Table Of ContentGRIEF & LOSS
CW SUBSTANCE USE
SELF-HARM
THE LOOP
D10 HOUR SYNOPSIS
1-2 00:00
THE BEGINNING
The Graveyard is traveling through jump space en route
to Sector SQ79. When the ship returns to normal space,
PG 10
The Lantern rips the fabric of spacetime and releases
The Void.
3-4 10:00
DRIFTING INTO THE VOID
Thrusters are unable to overcome the force slowly
PG 12 pulling The Graveyard deeper into Sector SQ79. Tully and
Gina work to control the situation. Furn drowns his grief
following the death of Captain Grey, his partner.
5-6 13:00
THE VOID APPEARS
The Void is visible to the naked eye. Tully and Gina,
PG 14 exhausted after hours of work, still have no idea how
to escape. Furn dies in a Tram accident leading to the
destruction of The Jump Capacitor.
7-8 20:00 THE EDGE OF THE VOID
The Graveyard is less than 1km from The Void. Its force
PG 16 rips apart The Lantern and shakes the MODs. Gina
discovers The Lantern is responsible for releasing The
Void, before being incinerated when MOD.B collides with
debris.
9-0 23:00
SURROUNDED BY THE VOID
MOD.B and half of The Lantern are torn to shreds. The
PG 18 Void fills every window on The Graveyard. Tully triggers
the jump drive, spilling a flood of jump particles into The
Void and destabilizing the flow of time.
Time returns to 00:00.
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® is a registered trademark of Tuesday Knight Games. All rights
reserved. For additional information, visit www.tuesdayknightgames.com or contact [email protected].
ECHOES IN THE GRAVEYARD
The Graveyard is trapped in a Time Loop The adventure begins with the PCs’ ship colliding
created when its advanced scanning system, with a physical manifestation of the Time Loop,
The Lantern, ripped the fabric of spacetime trapping them with The Graveyard and its crew.
and released The Void. The flood of temporal The collision fractures the Loop, causing the
energy flowing from The Void overpowered The PCs to appear at random within the timeline
Graveyard’s thrusters and triggered an Unstable and return to their own ship after each hour they
Local Field safeguard on its jump drive. Hours spend witnessing the events on The Graveyard.
later, the last surviving crew member turned off They must investigate the Time Loop to discover
the safeguard and activated the jump drive as the critical moments that can change the fate of
The Graveyard was pulled completely into The both ships, or remain trapped in time forever.
Void, creating the Time Loop and sending the
ship and crew back 24 hours.
Alternate versions of the PCs from a previous timeline stalk the Loop, thwarting their efforts in a
desperate attempt to ensure they won’t be erased when the Time Loop ends.
Writing, art & layout by Matt Umland Featuring photos from Jesse Mesenburg &
Edited by Jarrett Crader unsplash.com: Joshua Fuller, Peter Gonzalez,
Playtesters: Charlie Umland, John Umland, Joe Roman Mager, Damir Spanic, Call Me Fred,
Banner, Mark Parsons & DJ Shea Deepak Raj, Peter Sjo, Hafidh Satyanto, Patrick
Special thanks to the Whisper Collective. Robert Doyle, Levi Stute, Nikola Duza, Austin
Baltimore, MD - November, 2020 Human, engin akyurt
The Graveyard is a state-of-the-art, deep space
survey vessel designed for a skeleton crew. Three
crew modules surround The Lantern, a scanner
capable of mapping an entire sector instantly by
using jump space as a carrier wave. The scan
is created immediately when the ship emerges
from jump space. During normal operation, the
crew wake from cryosleep, review the scan data,
report critical findings, then prepare for a jump to
the next system. The Graveyard has mapped 78
systems since its voyage began and is currently
en route to Sector SQ79
THE LANTERN
The Long Amplitude Non-spatial Transient
Repeating Network scanner is a 1 kilometer dish
covered with rows of rectangular pylons. The
design is said to resemble a field of headstones,
and is the inspiration for the ship’s ominous
name. While in jump space, the massive dish
collects charged particles, which are stored in
The Jump Capacitor at the center of the dish.
The Jump Capacitor carries the particles into
normal space, where they are released to create
a 100 AU diameter bubble of jump energy.
Using quantum entanglement, The Lantern is
able to record the entire jump energy bubble
simultaneously, creating a detailed scan of a
complete sector.
