TEXT: Supplemental Materials 01, in Game
  I Search The Body (d%)
  Supplemental Materials 02, in Game
  Survivors
  01-05 Nothing (Failed, Messy Blue Body Modification)
  06-10 PATCH: Azure Base Logo
  11-15 Space Blanket (Light-Proof)
  16-20 Tampered Stimpack (Filled with Corrupted Blood, [-] Meteor Psychosis Saves)
  21-25 Jury-Rigged Shotgun (1 Shot, Fires Anything Small and Metal, Explodes on a Critical Failure)
  26-30 Digital Cred Stick (Corporate Stock Certificates)
  31-35 Glasses (Lenses Melted)
  36-40 Medbay Solarium Terminal Password (Observations on Psychosis Progression)
  41-45 Laboratory Mouse
  46-50 Self-Heating MRE Packet (Blueberries and Discharge Papers)
  51-55 Blue Paint Bucket (Booby-Trapped with Grenade)
  56-60 Eye Mask (Pink and Frilly)
  61-65 Personal Locker Key (Habitation Dome)
  66-70 Nano-Camera Drone and Controller (Corporate Blackmail Footage)
  71-75 1/3 Equation of Blue Meteor's Wavelength
  76-80 Bottle Milk (Soured)
  81-85 Azure Base Emergency Protocol Punch Card (Terminal in Security)
  86-90 Pogo Stick
  91-95 Satellite Controls Passcode (Terminal in Garage, "REPAIRS REQUIRED")
  96-00 Blue Meteorite Fragment (Covered in Vomit; Produces constant but dulled Meteor effects)
  Aguirre aka "Morrión"—Wanted Criminal: In hiding, 150kcr bounty. Attempts to hĳack escape
  attempts if rescued. Revolver and Plastic Explosives.
  Gozu—Infected Engineer: Fighting the Madness, but succumbs to any additional Meteor exposure.
  For days in the dark, scratched the path of the Meteor onto the floor and walls. When revealed, Fear
  Save (1 Stress). Foam Gun.
  Rublev—Head of Security: Lost every officer, nearly broken. SMG, half-empty magazine.
  Kohut—Botanist: Suspiciously hardy. Secretly hoards a small cache of food from the garden.
  "The Bot" or "You" or "Tin Can"—Android: Badly damaged, pilfered for blue components.
  Terrified to die.
  A
  AZURE A
  Supplemental Materials 04, for Prep
  Useful tables from HIVEMIND 01
  D10 Geometry-Neutral Spaceship Chase Events | D10 Space Drugs | D10 We Really Need To
  Improvise Some Weapons | D10 Trinkets to Remember Loved Ones Light Years Away | D10 People
  You Meet On The Space Station | D10 Stowaways
  Supplemental Materials 03, Audio Track
  Broadcast Signal
  Audio [cheery corporate jingle]: Out of the blue / Into the black / Only forward / No going back...
  [volume cuts in and out, spelling "SOS" in Morse code] Your Azure Horizons weather report
  today: Moderate cosmic radiation and clear blue skies with a small chance of meteor showers.
  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 contact@tuesdayknightgames.com.
  concept
  D. Shugars
  writing
  I. Yusem
  art & layout
  W. Denning
  MOONBASE
  BLUES
  ¿:\\Azure Base Daily Tasks
  *TONE*...Your friends at AZURE HORIZONS would like to notify you of a
  meteorological event.
  PLEASE STAY CALM AND AVOID WINDOWS WHILE PERFORMING YOUR CORPORATE
  ASSIGNED DUTIES AROUND THE AZURE BASE FACILITIES
  [See Map A and B]
  1.
  Unclog the toilets in Habitation restroom B.
  2.
  Perform routine maintenance on Solar Arrays 3 and 4.
  3.
  Replace the rearmost axel on the rover stored in the Mechanics Bay.
  4.
  GO OUTSIDE IN 4 HOURS 32 MINUTES 9… 8… 7… SECONDS AND LOOK UP.
  5.
  Make the beds in Habitation Barracks. Messy, messy!
  For your participation 1000 credits will be deposited in your pre-selected
  financial institution on PROSPERO’S DREAM.
