TEXT: THE GYRE
  A Mutant Future™adventure 
  By Jeff “Bighara” Sparks
  copyright 2013 Faster Monkey Games
  fastermonkeygames.com
  Steve Zieser
  FM303MF
  
  PASCAL STATION
     
     
   R
  -0
  13
     
     
     
    
     
    
    
  R-
  01
  2 
     
     
     
    
     
    
   R
  -0
  11 
     
     
     
     
     
   R
  -
  01
  0 
    
     
    
     
    
     
  R-
  0
  0
  9 
    
     
    
     
    
  R-
  0
  0
  8 
     
     
     
     
  R-
  0
  07
     
     
     
    
     
  R-
  0
  0
  6 
     
    
     
    
     
  R-
  0
  0
  5 
     
     
     
     
     
  R-
  0
  0
  4 
     
     
    
  R-
  0
  0
  3 
     
    
    
  R-
  0
  0
  2 
     
    
   R
  -0
  01
  
  THE GYRE
  Synopsis for the Mutant Lord
  The party explores a mysterious doorway, 
  only to find it leads into a spacecraft that 
  launches them into orbit! After it docks with 
  a derelict space station, the PCs encounter 
  everything from malfunctioning robots to 
  alien spies. Unfortunately, their arrival 
  sets events into motion that will destroy the 
  station. Can they stop the countdown or at 
  least get clear of the ship and back home?
  References:
   (p20): Page in this module.
   [MF99]: Page in Mutant Future™ rulebook.
   
  ML: "Mutant Lord," or game master.
  Running the Adventure
  There is a wealth of technology, and danger, 
  aboard the space station, not to mention the 
  impending threat of the whole thing burning 
  up in the atmosphere. Players will be on the 
  clock as soon as they arrive——though they 
  may not know it at first——so monitoring how 
  long the PCs spend on things like exploring, 
  fighting, technology rolls, or resting will 
  make a real difference. 
  To increase or decrease the difficulty level 
  of the adventure, consider the following:
   
  -
  Remove Smiley's killing sphere or 
  Oozy's disintegration mutation (see 
  "NPC Gang," p2).
   
  -
  Allow the Shuttle Bay doors to close, 
  making the area safe to enter without 
  spacesuits (see Area H-1).
   
  -
  Increase or decrease the amount of 
  time before the station burns up (see 
  "Pascal Station," p5).
   
  -
  Increase or decrease the number of 
  Brain Lashers (see "The Spies," p20).
   
  -
  Increase 
  or 
  decrease 
  the 
  healing 
  artifacts in the Medical Bay (see Area 
  R-001).
   
  -
  Increase or decrease the weapons in the 
  Armory (see Area R-004).
  Player Information
  The adventure begins in Warner Town, a 
  typical, isolated settlement of the open 
  wastelands. The land is too rocky for extensive 
  farming, but the residents manage to grow a 
  few tubers. They also herd RABBOxeN [MF91] 
  among the broken hills. There are the usual 
  assortments of shacks, shops, taverns, and 
  craftsmen in town. The stink of the rabboxen 
  pens permeates the air. 
  One afternoon Coney, a rabboxen herder, 
  returns to Warner with the news that a recent 
  landslide has exposed a steel doorway in the 
  side of a hill a few miles outside of town. The 
  town is quickly abuzz with speculation. Will 
  it emit some threat? Does it hold powerful 
  and valuable artifacts from ancient days? 
  PCs can attempt to gather rumors simply by 
  bringing up the topic in any public place. 
  The following is the most common scuttlebutt:
   
  -
  It's really a portal to another world 
  ruled by Morlocks. (F)
   
  -
  The landslide was caused by machines 
  beneath the earth. (T!)
   
  -
  A group of androids are coming to claim 
  what's behind the door for themselves. (F)
   
  -
  Poison gas is leaking from the door. (F)
   
  -
  Some local toughs are going to try 
  to breach the door tomorrow morning. 
  They're just gathering supplies. (T, 
  see "NPC Gang" for more information.)
   
