Eclipse Phase 2e - Overrun - A Gatecrashing Ops Adventure (v1.0.0)
Eclipse Phase 2e - Overrun - A Gatecrashing Ops Adventure (v1.0.0)
¹ Introductory Scenario: Overrun is a stand-alone adventure designed for Gatecrashing Ops team.
¹ Campaign Play: Guidelines for Firewall, Gatecrashing, and Criminal Ops groups.
¹ Locations: Details Teragula — an exoplanet beyond the pandora gates —
its hostile marrow swamps, and the frontier terraforming outposts there.
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WElCOME TO TERAGUlA
The player characters (PCs) are visiting an exoplanet terraforming
platform in an alien swamp when an outbreak of parasitic native
life begins infesting the station's crew. Overrun is a concise Eclipse
Phase scenario, perfect for one-shots and convention games.
SITREP
The PCs are sent through the Vulcanoid Gate to Terraforming
Platform Ganges-4, located in the marrow swamps of equatorial
Teragula, fourth planet from its star. It’s a chill, damp, overcast locale,
and remote from any other transhuman habitation. No one wants
to be assigned here for long. The PCs are looking for information on
what happened to Platform Allegheny-6, a nearby terraforming plat-
form operated by the same corporation, Brokenridge. Allegheny-6
recently went dark with no explanation from the management. The
agenda, however, turns from investigation to survival as security
alarms flash all over the platform’s public AR channels.
THE CHARACTERS
For new players and convention games, this scenario is best
run using the gatecrashing team — Astika, Jinx, Shrike, and
Whisper — from the sample characters provided in Eclipse Phase
Second Edition (▶ 90–93, EP2). If you have more than 4 players, the
others can choose freely from the other sample characters.
Of course, the players can also provide their own characters,
particularly if you are working this scenario into an ongoing
campaign. You're going to want a couple of PCs that can fight, at
least one good with tech (particularly Hardware: Electronics and
Hardware: Industrial), and one skilled in Know: Astrobiology.
This scenario assumes the PCs are conducting this investigation
at the behest of Firewall. Ideas for incorporating non-Firewall PCs
are included under Getting In ▶4.
An alternative option is to use some of the NPCs provided (▶22).
Ernesto Ernesto, Frank, Linard, Nogumi, Nat, and Stevedore can all
be adopted as PCs for this adventure.
BACKGROUND
TerraGenesis Incubator World Varis is currently being terraformed
in stealth mode. It is the fourth and only (semi-)habitable planet
in a system otherwise populated by a sun-like, main-sequence star,
some gas giants, and three other rocky and unremarkable terrestrial
planets. “Varis” was a name developed by a marketing committee.
Everyone living in the system, however, continues to refer to the
place as Teragula, the moniker assigned to it by the first gate-
crashers to explore here.
TerraGenesis has big plans for Teragula, but it is not yet ready
to promote to a wider audience of prospective colonists. The
atmosphere is deficient in oxygen, but the planet otherwise has the
chemistry needed to support a self-sustaining transhuman colony.
By cracking water at an array of fusion-powered electrolysis plants
in the planet’s abundant wetlands, the terraforming corp plans
to have breathable air within a few decades. At the same time, an
ambitious plan is underway to sequester carbon from the planetary
atmosphere, resulting in clear skies warmed by an orbital mirror
array instead of greenhouse gases. Large-scale efforts to introduce
plant life will follow, once a good environment for photosynthesis
has been established.
2¹ WElCOME TO TERAGUlA
The resources required for terraforming efforts on this scale are
massive, and TerraGenesis already has their hands full with other HOOKBlADDER INFESTATION
exoplanets, so their cooperative congress made the controversial Hookbladders are an aquatic, jellyfish-like animal, named for their
decision to subcontract some of the work out to other hypercorps. single hard body part, an incredibly light, hard, ten-centimeter hook of
Terraforming Platform Allegheny-6 is one of nineteen similar horn-like material located near the animal’s single reproductive/diges-
platforms operated by Brokenridge Terraforming, a Martian subcon- tive opening. Specimens are translucent sacs 40–50 centimeters in
tractor. All of the platforms (named after Earth rivers) are situated in diameter, with a radial body plan and fine tentacles ending in feathery
the sprawling marrow swamps that cover much of Teragula’s surface. feelers. The hookbladder’s observed feeding behavior is to anchor itself
Four days ago, contact was lost with Allegheny-6. Brokenridge sent a by hooking its prey’s flesh and then enveloping all or part of it.
team to the site, but what they found has been hushed up. The TerraGenesis and Brokenridge colonies have been on Teragula
Brokenridge has a lot of hyperelite investment tied up in this for less than two standard years. The hookbladder’s full lifecycle
project, and they didn’t want to raise hackles among investors by takes six. For most of this time, hookbladders are no more than a
making any public announcement when Allegheny-6 went dark. nuisance to transhumans, occasionally inflicting painful hook cuts
They also don’t want to attract any attention from TerraGenesis, as on the careless.
they’ve been using indentures for terraforming work, which violates When they enter the active period of their reproductive cycle,
their contract (involuntary labor goes against the cooperative’s though, hookbladders become much more interesting. Able to swim
mondragon principles). Brokenridge’s field managers in the Varis rapidly and propel themselves up to 4 meters into the air using jets
system have been ordered to keep it a local affair. Allegheny-6 is of water, the hookbladders seek hosts. The hookbladder attempts to
only a day’s travel from Ganges-4 by hovercraft, and the problem is hook a victim and then envelop most of its head, leaving only the
about to spread. mouth exposed. It then compels its host to kill other animals and
collect their corpses.