  Thank you!...*TONE*
  End? < Yes > < No >
  Copyright © 2020 Ian Yusem and Warren Denning
  
  MOONBASE BLUES
  Azure Base
  Warden’s Overview
  Astronomical research outpost on a
  small moon. 10% gravity. [A. Facilities
  Map].
  Players
  wake
  up
  to
  find
  themselves in a blockaded Security
  dome
  [B.
  Dome
  Submap]
  and
  a
  cheerful computer voice detailing their
  Azure Base Daily Tasks.
  Logs indicate normal operations until
  the
  appearance
  of
  a
  Blue
  Meteor
  approx. 1 week ago. Deadly conflict
  between
  colonists
  erupts
  [Warning
  Hazardous Personnel; -Light].
  Meteor-Mad Colonists prepare for and
  anticipate next Blue Meteor event from
  hrs. 5-1; non-hostile unless provoked.
  Gleefully violent during hr. 0.
  The few sane survivors hole up in the
  Mechanics Bay [Broadcast Signal].
  Alt.
  Setup:
  For
  an
  action-packed
  1-shot, start meteor clock at hr. 2. For
  campaigns, Broadcast Signal picked
  up by PC ship as a faint distress signal.
  1.
  Security room. Tunnel to Greenhouse Dome blockaded. Empty weapon lockers. Duffel bag
  with 1 PC loadout (rest in Drop Pod). Functional computer banks with simple AI [Azure Base
  Daily Tasks]. Logs describe normal operations until the Blue Meteor arrived 7 days ago.
  Map of base on file [Map A & B]. Exterior airlock.
  2.
  Greenhouse and Medbay-Solarium. Overgrown, 20% chance food corrupted. If consumed,
  Body Save: +1 Stage Meteor Psychosis, otherwise experience harmless drug-like effects.
  Auto-doc in Medbay Solarium hacked to inject blue lubricant if used. Standard medical supplies
  untouched.
  3.
  Habitation. Ringed with personal quarters, lockers and bathrooms. Signs of bloody struggle.
  Central kitchen ransacked. Scattered with blue therapy lamps that attract Meteor-Mad Colonists.
  Binoculars stashed in a toilet in restroom B. Main entrance: large double-airlock (fits rover).
  4.
  Observatory and Geology Lab. Telescope platform a makeshift altar to the Blue Meteor,
  surrounded by corpses; Meteor-Mad Colonists perform conversions here during hr. 0 by forcing
  victims to look into the telescope [Warning Meteor Psychosis]. Glass-paned Geology Lab
  contains 3D fabricator and Blue Meteorite fragment.
  5.
  Moon Surface. Rough, numerous small impact craters. No landing pad. Unless Zero G skilled,
  [-] (Disadvantage) to Combat actions & difficult tasks.
  6.
  Drop pod. Half-buried, but undamaged. Contains [# human PCs] empty Cryopods and
  PC loadouts sans 1.
  7.
  Solar panel array. Base's only source of power. Energy surges during hr. 0.
  8.
  Mechanics Bay. Rover, in disrepair. Remaining sane colonists, in total darkness and out of
  supplies [Supplement 2: Survivors]. Without intervention, starved and overrun in 24 hours.
  Hĳacks base’s automated weather resport with SOS signal, plays every hr. 3 [Broadcast
  Signal]; besieged by 2d10 Meteor-Mad Colonists without vaccsuits.
  9.
  Satellite. Damaged by Meteor. Base's main communications array.
  10.
  The Blue Meteor. Passes every 6 hours, visible from base for 1 hour. Causes Meteor Psychosis.
  D. Shugars concept | I. Yusem writing | W. Denning art & layout
  Warning
  Hazardous Personnel
  Warning
  Hazardous Light
  Warning
  Meteor Psychosis
  Meteor-Mad Colonists [MMC]:
  When entering a new location and every hour,
  roll d10: 1-5 encounter that # of MMC; 6-10
  nothing. During hr. 0, encounter 1-10 # of MMC.
  They have seen the light and it is good.