  -
  The doorway appears every century, but 
  never in the same place twice. (F)
   
  -
  The door is the mouth of a giant robot, 
  lacking only a few bites of living 
  morsels to awaken the titan fully. (F)
   
  -
  It's not a door, just a shiny rock. (F)
  One thing is certain, if the party wants 
  to get to it first, they'll need to hurry. PCs 
  wishing to buy supplies in town can find most 
  items from the standard equipment lists [MF16] 
  at the standard price (ML's discretion).
  
  2
  faster monkey games
  N P C Gang
  Brutosh is a local tough, a two-headed 
  mutant looking to make a reputation for 
  himself. He considers whatever's behind the 
  door his to plunder, and has gathered a small 
  band of like-minded wastelanders.
  All of the gang (except Oozy) ride rabboxen 
  mounts [MF91]: Move: 240' (80'); AC: 7; HD: 
  3; Attacks: 1 (tusk or trample); Damage: 
  1d8/2d6; Save: L2; WIL: 4; Morale: 5
  Brutosh: Mutant Human (Lvl2); Move: 120' 
  (40'); AC: 5 (chain): HP: 50; Attacks: 1 
  (Spear or Axe); Damage: 1d6/1d8+1; Save: L2; 
  WIL: 13; Morale: 10 
  Mutations: Vampiric Field (2d4 per round, 
  44' radius), Dual Cerebellum (second brain has 
  Acute Hyper Healing), Poison Susceptibility 
  (-4 to saves).
  Smiley: Mutant Animal (alligator) (Lvl1); 
  Move: 90' (30'); AC: 7 (hide + Dex); HP: 
  65; Attacks: 2/1 (2 Claws or Bite or Tail); 
  Damage: 1d4 ea./1d6/1d6; Save: L1; WIL: 9; 
  Morale: 8
  Mutations: 
  Thermal 
  Vision, 
  Neural 
  Telepathy, Killing Sphere.
  Junko:  Basic Android (Lvl1); Move: 90' 
  (30'); AC: 6 (thick rubber skin); HP: 50; 
  Attacks: 2 (spear + tail); Damage: 1d6/1d4; 
  Save: L1 (android bonuses); WIL: 16; Morale: 10
  Mutations: Natural Armor, Prehensile Tail, 
  Energy Ray (4d6 cold, from tail).
  Hvart: Mutant Human (Lvl1);  Move: 120' 
  (40'); AC: 7 (leather); HP: 40; Attacks: 1 
  (spear or sledgehammer); Damage: 1d6+1/1d6+1; 
  Save: L1; WIL: 13; Morale: 8
  Mutations: 
  Dwarfism, 
  Know 
  Direction, 
  Shriek (10' radius, 1d4 damage + Deafened for 
  1d6+4 rounds).
  "Oozy" (Ozymandius): Mutant Human (Lvl1); 
  Move: 90' (30'); AC: 8 (hides); HP: 42; 
  Attacks: 1 (light crossbow with 10 bolts, or 
  machete); Damage: 1d6/1d6; Save: L1; WIL: 
  10; Morale: 8
  Mutations: Psionic Flight (110'), Dermal 
  Poison Slime (Class 3), Disintegration (140 
  lbs, 90').
  Head for the Hills
  As the PCs approach the hills, Brutosh 
  and his gang are also riding hard for the 
  door. each carries basic gear plus three 
  days' rations. Let the PCs make occasional 
  INT checks to notice hoofbeat-like noises in 
  the distance, or see the dust cloud raised 
  by the beasts' passing. 
  Brutosh's gang moves toward the door along 
  a parallel route about a quarter mile from the 
  PCs'. Unless the party delays on its journey 
  or makes a deliberate attempt to intercept 
  the NPCs, both groups will arrive in the 
  door's vicinity at almost the same time. The 
  PCs can spot the door when they are within 60 
  yards. The NPCs will crest the hill opposite 
  (120 yards away) 1d4 rounds later, with the 
  PCs between them and the door (see map).
  Brutosh does not stop to parley, but 
  immediately gives the order to attack. The 
  NPCs spur their mounts and charge down the 
  hill. Those with effective ranged abilities 
  attack before charging. They can close the 
  gap within one round; those with spears gain 
  a charge bonus to damage. The rabboxen make 
  trample attacks [MF58] as they reach the 
  targets. 
  The Door in the Hills
  The doorway is much as the herdsman described 
  it: A plain, metal door with a small wheel 
  set in the center. It is partially blocked by 
  loose dirt and rock from the landslide, but 
  is still easily reachable. There is a tiny 
  (6" diameter) round window in the door, but 
  it is rather dark inside and not much can be 
  seen, even with thermal vision. 
  Down the Rabboxen Hole
  The wheel turns, opening the door without 
  much effort. It swings inward with a hiss of 
  escaping air. Within is a cramped chamber 5' 
  square, with another identical door opposite. 
  The inner door won't open until the outer 
  door is closed, so characters will have to 
  crowd in or enter one at a time.
  