MISSION THEATER: TERAGUlA When enough corpses have been collected, the hookbladder asphyx-
Teragula is distant from its star — a bit farther than Mars from iates the host atop its victims. It then bursts, spraying thousands of
Sol — but abundant greenhouse gases have left it nonetheless a eggs over the entire heap, adding its own body to feed its young. The
cool-to-temperate, muggy, dim world of sullen, orange skies. The larvae hatch within hours, gorging themselves for days before dropping
sub-polar regions are ringed by boreal mushrooom forests. The into the water to begin the aquatic part of their lifecycle.
rest of the planet’s land area is covered by the so-called "marrow All over Teragula, hookbladders are entering into this murderous
swamps" — malodorous, stagnant wetlands dotted with islands stage of their life cycle. The terraforming workers at Allegheny-6
formed from rotted fungi. were the first to experience this dangerous infestation of native
The marrow swamps get their name from the cartilaginous xenofauna — and the first to be wiped out by it. Unluckily for
growths emerging here and there from the soupy brown waters. the PCs, the next station due to be swarmed by hookbladders is
These soft, slimy, vertebrae-like structures form arches and coral- Ganges-4. Even as the PCs fight for their lives, the phenomenon will
like, branching spires. They extend underwater as well. The growths erupt into full bloom planetwide.
aren’t organisms in and of themselves. Rather, they seem to be a
byproduct of the swampwater’s incredibly rich nutrient soup, which MAJOR NPCs
teems with both micro-organisms and things that might be organ- As the PCs work to survive the onslaught, they can be helped and
elles if the entire waters of the swamp were viewed as one giant cell. hindered by several NPCs ▶22:
Free-floating genetic material, its purpose unknown, and complex
proteins not belonging to any distinct organism in the local • Ernesto Ernesto: A former submarine pirate on Europa, this neo-pig
ecosystem are among the water’s other properties. The function, if is now a convict laborer working for Brokenridge. He is frequently
any, of the cartilaginous growths is unknown. reprimanded for insubordination and currently held in the brig.
Teragula’s surface gravity is a comfortable 0.7 g. The atmosphere • Estes Chung: As the platform's administrative manager, Chung's
isn’t toxic, but is very young and doesn't contain enough oxygen for primary concern is not making waves with his corporate superiors.
baseline transhumans, causing them to asphyxiate in a few minutes. He falls prey to a hookbladder early on.
Beyond a breather, however, no protective equipment is needed. • Frank: Ernesto's neo-pig brother, also a convict indenture, secretly
The atmosphere’s queer deficiency in oxygen, given the carries the AGI Nat in a ghostrider module.
abundance of water, stems in part from a dearth of plant life. • Kerensky: The station's security chief is a die-hard Brokenridge
Photosynthesis is a rare niche adaptation in Teragulan organisms. loyalist. She dies early on while attempting to flee in a hovercraft.
The microbes, fungi, and cartilaginous coral-analogs of the swamps • Linard: A disgruntled Extropian terraforming engineer, Linard has
don’t have a respiration cycle that produces oxygen, nor do the a reputation for being argumenative and obnoxious. He is injured
animal-analogs that feed on them. but survives the initial attack, holes up at the reactor, and calls for
For the animal analogs, this means life histories that seem rescue. His only concern, however, is his own skin.
lethargic by Earth standards. Long lifespans punctuated by simi- • Nat: Nat is an AGI and Firewall vector. She is the source of Firewall's
larly slow reproductive cycles are the norm. Now, transhumanity is intel. To get closer to the situation at Allegheny-6, she struck a deal
about to encounter the implications of this norm in the lifecycle of with Frank & Ernesto.
Teragula’s most unpleasant denizen — the hookbladder. • Dr. Meg Nogumi: A xenobiologist assigned to study Teragula's native
life. She survives the first wave and hides on a rooftop. She is terrified,
but can be a useful set of eyes or provide scientific advice for the PCs.
• Stevedore: This strangely human-acting general-purpose auto-
mech bot is one of the few on the station that is not shut down by
Brokenridge's termination commands when the assault begins.
There are several ways to incorporate the PCs into the scenario, a proxy they are already familiar with (see Sustenatrix ▶ below).
depending on whether they are Firewall agents, simple gatecrashers, The sentinels received the following message:
or something else.
Sentinels,
Gatecrashers Terraforming platform Allegheny-6 is a remote facility in
As gatecrashers, the PCs take a job to deliver needed supplies to the marrow swamps of the exoplanet Teragula. Four days
Brokenridge's Allegheny-6 outpost. It's not a glamorous gig, but it ago, Allegheny-6 ceased communications with Brokenridge,
a hypercorp subcontracted by TerraGenesis to assist with
pays the bills — or perhaps the PCs are performing a quick favor
terraforming the planet. Neither corporation has released a
owed to a contact. Once on Teragula and en route to the platform,
media statement and our sources indicate that Brokenridge
however, they are given instructions to stop at the Ganges-4 plat- is working hard to cover the situation up. We don't know
form and wait there for further instructions. No explanation or what happened, but our sources indicate that it was sudden,
time estimates are given, and Brokenridge's authorities stonewall bad, and has the top suits at Brokenridge spooked. We're
attempts to gather more information. The PCs are either killing time sending you there to investigate or intervene as necessary.
or contemplating "borrowing" a hovercraft to finish their gig when I've arranged false identities for you as terraforming researchers.
the scenario begins. You'll need to play the part and follow TerraGenesis's
restrictions on what you can take through the gate. Your first
destination is terraforming platform Ganges-4. You'll meet
Firewall Agents a contact there who will provide you with necessary gear,
Word about the Allegheny-6 platform's sudden radio silence and weapons, and intel updates. From there, secure transportation
a possible cover-up has reached Firewall. Proxies with hypercorp to Allegheny-6, investigate the situation, and collect
ties were able to quickly infiltrate the PCs onto the nearby platform documentation. If any hostile force, transhuman or xeno, still
Ganges-4, posing as terraforming scientists. You can roleplay this remains, take all necessary measures to contain the danger.
out (see Mission Briefing ▶ next column) or simply jump to them being at TerraGenesis plans to settle 10,000 colonists on Teragula in a
the Ganges-4 outpost (recommended for one-shot play). few months. If the company is concealing risks to these people,
they must prevented from going forward with their plans.