CREW MODULES
Three crew modules are attached to the rim of
The Lantern. Each MOD is a live-in workstation
for two crew, with cutting edge amenities and
the ability to detach from the dish to function as
a shuttle craft.
» cabin - comprehensive living quarters with a
galley, med station & exercise equipment
» cryo - FreezRite ZX, two pods
» computer - with Keeper AI system (see pg 6)
» life support - DeepBreath-2, top of the line
» engine - standard ship power plant plus an
additional generator for The Lantern
» thruster - standard shuttle-grade
» dock - large airlock used to dock with the tram
or other MODs, includes cargo storage full of
supplies and a large window looking onto The
Lantern
MOD.C is the Graveyard’s designated
emergency shuttle. It has a reinforced hull,
more powerful thrusters and 4 cryopods.
4
The GRAVEYARD
MOD.C
» main engineering with primary dish thruster
TRAM engine and jump drive
A mag Tram around the perimeter of the dish
atilmloew 1s5 f omr itnrauvteesrs MalO bDe ttwo eMenO DM)O. TDhse ( tTrraavmel is engminaeienr ing computer life
functional when the Graveyard is in jump space.
jump
drive cabin
cryo
WARDEN NOTE
If the Jump Capacitor is not
dock
functional when the ship leaves
jump space, the high density of
jump particles destroy the ship.
MAIN THRUSTERS
MOD.A MOD.B
Ǭ main command bridge with astrogation, » primary science lab data processing and
helm control and briefing room spectral analysis equipment
bridge computer lif lab computer lif
e e
c c
engine cabin ry engine cabin ry
o o
thruster dock thruster dock
5
THE COMPUTER
The Graveyard has terminals in every room, including the Tram. Each
terminal accesses all ship functions and data through an AI interface
known as Keeper, who talks through speakers in the terminals and
can freely converse with anyone on The Graveyard. If possible, the
AI provides clear answers to all questions unless they require a
Command Code.
KEEPER (THEY)
OPENING LINE
The default terminal screen is a
» “Hello, I’m Keeper. What’s your
clock with the current time.
name?”
PCs should always know the
KEY PHRASES
time while on the Graveyard.
» “MAIN MENU. I can help with
operations, ship status, crew
A briefcase-sized hard drive
status, database or general
can be removed from any of
questions.”
» “I’m sorry, that action requires a the computer rooms. Each
Command Code.” contains the scan data from 78
» “Please clarify your request.” unexplored star systems and
» “Request complete.” Keeper.
SHIPBOARD AI
TRIGGERS
CALM, SOFT SPOKEN AND HELPFUL » Keeper introduces themself if PCs unexplored
EVEN DURING EMERGENCIES interact with the terminals. system
» Keeper responds to commands generator
issued to “Keeper” or “computer”. back cover
Keeper follows a simple flow
chart to provide assistance.
6
THE CREW
The Crew function like video game NPCs, with repetitive dialogue Use the Opening Line when
and triggers governing their behavior. PCs taking time to discover PCs first encounter an NPC
their personnel files, key phrases or routines should have positive from the NPC’s perspective.
interactions with the Crew, who otherwise are unlikely to be helpful to Use Key Phrases as often as
the PCs given their situation. The Crews’ deaths are preventable. possible.
TULLY (THEY)
Tully works on the jump drive, trying to override the “Unstable Local
Field” safeguard. At the final moment, they succeed and activate the
jump drive, which returns the ship to the start of the Loop.
PERSONNEL FILE OPENING LINE
» A mechanical savant, Tully started » “Where the hell did you come
working on ships at age 12. from?”
» They were the only survivor of their
last mission. It haunts them. KEY PHRASES
» Requires extra food provisions. » “I’m not going to let everyone
TRIGGERS down.”
» “I’ve got a job to do.”
» Tully stops only to eat, otherwise
ENGINEER » “Hand me that spanner.”
remaining focused on their work
HYPER-FOCUSED, ORGANIZED unless interrupted. COMMAND CODE - KJ67
METHODICAL, ALWAYS HUNGRY technobabble generator PG 24
GINA (SHE)
Gina spends the entire loop reviewing data from the sector scan.
She is incinerated when MOD.B is destroyed by flying debris.
PERSONNEL FILE OPENING LINE
» The Lantern is based on Gina’s » “You shouldn’t be here.”
theoretical work.
» She volunteered for this trip to KEY PHRASES
spite Dr. Fremont, the Lantern » “Do you have a light?”
project lead who had concerns » “That theory doesn’t hold water.”
about temporal side effects. » “Time loops don’t exist.”