  3
  the gyre
  Lights begin to turn on as people enter, 
  revealing a small, clean, quiet room (see 
  Shuttle Interior map, p4). At one end is a 
  large window, the outside covered with dirt. 
  There is a single padded chair by the window, 
  bolted to the floor and facing a panel of 
  switches, dials, and buttons. Deliberate 
  inspection reveals that the chair is equipped 
  with a tucked-away restraint harness. There 
  are also two narrow doors. 
  Once all characters are aboard, an image 
  flickers into life in front of the chair. It 
  is a hologram of an artificial-looking face. 
  The image breaks up with static every few 
  seconds. It seems to be malfunctioning as it 
  repeats itself like a broken record, saying 
  the same word over and over. 
  The image is the autopilot interface. It 
  is asking whether to proceed with the launch 
  sequence that was initiated centuries ago. If 
  the PCs say anything in its presence (or even 
  make audible noise), the damaged audio sensors 
  register that as an affirmative, setting the 
  final pre-launch routine into motion.
  Language Note: Characters who lack a 
  background in ancient languages can still 
  make an INT check [MF51] to understand that 
  the head is speaking an archaic version of 
  Common. Those who succeed by 4 points or more 
  recognize the word as "Proceed?" This method 
  can be used whenever the PCs are trying to 
  understand the language (written or spoken) 
  on the shuttle and the space station.
  Countdown
  Once the PCs trigger the autopilot, things 
  move quickly.
   
  -
  Round One: The hatch seals shut. If 
  something 
  obstructs 
  it, 
  powerful 
  hydraulics grind against the obstacle, 
  dislodging any but the largest and 
  toughest possible blockages.
   
  -
  Round Two: The main engines prime. A 
  deep rumbling shakes the room. The 
  PA announces, in the same archaic 
  tongue, that passengers should take 
  their seats. Six panels in the floor 
  (gray circles on map) flip over, each 
  one revealing a padded chair with a 
  five-point restraint. The hologram 
  projector shows a looping animation of 
  a figure sitting down and straps moving 
  to secure it.
   
  -
  Rounds Three and Four: The system 
  continues to warn passengers to strap in. 
   
  -
  Round Five: Final countdown: "10, 9, 
  8,…" with a holo-projected ring of ten 
  green dots turning to red, one by one. 
  Last chance to strap in.
   
  -
  Round Six: WHOOSH! The ground over the 
  shuttle is pushed aside as the rockets 
  blast the vessel clear and it takes off 
  into the air!
  Blast Off!
  Despite the tumultuous takeoff with 
  rock and dirt being flung off as the craft 
  rises, unless the party makes a concerted 
  effort to sabotage their journey, the 
  trip from there proceeds simply enough. 
  However, characters unused to rocket 
  travel will have a rough several minutes 
  as the craft reaches escape velocity. 
  This is especially true of anyone who 
  didn't strap in before takeoff. 
  Unsecured characters take 2d6 damage 
  from being slammed about. Rigid armor or 
  carapaces reduce damage by half. Humanoid 
  characters who are strapped in take no 
  damage. Characters of unusual physiology 
  who are strapped in still suffer 1d6 
  damage. All non-mechanical characters in 
  the shuttle must make a save vs. stun 
  attacks or lose consciousness for 1d6 
  minutes.
  After five minutes of hard acceleration, 
  the remainder of the trip takes place in 
  null gravity.
  Steve Zieser
  