The sentinels are tasked to investigate the fate of
Allegheny-6 — and their cover identities/duties should send
them there — but the PCs are quickly informed that travel to the Give the PCs a chance to respond and ask questions. If you are
nearby platform is temporarily restricted due to an "unscheduled jumping directly into the scenario, simply provide the message
security exercise." No one seems to know or be willing to divulge above as backstory to the PCs.
anything more.
Research → PCs that take the time to ask their router, do some
research, make Know Tests, or pull rep favors for info can find
NPC Pre-Gens out the basics about Teragula, TerraGenesis, and Brokenridge
If the players are using the terraforming worker NPCs as their PCs,
detailed under Background ▶2. If they investigate Teragula's
they have a choice. They can choose to be unassuming employees
native life, they can find out about brontops (▶21) and similar
of who are sadly not expecting zombifying invertebrate parasite
herbivores. However, there is very little information available
breeding season, they can choose to be Firewall sentinels deployed
about hookbladders and absolutely nothing about their life
here as outlined above, or they can be a mix of sentinels and
cycle and its implications, as transhumanity simply is not
workers thrown together.
aware of it yet.
Other
A little more effort is required for non-Firewall campaigns. Criminal Sustenatrix
PCs might be captured and sentenced to indentured labor on If the PCs ask about Sustenatrix, read the following:
Teragula, or they may be sent by a cartel looking to corner the black
market on a new colony. Corporate PCs or spies may be sent to What you know about your Firewall proxy, Sustenatrix, is
review business opportunities with Brokenridge or assess/sabotage that you know almost nothing. You’re not even sure if they’re
TerraGenesis’s terraforming efforts. Scrapper PCs might be hired a single person. What you do know is that they tend toward
by Brokenridge themselves to quietly help clean up the mess at female, Latin American avatars when meeting in secure
Allegheny-6. simulspace conferences. They tend to present problems in a
way you’d expect from someone with outer-system politics
and a highly scientific outlook, suggesting that Sustenatrix
is also affiliated with the Argonauts. And they’re very
interested in the fate of exoplanet colonies. The gatecrashing
missions you've known them to assign thus far have revolved
around the welfare of colonists and their interactions with
the local ecology, rather than Firewall’s usual interest
in following the trail of TITANs through the gates.
CAlM BEFORE THE STORM • The PCs may witness Ernesto Ernesto getting dragged to the brig by
The team is assumed to be on Ganges-4 for a few hours before the security guards for suspicion of theft.
real action begins (unless they are the NPC terraformers, in which • Linard arrogantly chews out Frank for fitting a valve improperly.
case they've spent what feels like eons maintaining machinery, • Dr. Nogumi approaches the PCs, hoping they are researchers and
working in the modules, and wading in the swamp to muck out new wanting to know what they intend to study.
paths for the water intakes). You can skip straight to Onslaught ▶6 or • Stevedore saunters past the PCs with a load of equipment, whis-
let the players explore the station and get a feel for things. tling a child's nursery rhyme and complimenting their good looks.
ONSlAUGHT
absorb that sight, any who succeed also notice that the
numerous comm panels in the restricted part of the module
If you are starting this scenario in media res, begin here. (which they can see through interior windows) are displaying
As night falls on Ganges-4, the hookbladders in the area reach the a disturbing number of red warning lights while others have
next phase of their murderous life cycle. gone completely dark. Brokenridge has cut the platform off
OVERRUN
One Square
= Ten Meters
14 13 18
2A
16
17D
15 17B
▶▶Chief Kerensky◀◀
17A ▶▶Manager Chung◀◀
4 1
2B ▶▶Frank & Nat◀◀
11
9 5
10 ▶▶Dr. Nogumi◀◀
8 6
▶▶Ernesto Ernesto◀◀
17C 7 17E
▶▶Linard◀◀ 12
3B
However, GMs are encouraged not to over-do it. Save the hookbladder
RUNNING
attacks for moments of tension, for PCs that end up on their own, and
for comedic relief. If the PCs are having too easy of a time dispatching
THE INFESTATION
infested crew, throw in a volley of hookbladders to even the odds.
Hookbladders attack in volleys of 1d10. Rules for handling
The rest of this scenario is non-linear; what happens depends on hookbladder attacks are given in their description (▶20). Once
what the PCs do and where they go. This section details the threats a hookbladder latches on, it immediately begins injecting shoots
they face and how to keep the action moving. into the victim’s orifices and through the area pierced by its hook.
These tie the victim to the hookbladder’s metabolism, and, in the
VISIBIlITY case of transhumans, allow them to function without breathers in
As the PCs move about the platform, it is important to remember Teragula’s normally asphyxiating atmosphere.
they are in a dense swamp at night. Floodlights keep certain areas lit,
Hookbladder Horror → Stress Test (SV 1d6; SV 1d10/1 for victims) → The
but also hinder with glare. Cartilaginous growths, towering fungal
first time a team member or ally is grappled by a hook-
stalks, and smelly alien shrubbery loom out of the swamp, blocking
bladder may be etched in the PCs' minds for some time.
visibility and overgrowing the catwalks. The air is thick with mist.
