chance to locate any common maintenance tool or
identify human teeth, pieces of bone, and nails within the resource, and a 10% to locate a rarer or more specialized
mass. A successful intellect check will reveal the organic tool or resource. Players searching the freezer have a 75%
growth spreads out along the corridor into other sections chance of finding any specific common food item or brand
of the facility, and seems to be “carrying” these ingredients (likely in small quantities), and a 20% chance of finding a
to those mass. If the growths are cleared away, the screens more specialized or rare food item or brand. None of the
will reveal a third of the staff missing, and the remainder consumables are infected.
flickering between critical conditions and death.
13
Cauê Castelo (order #27060043)
CHOI LABS: HABITATION

General Notes The entire surface of Habitation is covered 3 Residence Comms A small cramped room with
in a thick layer of moss growth, smothering any and all communication equipment designed to contact the
light – it is completely dark and light is required to see DeLanger station. Covered in growth and useless.
anything, though it is obscured by billowing rust-smoke.
Absolutely everything is blanketed by the small white 4 Maintenance Access Door to this room is stuck,
Bloom “flowers”. The thick growth on floor feels spongy to blocked by growth, and requires a Strength check to pull
walk over, and wall growth feels warm and flesh-like to the open. Small room with a variety of maintenance
touch. Make a Contamination roll for all players who equipment sorted along the walls. Center of the room has
enter. Any who enter without protection immediately a hatch and ladder leading down to maintenance.
become infected.
5 Dorms Each dorm has 12 bunks, private lockers, and a
1 Clicker A small room preceding the main habitation washroom. These are currently as consumed by growth as
complex, serving as a check in / check out mechanism. the rest of Habitation, and each contains at least three
The majority of the room is caked in moss growth, with corpses that have exploded into growth. Each has at
papers and notes on the walls wilted and wet. The airlock least1d5 Motile Blooms active.
leading to the galley is open. Opening the airlock to this
room from Crossroads releases a cloud of rust- Attempts have been made to barricade Dorms D, E,
colored smoke that bursts outwards. Something and F from the inside. A Strength check must be
cockroach-like, the size of a forearm, will fall off the made to gain access. Dorms C and E contain 3 Echo
inside of the door and scurry into the darkness. Blooms each.
2 Galley A large open room, containing a chaotic mess of If searched:
tables and chairs. On one side, a small kitchen that Dorm A contains a revolver and one clip of ammunition.
prepared and distributed meals. A quiet cacophony of Dorm C contains two medkits, though both will inflict a
scratching and clicking can be heard under a chorus of Contamination roll for whoever they are used on.
labored breathing. Dozens of Motile Blooms writhe Dorms D, E, and F have food supplies, but they are all
around through the floor and along the walls. Some contaminated. Dorm F also has a partially built
of what can be seen in the room: flamethrower, requiring two pieces from Lab Storage.
• Three torsos, mostly headless and limbless, stick out of 6 Gym Filled with a variety of gym equipment, discarded
the growth like pimples, shuddering as they breathe and strewn about. A Crab Bloom resides here, but if
and spew out rust-smoke. players take any aggressive actions towards the Echo
Blooms elsewhere in Habitation it will venture out
• Half a dozen hands and forearms scuttle spider-like and investigate.
across the floor and walls. One moves more slowly,
seemingly dragging clumps of organic mass behind it. 7 Viewpods Circular glass domes, with spot lights aimed
at nearby sea floor, and a bench located in the center.
• A head, jaw-less, uses its tongue and vestigial neck to Viewing glass has mostly been stained and covered by
push itself across the floor. Its eyes slowly swing up to moss growth. Wispy seaweed covers the visible nautical
gaze dumbly at the players. terrain. One observatory has a corpse reclined back on the
bench, mostly consumed by growth. The white flowers
Any players entering the room and seeing this must pass a appear pearlescent with the reflection from the external
Sanity save or suffer 1d5 Stress. flood lights.