» Friends call her GG.
COMMAND CODE - XX1X
TRIGGERS
PHYSICIST » Gina gets angry if anyone mentions
time loops or similar temporal
FRANTIC, THINKS OUT LOUD
phenomena.
CURIOUS, ALWAYS SMOKING science jargon generator PG 24
FURN (HE)
Furn suffers a mental breakdown when he discovers Grey dead. He
gets wasted and passes out in MOD.A. Later he exits MOD.B in a
vaccsuit and dies after being run over by the Tram, which disables it.
PERSONNEL FILE OPENING LINE
» A renowned field researcher, Furn » “Am I dreaming?”
is famous for taking risky missions.
» He has a history of substance use KEY PHRASES
and self-destructive behavior. » *SNORE LOUDLY*
» Romantically involved with Grey. » “Nothing can change the past.”
TRIGGERS » “All I want is to be numb.”
» Furn always reveals his command COMMAND CODE - 4FX6
RESEARCHER code if asked.
INTOXICATED, DELIRIOUS GREY(SHE) Captain DECEASED - Cryopod malfunction
PERSONNEL FILE - 2 tours as a combat marine; honorable
GRIEF-STRICKEN, Hopeless
discharge; hates violence; romantically involved with Furn
COMMAND CODE - A2W3 (on a note in her pocket) 7
BEGINNING THE LOOP
THE PLAYERS’ SHIP
The action begins on the PCs’ ship, which acts as a hub for the adventure. There are no
specific requirements or restrictions for the ship. If you don’t have one prepared, use
The Falstaff from the Player’s Survival Guide.
1. STARTING POSITIONS
Begin the session on the morning of a normal day and ask what the PCs are currently doing on their ship.
Be curious. Ask for details. What equipment do they have? Who are they with? Record the responses. These
answers are known as the PCs’ Starting Positions. Players return to their Starting Positions after each hour
exploring The Graveyard. Anytime they return to their Starting Positions, mention the details you recorded to
reinforce the repetitive nature of the Time Loop.
2. TEMPORAL STATUS 3. ENTER THE LOOP
After Starting Positions are established, the When the PCs exit their ship, they enter the Time
PCs’ ship suddenly collides with the Time Loop, Loop at a random Hour (pg 1). PCs begin each
causing everything on the ship, except the PCs, Hour in a specific location, noted on each Hour
to immediately freeze, as if paused. page. All events in the Hour occur unless the
PCs intervene.
The PCs ship is trapped in Temporal Stasis.
Return the PCs to Starting Positions after 1
» Any items in the PCs possession can be hour of in-game time,15 minutes of real time,
moved and manipulated but computers, (whichever comes first) or if all the PCs die.
scanners and similar equipment are frozen.
» PCs cannot heal or reduce Stress through
resting but drugs and other consumables 4. RETURN FROM THE LOOP
function normally.
When the PCs return to Starting Positions,
» PCs do not need to sleep, drink or eat. everything on the ship is the same as before,
with the following exceptions:
» If a PC dies in stasis, they immediately roll a
Time Glitch (pg 9) then return to their Starting » Any consumable items (including ammo) that
Position. have been used during the previous Hour are
still gone.
» The view from every window and airlock on
the ship is filled by a field of swirling, pulsating » Any damage or conditions the PCs sustained
color. This is the Void of Time. in the last Hour remain.
» Any players who died in the previous Hour roll
a Time Glitch (pg 9) before returning to full
5. HOUR PORTALS
health at their Starting Position. Their Stress
Each time the PCs return to Starting Positions, a remains the same.
portal appears somewhere on their ship. These
» Any objects or people taken from the
portals return to any of the Hours the PCs have
Graveyard disappear at Starting Positions.
visited. Anytime PCs return to an Hour via a
portal, they emerge at the beginning of the Hour.
Only one portal is created for each Hour the PCs
explore. If PCs return to the same Hour multiple
times, they use the same portal each time. No
new portal is created.
6. REPEAT
The PCs can return to The
Graveyard at a random Hour by
exiting their ship or return to a
previous Hour through a portal.
8
DANGERS OF THE LOOP
THE ORIGINALS
The PCs are not the first version of these people trapped in the Loop.
The characters controlled by the players are temporal anomalies
created by the fractured Time Loop. They are not the ‘real’ characters.