  Cbt: 40% Spd: 25% Inst: 50% Hits: 2 (25)
  Damage: Rigging Gun [2d10] or
  Hand Welder [1d10] or
  Tranq Pistol [Body (+) save or fall
  unconscious for 1d10 rounds]
  Special Abilities
  ◆Inhuman Physiology: Survives in zero-
  atmosphere environments without protection.
  ◆Freed From Pain: At hr. 0, [+] to Combat and
  immediately takes an action after suffering a Hit.
  ◆Tactics: Forcefully compels the unenlightened
  into the BLUE GRACE [Warning Meteor
  Psychosis]. Prefers live prisoners.
  Meteor-Mad Characteristics (1d10)
  1.
  Half-swallowed a therapy lamp. Jaw broken
  to accommodate the blue bulb still jutting
  from mouth.
  2.
  Eyes slowly track the path of the blue
  meteor, even through the ground.
  Unblinking.
  3.
  Naked, unevenly covered with blue paint.
  4.
  Open chest wound, stuffed with android
  component pumping blue lubricant.
  5.
  Veins ruined by gouges and stab wounds.
  "RED? RED!? IT WAS BLUE!"
  6.
  Prisms jabbed into eyes; refracts blue light.
  7.
  Pinned down with foam. Eating its way out.
  8.
  Counting down the seconds until the next
  event. Passive unless count disrupted.
  9.
  Floating, giggling with childlike joy.
  10.
  Apparently sane. Coldly treacherous.
  Greenhouse
  & Medbay
  Solarium
  Security
  [PC Start]
  airlock
  At “0 hr”, roll on Warning Hazardous Light to create
  environmental complications; every hour and new location-
  chance encounter as per Warning Hazardous Personnel
  Observatory
  & Geology
  Lab
  Habitation
  airlock
  Map B. Dome Submap
  3
  4
  1
  2
  Static Hazards:
  ◆The fully glass Greenhouse (#2). Contains
  only remaining food on the station.
  ◆The telescope (#4) automatically tracks
  meteor when in range. Light reflects from
  eyepiece.
  ◆Meteorite fragment in Geology Lab (#4). Trail
  of particulate from Habitation airlock to bay.
  Produces constant, but dulled Meteor effects.
  ◆The Solar Panel Array (#7) radiates absorbed
  blue light during hr. 5.
  ◆Scattered reflections from satellite (#9)
  debris in orbit. Produces low-level Meteor
  effects from hrs. 2-1.
  Random Hazards:
  During hr. 0, roll (1d5) for active light-related
  threats inside main facility dome
  (see Map B).
  1.
  Metal storm shutters, open. Actuated via
  password protected keypad.
  2.
  Half-dome skylight. Partially obscured by
  torn-out operations manual pages and
  tape.
  3.
  Bullet holes filled with translucent sealant.
  4.
  Corpse nailed to wall conceals small
  porthole from sight. Does not block light.
  5.
  Mirror shards in the vent ducts reflect
  light from Greenhouse (#2).
  Sanity save when directly/indirectly exposed
  to the Blue Meteor Light ([+] and [-] to reflect
  degree of exposure). Progress 2 stages if
  directly exposed or watching an event
  through the telescope (#4).
  STAGE 0: Sane.
  Map A. Facilities and Blue Meteor Tracker
  Caution: Low Gravity
  copyright © 2020 Ian Yusem and Warren Denning
  0 hr
  5 hr
  1 hr
  4 hr
  3 hr
  2 hr
  10.
  8.
  7.
  5.
  Dome
  6.
  9.
  1. to 4.
  The Blue Meteor passes every 6 hrs, casting the
  base in corrupting blue light for 1 hr. Meteor clock
  starts at hr. 5 [Warning Meteor Psychosis].
  Azure Base
  Facilities Overview
  STAGE 3: Become a Meteor-Mad Colonist.
  The Warden plays your character.
  STAGE 2: Blue obsession, delirium. Every hour,
  roll Body Save. Failure: Black out, permanently
  incorporate Blue into your person. +1 stress
  each minute until you do, then recover senses.
  STAGE 1: Claustrophobia, memory loss.
  Disadvantage on Intellect checks.
  
SOURCE: textdata/thevault/Mothership [multi]/Mothership - Moonbase Blues (Color) [v1][2020].pdf