14
Cauê Castelo (order #27060043)
CHOI LABS: LABORATORIES

General Notes The labs have been flooded for over a 5 Sea Environ Testing Large glass viewports look out
week, and during that time have been consumed by the onto the sea floor where controlled experiments have been
nautical variant of Bloom. Corridors are choked with set up. The far end of the room houses four workstations,
growth like black seaweed, dotted with white flowers like as well as sample storage cabinets. One of the viewports
stars in a night sky, as well as thousands of tiny insectile has been blown inwards, causing the breach and
creatures that swim in-between. Players moving through section-wide flooding.
the plants will feel Motile Blooms crawling on and around
them, and dozens of tiny white flowers will break off and 6 Airlock: Samuel Contains two aquatic vac suits and
stick to their suits. If drained, the mass of plants will accompanying air canisters for traversing the ocean floor.
collapse and wilt, but will still be difficult to push through. On the other side, as one enters the ocean, there are rows
Movement can be seen under the wilted plants, as players of stowed equipment for retrieving samples and modifying
move through. the controlled experiments observed in Sea Environ Testing.

1 Clicker A small room preceding the main habitation 7 Maintenance Access Direct access to Maintenance.
complex, serving as a check in / check out mechanism for Sealed while Labs are flooded.
employees. Access to Crossroads has been forcibly sealed,
and the inside of this room is filled with a dozen corpses 8 Data Storage A dozen servers line the interior of the
piled against this airlock, now covered in streams of room, while a workstation is present at the far end. All
hairlike plant growths. A dozen stained hazard suits line equipment is clogged with growth, seawater, and long
the walls. Requires security access. dead.
2 General Testing The experiments here focused on 9 Airlock: Reuben Contains four aquatic vac suits and
testing and experimenting with non-Bloom flora that exists accompanying air canisters for traversing the ocean floor.
on the sea floor. Several rows of experiments line the one A four seated aquatic vehicle is docked, as well as rows of
wall, while work stations are cluttered around the center. equipment intended for sample retrieval and study of sea-
One workstation has a container of chemical floor flora.
injectors, labelled “BLM-C-14” (see page 7).A coffee
machine stand sits defiantly in one corner. Still works,
somehow. 10 Data Comms The door has been sealed shut by a
build-up of equipment debris. Clearing the debris allows
one to easily open the doors. Eunha resides within.
3 Closed Environ Testing A series of small sealed Minor growth, mostly from Eunha’s corpse. Equipment is
aquariums, most now shattered, line the walls, with functional and can communicate with the DeLange station.
mechanical dispensers poised above. A variety of Anyone touching or getting close to Eunha’s Echo or
chemicals, flora, and fauna had been introduced to each corpse without protection immediately become infected.
aquarium.

4 Sample Testing Several rows of small containers in a Draining the Labs


variety of testing devices line the interior of the room, with If players intend to drain the labs, they’ll first need to
sample storage vaults lining the walls. Various containers contain the breach in Sea Environ Testing. Players can
and storage vaults have burst open, Bloom growth pouring either use a welder to seal the door shut if they have one,
out. A Crab Bloom resides in here, and will act or access the override panels in maintenance below. Once
aggressively to any non-bloom entities that enter. that is done, players will need to activate pumps, also in
Will venture out and investigate if severe damage is maintenance, to slowly drain the water away.
being done to Bloom growth elsewhere in Labs.
15
Cauê Castelo (order #27060043)
CHOI LABS: MAINTENANCE

General Notes The Maintenance tunnels are tight and 4 Power Generator Large generator, still running loudly.
claustrophobic. Players can walk shoulder to shoulder in Teamster players quickly notice an unhealthy mechanical
the corridors, but the doorways will need to be moved screaming from from the engine. Entire structure is
through in single file. Due to the flooding and continual covered in thick, clumpy moss growth. A scientist with
draining of the Lab sector, the Maintenance tunnels are Biology recognizes that the moss is attracted to the heat.
constantly flooded up to knee height. Lights emit a sickly
orange glow and flicker constantly. The water is brackish 5 Air Generator Pumps pull water in from the ocean, and
and reeks of chemical sulfur. process it for oxygen. Room is surprisingly cold, and
there’s a lack of any Moss growth to be found, outside of
Maintenance Access Points There are three main the clumps in the brackish water.
maintenance access points, allowing travel to and from the
maintenance level. M1 connects to the Crossroads and 6 Habitation Pumps Badly clogged by clumps of Bloom
houses the main drainage facility, though it is currently growth. Bits of human biology can be seen caught in the
clogged with organic and chemical waste. Knot resides filters. Motile Blooms skitter and swim through the water
here. M2 connects to Habitation, and M3 connects to the here, moving along the floor and disturbing the surface.
Labs. However, M3 is sealed while the labs are flooded, Every room and corridor here has at least one Motile
and will have an emergency light indicating as such. Bloom that acts aggressively towards the players.