Even on well-lit paths, visibility is limited to a few dozen meters
(more with enhanced vision). Let the players worry that threats may Spotting Hookbladders
constantly be lurking nearby, just out of sight — because they are. Given their translucent, jellyfish-like nature, and the fact that they
often float motionless until they sense something nearby, hookblad-
lEAPING HOOKBlADDERS ders are nearly impossible to spot in the murky water. PCs who are
One of the first encounters PCs should have when they leave the on the alert for hookbladders will not be surprised, but if they are
comm tower is a small swarm of hookbladders (1 per PC) launching distracted (such as by fighting with infested crew), the hookbladders
themselves from the water at the PCs' heads. It is best to do this get surprise (▶ 227, EP2) on their first turn of attacks.
before they get a good look at an infested crew member. The PCs
Incoming! → Perceive Test at –40, enhanced vision only (incorporates ware and
should be caught by surprise (▶ 227, EP2) by this first attack.
distraction) → PCs within 3 meters of a hookbladder may spot
Leaping hookbladders are a risk anytime the PCs are near swamp
it immediately before it attacks (negating surprise).
water (which is basically everywhere that is not inside or on a roof ).
BARRICADES FABBING
OVERRUN
PCs inside a module under attack can barricade windows, airlocks, The machine shop (Area 6) contains a large industrial fabber that the
and doorways to buy more time. In most cases this is simply a PCs can take advantage of to nanofabricate gear they need. However,
matter of time and tools, but GMs can also call for Hardware: the fabber is heavily locked down courtesy of the Brokenridge IT
Industrial Tests to see how effective their efforts are. Stats for Department. Its library of blueprints is limited to what’s needed for
various materials can be found on ▶233, EP2. maintaining the equipment on the platform. This includes things like
utilitools, long-handled utilitools, tool kits, breathers, light vacsuits,
Hold the Door → Opposed SOM Check → If PCs attempt to hold an
and replacement parts for hexamodules, terraforming machinery, and
interior door shut against a mob or brontops, treat it as an
the dankey. At the GM's discretion, this may include other gear of
opposed SOM Check with teamwork modifiers. Brontops
Minor or Moderate complexity. You are encouraged to get creative
receive a +10 modifier to these tests.
with improvisatory alternatives to what the PCs are actually looking for.
Once the hookbladder onslaught has begun and the platform
DISABlED BOTS & VEHIClES is cut off from the wider Teragula mesh (Mesh Issues ▶7), the PCs
All of the bots and vehicles on the platform (with the exception of will not be able to research and download other blueprints online.
Stevedore at Area 3A) are disabled due to Brokenridge's remotely- The PCs are assumed to have multi-use blueprints (▶314, EP2) for
issued termination order. all of their starting gear. However, the fabber is also restricted to
making certain standard items for which Brokenridge has a site
Bypassing Termination → Hardware: Electronics Test at −10 (timeframe: 20
license — namely, those items within its blueprint library.
minutes) → Each shell must be physically accessed to remove
Brokenridge's pre-installed lockdown hardware. Superior or Fabbing Time → Variable → Printing items requires no test, but
critical failures may result in permanent damage to the shell. does take time according to the item's complexity (Acquisition
Timeframe ▶ 312, EP2).
Reactivating bots and vehicles just makes them functional.
Jailbreaking the Fabber → Hacking Test (opposed, Infosec 30) →
Hacking Bot/Vehicle Control → Hacking Test (Opposed, Infosec 30) → If successful, the fabber's restrictions are defeated and it can
To gain access/control, the shell needs to be hacked per be used to print other blueprints.
normal intrusion rules (Hacking ▶ 258, EP2).
The research lab/med bay (Area 11) and hovercract maintenance
Hardwire Vehicle → Hardware Test (timeframe: 1 minute) →
bay (Area 13) also have fabbers, but these are small and medium
Techies can also physically hotwire vehicles for manual control.
respectively. Both are locked down as noted above.
Dankey and hovercraft stats can be found on ▶19. Helicopter
stats can be found on ▶350—350, EP2. HACKING AIRlOCKS
Due to Brokenridge's remote lockdown order, all of the (still func-
Helicopter Repair tioning) airlocks on the platform are locked. To access the various
The platform’s copter is at the helipad (Area 16), but it’s crashed and hexamodules, PCs have two options.
damaged. The forward section is on the helipad, but the tail and rear
Hacking by Mesh → Hacking Test → Because the airlock controls are
rotor are stuck in the mud under 1.5 meters of water. A main rotor
meshed, they may be hacked using normal intrusion rules
blade is broken, and the engine is damaged, but the craft could be
(Hacking ▶ 258, EP2).
repaired with enough time.
Physical Bypass → Hardware: Electronics or Hardware: Industrial Test (time-
The team will need to access the machine shop (Area 6) in order
frame: 2 minutes) → Airlocks may also be physically hacked
to fabricate a replacement rotor blade and other parts. They will
with the proper tools (Hacking an Airlock ▶ 304, EP2).
also need the dankey from the heavy equipment bay (Area 4) to pull
the copter out of the muck. Then it’s just a matter of repairing the These options take enough time that the rest of the team is likely
helicopter while fending off the native life. to have to protect the person breaking into the lock from leaping
hookbladders, infested crew, and/or raging brontops.
Fabricating a Blade and Engine Parts → 2 hours
If the PCs are breaking into all of the hexamodules, rolling
Engine and Blade Repairs → Hardware: Aerospace Test (timeframe: 2 hours) →
for each may become tedious. Save the tests for situations where
Once parts are acquired, the helo can be fixed.
tension is high and handwave the others.
Other Hardware skills may be used with a −30 modifier.