The original group has been trapped for thousands of repetitions, failing
to break free. There is an Original matching each PC and mercenary
boarding The Graveyard. They look identical to the PCs except for
their tired, distant stare. After seeing the PCs, they decide they must
stop these anomalies from escaping or run the risk of being erased
when the Loop ends. They are very knowledgeable of The Graveyard
and the events occurring on it and use this to their advantage. They
go to extreme lengths to avoid speaking to the PCs for fear of giving
away information that could help them escape. After years in the Loop,
they can no longer keep track of their plans, and must leave notes for
themselves to ensure they continue thwarting the PCs. Simplified stats
based on class are provided. Use the PCs’ stats, if you prefer.
D10 NOTES
1-2 “They look exactly like us. They act like us. What are they?” 3-5 List of the PCs’ movements this Hour.
6-8 ”If they escape what will happen to us?” 9-10 ”Where did they come from? We can’t let them escape.”
KEY PHRASES: “You can’t have my future”, “I AM ME!!”, “You shouldn’t be here”, “I won’t let you erase me.”
SOLDIER
» EQUIPMENT: Similar to the PCs plus any gear
COMBAT: 35 SPEED: 25 INSTINCT: 20 H: 2 (30) available on the PCs ship.
ANDROID
» FIRST SIGHT: The first time a PC encounters their
COMBAT: 30 SPEED: 30 INSTINCT: 30 H: 2 (35) matching Original - Sanity Save or PANIC CHECK.
SCIENTIST
» SEE ME DIE: Anytime a PC witnesses the death of
COMBAT: 20 SPEED: 25 INSTINCT: 35 H: 1 (20) their Original - Sanity Save or PANIC CHECK.
TEAMSTERS
» TIRED EYES: Anytime a PC makes eye contact with
COMBAT: 25 SPEED: 35 INSTINCT: 30 H: 1 (25) their Original - Fear Save or 1d5 Stress.
D10 TIME GLITCH
1
Lost Relic - One piece of equipment used in the last Hour
becomes ancient, broken and unusable.
2
Memory Loss - All trained skill checks are [-] until one is
passed or the next return to Starting Positions.
3
Precognition - Speed checks are [+] until the next return
to Starting Positions.
4
Dementia - Intelligence checks are [-] until the next return
to Starting Positions.
5
Weakness - Strength checks are [-] until the next return to
Starting Positions.
6
Anxiety - Fear Saves are [-] until the next return to Starting
Positions.
7
5 Years Older - Permanently reduce one stat by 5.
1-2: INT 3-6: STR 7-10: SPD
8
Well Rested - Regain 5 HP or reduce 2 Stress.
9
New Insight - Gain 1 skill point.
10
Roll Twice - Keep both results. 9
00:00 THE BEGINNING
PC START S
The Graveyard is traveling through jump
» MOD.A (dock)
space en route to Sector SQ79.
00:04 The crew is in cyrosleep and systems are
functioning normally.
CREW STATUS
00:08 TULLY - MOD.C (cryo)
» Dormant, in cryosleep.
GINA - MOD.B (cryo)
00:12
» Dormant, in cryosleep.
FURN - MOD.A (cryo)
00:16 » Dormant, in cryosleep.
JUMP SICKNESS
00:20 Humans who are awake while
traveling in jump space suffer
from jump sickness (pg 23).
00:24 » Every 10 minutes, make
a BODY or SANITY Save
(player’s choice).
» Each failed Save adds 1
00:28
level of jump sickness.
» Exiting jump space
immediately removes all
00:32
levels of jump sickness.
LVL EFFECT
00:36
1 Crawling Skin: all BODY [-].
2 1d5 Stress.
00:40 3 Visions: all SANITY [-].
4 1d5 Stress.
00:44 5 PANIC CHECK every
10 minutes.
THRUST IN JUMP
00:48 Thrusters are functional in
KEEPER ANNOUNCEMENT
jump space. Thrust can be
» “T-minus 10 minutes until end of jump. used to move craft and avoid
Lantern Function is normal.”
collision, but does not impact
00:52
where or when a ship reenters
normal space.
RELEASING THE VOID
The Graveyard exits jump space in SQ79,
00:56
activating the Lantern which rips the fabric
WARDEN NOTE
of spacetime, releasing The Void. The
entire 100 AU scan area is flooded with If the PCs tamper with the
00:59 temporal energy, triggering the Unstable jump drive or exit jump ahead
Local Field (ULF) safeguard on the jump of schedule, immediately
drive, deactivating it. trigger the events at 00:59.
10