1 Storage Pump. Pump in relatively good working order. 7 Airlock: North Two aquatic vac suits with
Control panel allowing for Storage Access override can be accompanying air canisters. Sea exit has rows of external
found and used by any Teamster with Engineering. repair equipment, and two docked aquatic scooters.

2 Airlock: Godiva Two vac suits in disarray, with partially 8 Lab Pumps Sounds of metallic groaning echo through
depleted air canisters. At the exit, maintenance equipment these corridors. Each room has a control panel controlling
lies strewn about. Two aquatic scooters lie discarded by the door overide for the matching lab above:
ocean entrance. Area outside filled with mechanical 8A controls General Testing Access.
debris. 8B Controls Closed Environ Testing Access.
8C Controls Sample Testing Access.
3 Status Room Various readouts detailing levels of 8D Controls Sea Environ Testing Access.
oxygen, heat, and power distributed throughout the facility,
as well as an overview of the Maintenance sector. Warning 9 Server Room Water secure storage for server backups
lights indicating issues with heating and power generation. in case of an emergency. Several rows of data vaults.
Alert lights indicating flooding in Labs and hull breach at Requires security clearance to access.
8D. Emergency pumps can be controlled from here.
16
Cauê Castelo (order #27060043)
Sea Access Running BLOOM as a One Shot
Several unmanned remote research sites exist around Choi The module was initially built and designed to run as a
Labs. These sites observe Bloom in its natural habitat, one shot, and the lethality and risk present is
outside of the more controlled nature of the laboratories. representative of that. For the most part, you should be
The layout of these sites is fairly simple. A network of steel able to run it as is without issue, though feel free to tweak
rods suspend a grid of rope over the ground where Bloom and modify the adventure to best suit your group.
grows, denoting and categorizing various areas for ease
of study. Several rods have small luminescent plastic flags One-Shot Closing Cinematic
perched on top, allowing for them to be seen and If you opt to use the provided mission, you can to use this
navigated to within the dark water. as a closing “cutscene” at the end of the one-shot.
To the edge of each of these sites is a small structure, This scene takes place in a lavish office, where two
housing a beacon that records and transmits geological employees in corporate attire are engaged in
information, as well as information regarding temperature conversation.
and sea currents. This beacon also serves as the primary
means to navigate to the sites.
If players were successful in delivering at least one of
the two requested items:
Periodically, scientists would venture out into the ocean to
take records and samples, and occasionally experiment
with the local environment to stimulate reactions from the The two are delighted by a delivery that’s just arrived for o
Bloom. them. One will remark, “About damn time. That previous
attempt to sneak this out failed rather disappointingly.
Glad we got it in the end, despite some tardiness on the
Navigating the Ocean part of the hired help. But that’s what you get with
The nearest site is about a one hour walk from Choi labs, mercenaries, I suppose. Not exactly professional”. The
will put strain on any air supply worn by one attempting to other nods in agreement, patting the parcel. “But we do
reach the sites on foot.. The scientists use a set of vehicles , finally have it, and that’s what counts. Now we can see
which allows sites to be reached in just a few minutes. what Greg and his research department was so damned
Furthermore, these vehicles have the beacon coordinates excited about, maybe even nab the upcoming Department
built in. of the Year award from under his nose!” The two figures
laugh and begin opening the parcel, as the camera pans
The oceans are pitch black, though spotlights on the up to show the company logo hanging above their office:
vehicles allow for cautious navigation. The ocean is in Dyson Phytology.
truth entirely safe, but presents itself as hostile. Eerie ocean
currents imply the passing of immense creatures, distant If players failed to deliver any of the two requested
cracking and snapping can be heard (and felt), and items, or died in the attempt:
reflective detritus, caught up in the currents can give the
illusion of a creature’s hide. The two languish in their seats, both nursing cups of wine.
“I’d hoped using brute force would get it done, since our
Running BLOOM in a Campaign attempt at subtlety failed”, mentioned the one, sighing
deeply. “I suppose I shouldn’t be surprised, mercenaries are
The biggest recommended changes for slotting this bumbling lot and clearly struggle at all but the simplest
module into a campaign are about telegraphing the tasks”. The other chimes in, “the worst thing is now we
dangers found within. The hidden lethality of this module have to suffer through Greg’s shit eating grin as his
is designed as a result of the assumption that this content research team win Department of the Year. Again. I was
will be used in a one-shot. rather hoping to see his hopes dashed by stealing this little
golden nugget from him”. The two pour more wine for
each other, as the camera pans up to the company logo
In a campaign, the hidden lethality of BLOOM would likely hanging above their office: Dyson Phytology.
be more frustrating than fun, and it would be better to put
a lot more emphasis in telegraphing the danger to
players, as well as reducing the severity of risk. If players obtained, but then absconded with at least
one of the two requested items:
Consider any combination of these of modifications if
you’re looking to add BLOOM to your campaign: The one stares at their working terminal, fuming. “Bloody
bastards. What’s the point of a contract if the shit-brained
help you’re hiring just breaks it at first notice? How the hell
• The client offering the job is aware that something has did they expect to get away with this?” The other holds
gone wrong, or that an outbreak has occurred, and their hands up, as if in surrender, “I get you, I get you.
warns the party. Look on the bright side, our go-between has given us a full
refund yeah? No company finances lost, no paper trail for
• Air filtration units, such as the one in the space station anyone to know. Besides, they’ve lost a fair bit of face as a
or in rebreathers and vac suits, are able to filter out result, too. They’ve provided the info on the group, and
spores safely without infection. Only breathing in have offered to hunt them down free of charge, which I’d
contaminated air without a rebreather risks infection. say is a pretty cathartic conclusion to this whole mess”. The
other scowls, before sitting back and waving their hand.
• Infection is only spread via direct contact with the “Sure. Sure yeah, you’re right. I suppose that means it’s
infected. Touching fluids seeping from infected, or fairly easy to pin this whole thing on them. And, at the end
being attacked by the infected, is the only way to of the day, Gregg still lost his pretty little prize his
potentially suffer infection. department was so excited about, whatever it was, so we
at least get to enjoy that.” The camera pans up to the
• The infected can be treated and potentially cured with company logo having above their office: Dyson Phytology.
appropriate medication, as well as surgery checks.