RADIO REPAIR
Hovercraft To repair the comm tower's long-range radio, the PCs need to
If control is gained over the hovercraft, they can be used to travel acquire parts, make repairs, and hack authorization.
to nearby outposts. Better yet, they have sealed cabins, so no
Fabbing Parts → 2 Hours → Components can be printed at any of
getting jumped on by hookbladders. Hovercraft ALIs can autopilot
the available fabbers (the machine shop unit has blueprints).
themselves to any map coordinates they’re told; they also know the
Cannibalize Parts → Hardware: Electronics Tests (timeframe: 5 minutes) →
locations of all Brokenridge and TerraGenesis installations in the
Radio parts can be pilfered from any of the hovercraft.
marrow swamps, including the pandora gate installation.
RESCUING NPCs designed to spray fungicide over a large area are in the hover-
craft maintenance bay fabber (Area 12). It can be modified to
There are a number of uninfested crew scattered around the plat-
disperse the anti-hookbladder toxin instead, affecting every
form (stats for these hapless workers are provided under NPCs ▶22).
hookbladder or infested crew outdoors in a 1-kilometer radius
Rescued NPCs won’t be very helpful; they are terrified, traumatized,
when its sprayer warhead bursts. It takes 2 hours to print.
confused, and sometimes injured. Most only want to bunker down in
one of the modules and wait it out. Some may be a burden, having
emotional breakdowns or demanding that PCs play things by the SCROUNGING
book and wait for instructions from Brokenridge. Many are terrified The PCs start out with limited gear, but have the opportunity to pick
of breaking clauses in their contract about following official policy, up more by scrounging for it (Searching Modules ▶9).
which for an outbreak of dangerous xenofauna basically amounts to
Locating via the Mesh → Research Test (timeframe: 20 minutes) → Most
"shelter in place and await instructions.” For indentures, specifically, this
of the corporate gear on the platform is meshed for tracking
is not irrational; their morphs are company property and they could be
and accounting purposes; private gear is more likely to be in
punished with more years of indentured service if they damage them.
privacy mode. Of course, many items are buried in corpse
piles or were dropped into the swamps by fleeing crew.
Saving Infested Crew
The PCs may attempt to save infested crew by physically removing
the parasites from living hosts (Hookbladder ▶ 20). PCs who research Gear Stash
an anti-hookbladder toxin may enjoy more success (Scientific Nat has a secret scratch space at Area 18. Both Frank and Ernesto
Solutions ▶ next column). know of its existence. If using the terraforming workers as PCs, this
is a stash of gear that the neo-pigs have been stealing and saving up.
SABOTAGE
Sabotaging the reactor (Area 12) won’t do much other than dooming SNIPING THE INFESTED
all of the biomorphs present. However, the electrolysis plants (Area 2) PCs may attempt shooting infested from the safety of a rooftop. This
have large, external storage tanks of accumulated hydrogen. They’re has merit (likely providing a +20 superior position modifier), but even
on the outside of the plants because there’s not enough oxygen in if they retract the ladders, a mob will attempt to climb the hexamodule.
the atmosphere for them to be a fire/explosion hazard. Inside an Unfortunately, the modules provide plenty of hand-holds for
area with life support, though, they’re giant firebombs. Moving the climbing. Each hexamodule is only 2.5 meters high, and the zombies
actual storage tanks is impossible, but enterprising PCs might hit on can scale about 4 meters per action turn. This means they can scale a
the idea of filling a smaller tank and using it to convert one of the single module in one turn and a double- or triple-story module stack
modules into a bomb capable of killing nearby infested crew. Such in 2 action turns. You can make Athletics 40 Tests for the infested if
an explosion would destroy the module in which it were set off and you like or just assume that half of them make it up each turn.
do DV 10d10 to everything within 30 meters.
Overrun works best with periods of intense action with the occasional If the PCs wait out the night, they may find that hookbladders are
short break as the PCs hole up, rest, and plan their next move. If the not so fond of Teragula's sun and daylight. When the sun rises, the
PCs seem inclined to take shelter and wait for rescue, you'll need to infested may seek out shade or slink underwater. This provides an
bring the action to them. Roaming infested may find them, NPCs will opportunity for the PCs to move about more freely — though they
push them to act and sow divisions, an unexpected accident like a may still draw the attention of infested crew if they come too near
fire breaking out may force their hand, or other survivors may come the water. Once night falls again, the infested return to the hunt.
fleeing their way with a brontops on their heels. You can also guilt-
trip them with calls from other survivors pleading for help (if the More Bots
PCs ignore these, call for Stress Tests against SV 1d6 or more). If you There are few bots on the platform. Adding more will increase the
need to, get creative: perhaps there are other types of infested native PCs capabilities, though they should still need to need to revive them.
xenofauna that make their bunker far less safe than they assumed.
At the same time, avoid making it a non-stop slaughter-fest. You HEAVIER HITTING
will need to give the PCs some respite to tend to injuries, hack If the PCs need more of a challenge, here are a few options:
airlocks, repair vehicles, fab gear, and otherwise sort out solutions.
Once they're nearly done, however, is when the next threat shows up. Bonus Brontops
An enraged alien moose analog with a jellyfish over its head could
Taking Time show up at pretty much any time. Heck, if the PCs are well-armed,
Many of the options the PCs have for surviving involve taking the there may even be an entire herd of them.
time to do necessary repairs or fabricate essential gear. For short
periods of a few hours, this is fine and will not substantially change Crew Variants
the scenario. The infested will still lurk about for victims, other Most of the platform crew are in low-end biomorphs or pods
survivors will stay holed up, zombie mobs will batter ineffectively (splicers and worker pods are overwhelmingly common). To keep
at airlock doors, and so on. When the PCs are ready to venture out things interesting, the GM might want to randomly assign other
again, things will be the same. augmentations to a handful of infested crew (perhaps 1 in 10). A
Of course, tasks like nanofabrication do not need oversight; table of entertaining zombie augmentations can be found on ▶21.