• The infection advances considerably more slowly,


taking a day (or more) to manifest each stage of
infection.
17
Cauê Castelo (order #27060043)
BLOOM INFECTION TRACKER
True or False
Player Name Character Name Infection Type Infection Stage
Infection?
Roll
Result
T F 1 2 3 4

Roll
Result
T F 1 2 3 4

Roll
Result
T F 1 2 3 4
Roll
Result
T F 1 2 3 4

Roll
Result
T F 1 2 3 4

Roll
Result
T F 1 2 3 4

Infection
Timeline 30m 1h 1h30m 2h 2h30m 3h 3h30m 4h

INDEX
The Basics................................. ...Page 01 The Infection
Players and Infection.............................. ...Page 07
What Is This Place?.................... ...Page 01
Nature of the Infection........................... ...Page 07
What Went Wrong?................... ...Page 01
Infection Table....................................... ...Page 08 & 09
Fear and Sanity Saves................ ...Page 01
MAPS
Murandal.................................. ...Page 02 Orbital Relay Station “DeLange” Map..............Page 10

The Bloom and Temperature...... ...Page 02 Surface Habitation “Japline’s Ache” Map.........Page 11

The Bloom Flowers.................... ...Page 02 Choi Labs: Surface Access Map.......................Page 12

The Current State of Choi Labs... ...Page 02 Choi Labs: Cross Roads Map..........................Page 13

The Job Offer............................ ...Page 03 Choi Labs: Storage Map.................................Page 13

The Player Approach................. ...Page 03 Choi Labs: Habitaion Map..............................Page 14

Available Equipment.................. ...Page 03 Choi Labs: Laboratories Map..........................Page 15

The Bloom Moss Choi Labs: Maintenance Map.........................Page 16


Spore Bloom............................. ...Page 04
Final Notes
Motile Bloom................................Page 04 Sea Access............................................ ...Page 17

Echo Bloom..................................Page 05 Running Bloom in a Campaign.............. ...Page 17

Crab Bloom.............................. ...Page 05 Running Bloom as a One Shot...................Page 17

Survivors and Horrors


Eunha Taibshe........................... ...Page 06

Knot.............................................Page 06

Cauê Castelo (order #27060043)

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