once the process has started, the PCs can attend to other matters,
returning when the item is done. Fabber ALIs can update the PCs Something Else in the Water
on the print project's status via the mesh. Other predators might take advantage of hookbladder mating
If the team lays low for longer periods (half a day or more), some season to prey on infested animals as they thrash through the water.
updating of the situation may be necessary. At Ganges-4's latitude, Of course, they won’t care to distinguish between infested and
Teragula's night lasts about 15 hours. Roaming zombies and bron- uninfested swimmers. This might be a fine time for astrobiologists
tops will be easier to spot during the day — but so will the PCs. to get an up-close look at previously unknown xenofauna specimens
Hookbladders also don't want their carefully cultivated corpse such as swamp eels, carnivorous vines, or venomous marsh crabs.
piles to go to waste. Before the first night ends, a number of hook- Alternatively, some of these may be infested themselves.
bladders will asphyxiate their hosts atop the piles and then burst
open, spewing hookbladder larva over the dead. Over time, these Stealthy Zombies
piles will become quite rank and gross. The infested crew may alter their tactics to sneak up on the PCs if
What this means, however, is that the amount of infested will be head-on attacks are repulsed. They may attack from the water from
reduced after the first night. The hookbladders will make up for it an area the team thought they’d cleared or quietly gain access to
by infesting any straggling crew members that venture out as well a module through a hatch left open by a crew member trying to
as more brontops. escape or some other unnoticed breach. Sneaking zombies will
If the situation drags out over days, new corpse piles will be converge on a point rather than coming in mobs, so spotting one
created on and around the platform, though they will be composed doesn’t necessarily mean all are spotted.
more and more of native xenofauna. Slowly, the amount of infested
transhumans will be reduced. After a week, most infested around ONE-SHOT PlAY
the platform will be brontops and other local wildlife. Overrun was originally designed for 4-hour convention slots. If used
for one-shot play, we strongly suggesting jumping right to the action,
PUllING PUNCHES with the PCs at the comm tower as the outbreak begins. The backstory
If the PCs are having too difficult of a time, you'll need to twist some can be handled as quick exposition. For short games, it's even more
knobs and change the challenge level of the scenario. important to keep the action moving. You may need to let the PCs
breeze through a few interactions with the infested in order to wrap
Fewer and Dumber Threats up the scenario in time — or treat the zombies as simple mooks, where
To make the scenario easier, simply reduce the amount of leaping one hit takes them out of the combat. Make sure the players do not get
hookbladders and zombies. It also heps to make the infested less bogged down with decision paralysis; if they are stuck, suss out the
aware — having a jellyfish-thing over your head and sensory organs option they favor and gently push them in that direction.
GEAR PACK
Given the specifics of this mission, much of the gear included in the Firewall and Gatecrashing packs (▶326, EP2) is unnecessary. The Overrun
gear pack below is provided as an alternative. It is suggested that this be used for the 10 GP assigned to the PCs (Gearing Up ▶5).
*Synthmorph Alternative
Energy Efficiency Maj/3 One extra short recharge per day. ▶ 322 EP2
Industrial Armor Min/1 AV +6/+4. ▶ 214 EP2
†Gatecrasher Alternative
Energy Efficiency Maj/3 One extra short recharge per day. ▶ 322 EP2
Xenofauna, Small Size esting. Able to swim rapidly and propel themselves up to 4 meters
Threat Level: Yellow into the air using jets of water, the hookbladders seek hosts. The
Niche: Teragula's marrow swamps hookbladder attempts to hook a victim and then envelop most of
Numbers: 1–10 its head, leaving only the mouth exposed. It then compels its host to
Hookbladders are an aquatic, jellyfish-like animal, named for kill other animals and collect their corpses.
their single hard body part, an incredibly light, hard, ten-centimeter When enough corpses have been collected, the hookbladder
hook of horn-like material located near the animal’s single repro- asphyxiates the host atop its victims. It then bursts, spraying thou-
ductive/digestive opening. Specimens are translucent sacs 40–50 sands of eggs over the entire heap, adding its own body to feed its
centimeters in diameter, with a radial body plan and fine tentacles young. The larvae hatch within hours, gorging for days before drop-
ending in feathery feelers. The hookbladder’s observed feeding ping into the water to begin the aquatic part of their lifecycle.
Hookbladder
Stress Test: SV 1d6 (1d10/1 if being attacked) Threat Pool 2
Infested Crew
Initiative: 8 • Fray: 50 • AV: 2/2
Morph: Worker Pod Threat Pool 2
WT: 3 • DUR: 15 • DR: 23
Initiative: 7 • Fray: 50 • Armor Value: 0/0 or 1/3 (Armor Clothing)
Envelop Head: 65, DV 1d10 + 1. Treat as a grappling attack (▶205, EP2);
Wound Threshold: 7 • Durability: 35 • Damage Resistance: 53
with a superior success the target's head is grappled, vision is blocked,
and the hookbladder exerts parasitic control. Helmets apply a −10 Unarmed Attack: 60, DV 1d6
modifier to the hookbladder's attack. Club: 60, DV 1d10, +10 Reach
Parasitic Control: Once a hookbladder envelopes a biomorph victim’s head, Diamond Ax: 60, DV 2d10 + 3, Armor-Piercing, +10 Reach, Two-Handed
it extends shoots into the victim’s orifices and through the area pierced Flex Cutter: 60, DV 1d10 + 3, Concealable
by its hook. These tie the victim to the hookbladder’s metabolism and,
Perceive: 50 (40 due to blocked vision)
in the case of transhumans, allow them to function without breathers
Move: Walker 4/20
in Teragula’s normally asphyxiating atmosphere. This will inflict DV
1d6, no defense, for 3 action turns. If the hookbladder is not removed in COG: 5 15 • INT: 20 60 • REF: 15 45 • SAV: 5 15 • SOM: 15 45 • WIL: 10 30
2 action turns, it will dominate the target’s mind. Vacsuits and similar Skills: Athletics 50, Infiltrate 50, Melee 50 (60)
sealed outfits protect from parasitic control unless the hookbladder Traits: Enhanced Behavior (Kill Non-Infested, Level 3)
scores a wound on its attack. Ware: Access Jacks, Biomods, Cortical Stack, Cyberbrain, Mesh Inserts,
Perceive: 60 Mnemonics, Puppet Sock
Move: 8/32 Swim, 1/4 Walker Hookbladder Mask: Because the hookbladders envelop heads, it is
COG: 1 3 • INT: 20 60 • REF: 20 60 • SAV: 1 3 • SOM: 15 45 • WIL: 1 3 impossible to target a hookbladder in combat without also harming
Skills: Athletics 40 (Swim 50), Infiltrate 70, Melee 55 (Envelop Head 65) its victim, unless they are grappled (▶205, EP2) or incapacitated first.
PCs may intentionally target hookbladders and the heads they occupy
Ware: Enhanced Respiration
together with a called shot (▶218, EP2); in this case, apply damage to
Notes: Hookbladders breathe through their skin membranes. They will both the hookbladder and its victim.
ignore synthmorphs and robots unless attacked. Their hook attack can still Killing Machines: Hookbladder zombies are pre-occupied with murder,
damage synthetic shells, but the parasitization only affects biomorphs. with little regard for their own protection. They make aggressive
Pain Tolerance: In their breeding cycle, hookbladders develop a resistance attacks (▶205, EP2), receiving either +10 to attack or inflicting
to pain. They ignore the effects of 2 wounds and will not react to fire, +1d10 DV, but taking −10 to Fray. Zombies are sometimes clever
acid, or agonizers. (This tolerance does not apply to infested victims.) enough to use melee weapons, but are unlikely to use ranged weapons;
Removal: The only way to remove the hookbladder is to kill it or forcibly most simply attack unarmed.
pull it off with an Opposed Melee Test; grappled victims suffer −30 on Linked Metabolism: Zombies can “breathe” underwater or in Teragula’s
this test. Forced removal inflicts DV 1d10, no defense, as the hook rips atmosphere.
free. Biomorphs saved from hookbladder infestation quickly (in less Muses: The hookbladder’s minuscule intelligence makes mesh inserts
than 10 minutes) recover rapidly, but those infested longer require time useless, but muses belonging to the victim are unaffected and may
in a healing vat to repair damage to their nervous system (−10 to all contact others via the mesh in search of help. Cutting down a zombie
actions until they do). while their muse pleads for mercy inflicts SV 1d6.
Shock Resistance: The primitive neural systems of hookbladders are Random Augmentations: Some infested may have additional ware or
immune to shock effects. gear; see the Zombie Augmentation table.
Platform Manager
Motivation: +Career +Efficiency −Making Waves
Average Indenture
A career bureaucrat who takes satisfaction in making things work Morph: Worker Pod Threat Pool 1
efficiently. He is not pleased about being on Teragula, but he's working
Initiative: 7 • Fray: 50 • Armor Value: 0/0 or 1/3 (Armor Clothing)
hard in hopes of a promotion to a better station. He's slightly uncom-
Wound Threshold: 7 • Durability: 35 • Damage Resistance: 53
fortable about Brokenridge's use of indentures, but is Kerensky's push-
over, so has adopted some unpopular measures to stifle labor unrest. Club: 50, DV 1d10, +10 Reach
Flex Cutter: 50, DV 1d10 + 3, Concealable
Manager Chung Perceive: 50
Morph: Exalt Threat Pool 1 Move: Walker 4/20
Initiative: 6 • Fray: 50 • Armor Value: 1/3 (Armor Clothing) COG: 15 45 • INT: 20 60 • REF: 15 45 • SAV: 10 30 • SOM: 15 45 • WIL: 10 30
Wound Threshold: 7 • Durability: 35 • Damage Resistance: 53 Skills: Athletics 50, Guns 30, Hardware: Industrial 50, Kinesics 45,
Club: 40, DV 1d10, +10 Reach Know: Habitat Ops 50, Know: Terraforming 50, Infiltrate 50,
Melee 50, Provoke 45
Perceive: 60
Move: Walker 4/20 Ware: Access Jacks, Biomods, Cortical Stack, Cyberbrain, Mesh Inserts,
Mnemonics, Puppet Sock
COG: 20 60 • INT: 15 45 • REF: 15 45 • SAV: 10 30 • SOM: 10 30 • WIL: 10 30
Skills: Athletics 40, Guns 30, Hardware: Electronics 40, Interface 70,
Kinesics 50, Know: Accounting 65, Know: Administration 65, Average Specialist
Know: Habitat Ops 60, Know: Terraforming 70, Melee 40, Persuade 60 Morph: Splicer Threat Pool 1
Ware: Biomods, Cortical Stack, Mesh Inserts Initiative: 5 • Fray: 40 • Armor Value: 0/0 or 1/3 (Armor Clothing)
Note: As a zombie, Chung acquires characteristics common to other infested. Wound Threshold: 6 • Durability: 30 • Damage Resistance: 45
Club: 40, DV 1d10, +10 Reach
KERENSKY Perceive: 60
Security Chief Move: Walker 4/20
Motivation: −Autonomism +Career +Security
COG: 20 60 • INT: 15 45 • REF: 10 30 • SAV: 15 45 • SOM: 15 45 • WIL: 15 45
A company woman who only believes in rules so far as it keeps
the rabble in line. She primarily keeps an eye on the indentures,
Skills: Athletics 50, Guns 30, Hardware: Electronics 60, Infiltrate 30,
knows the neo-pigs are trouble and suspects them of stealing corpo- Interface 60, Kinesics 40, Know: (As Appropriate) 60, Melee 40,
rate property. Persuade 50, Research 50
Ware: Biomods, Cortical Stack, Mesh Inserts
Chief Kerensky
Morph: Olympian Threat Pool 2
Average Security
Initiative: 6 • Fray: 50 • Armor Value: 4/10 (Armor Vest) Morph: Worker Pod Threat Pool 1
Wound Threshold: 8 • Durability: 40 • Damage Resistance: 60
Initiative: 6 • Fray: 50 • Armor Value: 4/10 (Armor Vest)
Medium Pistol: 60, DV 2d10, SA/BF/FA, Ammo 15 + 1, Range 30 Wound Threshold: 7 • Durability: 35 • Damage Resistance: 53
Club: 50, DV 1d10, +10 Reach
Medium Pistol: 50, DV 2d10, SA/BF/FA, Ammo 15 + 1, Range 30
Perceive: 60 Club: 50, DV 1d10, +10 Reach
Move: Walker 4/20
Perceive: 50
COG: 15 45 • INT: 15 45 • REF: 15 45 • SAV: 10 30 • SOM: 20 60 • WIL: 15 45 Move: Walker 4/20
Skills: Athletics 60, Guns 60, Infiltrate 40, Interface 40, Kinesics 55,
Know: Security Ops 60, Melee 50, Pilot: Nautical 50, Provoke 55 COG: 10 35 • INT: 15 45 • REF: 15 45 • SAV: 15 45 • SOM: 15 45 • WIL: 10 30
Skills: Athletics 50, Guns 50, Infiltrate 30, Interface 40,
Ware: Biomods, Cortical Stack, Mesh Inserts Kinesics 50, Know: Security Ops 50, Melee 50, Provoke 45
Ware: Access Jacks, Biomods, Cortical Stack, Cyberbrain, Mesh Inserts,
Mnemonics, Puppet Sock
FRANK linard
Indenture, Former Pirate
Motivation: +Freedom −Hypercorporations +Uplift Rights Morph: Exalt Threat Pool 2 (as NPC)
Frank's real name is Duncan, but ever since some bigot called Initiative: 6 • Fray: 40 • Armor Value: 1/3 (Armor Clothing)
him a "frankenswine," he's gone by Frank. He grew up with his
Wound Threshold: 7 • Durability: 35 • Damage Resistance: 53
brother Ernesto on Europa's fringes, fell in with a group of subsur-
Insight 1 Moxie 1 Vigor 1 Flex 1 (as PC)
face pirates, got busted, and is now doing time as a terraforming
worker. When Nat made contact and offered to help the brothers Perceive: 60
out with their escape plans, Frank agreed to let take up residence in Move: Walker 4/20
his ghostrider module.
Frank's ghostrider module originally housed a Brokenridge COG: 20 60 • INT: 20 60 • REF: 10 30 • SAV: 15 45 • SOM: 10 30 • WIL: 15 45
snitch ALI for the purpose of monitoring the indenture's activities, Skills: Athletics 40, Free Fall 50, Guns 30, Hardware: Electronics 60,
but Nat removed it. Hardware: Industrial 80, Hardware: Robotics 60, Infiltrate 30,
Interface 60, Kinesics 45, Know: Board Games 60, Know: Chemistry 60,
Know: Economics 50, Know: Extropians 50, Know: Habitat Ops 70,
Know: Hypercorps 40, Know: Terraforming 60, Persuade 35,
Pilot: Ground 30, Program 60, Research 50
Rep: c-rep 10 • c-rep 50 • r-rep 10 • x-rep 30
Ware: Biomods, Cortical Stack, Electrical Sense, Mesh Inserts, Skinlink
Gear: Grip Tape, Repair Spray
Note: Linard is injured by a brontops when the onslaught begins, taking 1
wound and 12 points of damage.
NAT Stevedore
AGI Psychometrician and Spy Morph: Automech Threat Pool 1 (as NPC)
Motivation: +Analyze Data +Understand Transhumans −X-Risks Initiative: 5 • Fray: 30 • Armor Value: 8/6
Nat was originally programmed for psychological measurement,
Wound Threshold: 6 • Durability: 30 • Damage Resistance: 60
to help hypercorps analyze and manipulate consumers. After being
Insight 0 Moxie 0 Vigor 1 Flex 1 (as PC)
liberated from virtual enslavement, she works as a spy for Firewall,
infiltrating corporate networks to identify incipient threats. She Club: 40, DV 1d10, +10 Reach
thinks data sets are sexy, sexy things and gets a thrill from creating Flex Cutter: 40, DV 1d10 +3
behavioral models.
Perceive: 40
Move: Swimmer 4/12, Walker 4/20, Wheeled 8/40
COG: 15 45 • INT: 15 45 • REF: 10 30 • SAV: 10 30 • SOM: 10 30 • WIL: 10 30
Skills: Athletics 30, Hardware: Robotics 20 (Automechs 30),
Infosec 20, Interface 30, Kinesics 30, Know: Automech Specs 80,
Melee 40, Provoke 30, Research 20
Ware: Electrical Sense, Magnetic System, Mesh Inserts,
Radiation Sense, Retracting Limbs, Tool Kit, Utilimod,
Weapon Mount (Articulated, Flex Cutter)
Traits: Edited Memories, Enhanced Behavior (Happy, Hard-Working,
Obedient ; all Level 3), Real-World Naivete
2A
16
4 1
2B
11
9 5
10
8 6
7
12
3B