  4
  faster monkey games
  The airlock through which the PCs entered 
  is shown as [A] on the map. When one airlock 
  hatch is open, the other is automatically 
  locked shut.
  The equipment locker [e] needs no key. It 
  holds four working, human-sized spacesuits 
  each with a helmet and air-tank. There is also 
  one pair of magnetic boots. One suit  holds a 
  two-star ident-card in an outer pocket. (See 
  "Stars & Bars," p6.) each tank holds two hours 
  of air. One or two tanks can be attached to 
  a single suit. It takes a Complexity Class 
  1 technology roll to properly don a suit. A 
  normal failure means that the suit is obviously 
  not on correctly. A drastic failure [MF43] 
  means that the suit looks right, but actually 
  has the equivalent of a Pinhole breach (see 
  "Decompression," p17).
  The head [H] is a phonebooth-sized toilet 
  stall (much like in an airplane), but has a 
  complex set of instructions printed on one 
  wall regarding its use in zero gravity. even 
  PCs who can read it must make an INT roll 
  to follow the steps correctly. A mistake in 
  procedure is not lethal, but embarrassing and 
  quite messy.
  Docking
  The shuttle is pre-programmed to rendezvous 
  with Space Station Pascal. The total journey 
  takes approximately an hour; the PCs won't 
  have enough time to complete the Complexity 
  Class 3 technology roll needed to learn the 
  helm's controls. 
  Forty minutes after launch, the station is 
  visible in the distance, looking like a giant 
  wagon wheel against the stars. 
  At T plus fifty minutes, the shuttle  has 
  come around so that it approaches the station 
  perpendicular to the Ring. The bay doors are 
  visible ahead, at the "bottom" of the Hub. As 
  the autopilot begins to match the shuttle's 
  rotation with the station's, the space station 
  becomes still relative to the PC's vantage. 
  At T plus fifty-five, the autopilot begins 
  calling out the approach status (distance, 
  speed, time until landing, etc.). Two minutes 
  later, the station appears to start spinning 
  again. Its power levels have spiked and the 
  spin has increased, but the shuttle's autopilot 
  continues its countdown without compensating, 
  as if nothing has happened. A red telltale 
  light starts blinking on the controls.
  The shuttle almost makes it through the 
  opening unscathed. It glances off one door's 
  edge and is knocked about a moment or two 
  before landing hard, damaging unsecured 
  characters as "Blast Off!," above. The flight 
  deck's magnetic clamps seize the vessel and 
  bring it to rest.
  The shuttle is slightly damaged and out of 
  fuel. The crash tore up some deck panels and 
  cabling, fouling the landing gear and trapping 
  the bay's two RepairBots under wreckage (see 
  "New Stuff: Bots," p19). Until the debris is 
  cleared, the shuttle cannot take off or be 
  refueled.
  A small panel pops open next to the 
  shuttle's hatch. The controls consist of a 
  green button, a blue button, a red button, a 
  joystick, and a small vid screen. The panel 
  controls a docking tube in the Shuttle Bay, 
  allowing a passenger to extend the tube to 
  the shuttle's airlock.
   
  -
  The green button 
  starts 
  the 
  motors 
  to move the docking 
  tube.
   
  -
  The 
  blue 
  button 
  attempts 
  to 
  engage 
  the seal.
   
  -
  The 
  red 
  button 
  releases the seal.
   
  -
  The joystick maneuvers the tube.
   
  -
  The screen shows the view from outside 
  the shuttle's airlock.
  When the seal is aligned properly, the 
  crosshair flashes and the controls ping.
  If the players don't care to experiment, 
  they can make a Class 1 technology roll 
  to figure out the docking tube controls. 
  If the characters don't figure out how to 
  attach the tube at all, the only way off 
  the shuttle without exposure to vacuum is to 
  don spacesuits before going out the airlock. 
  Large or grossly non-humanoid characters 
  cannot fit into the suits.
  SHUTTLE INTERIOR (five foot squares)
  [H]
  [E]
  [A]
  
  5
  the gyre
  Pascal Station
  The space station looks like a giant 
  wheel, with a cylindrical hub connected by 
  four spokes to an outer ring. The whole thing 
  spins constantly to provide artificial gravity 
  through centripetal force. It was designed 
  primarily as a research and observation center, 
  not as a military or commercial facility.
  The Hub holds the Shuttle Bay, Power Plant, 
  and Bridge. effective gravity is minimal, and 
  characters can float along the halls that 
  connect the rooms. The rest of the station's 
  facilities are located on the Ring, where 
  effective gravity is close to earth normal.
  When alien spies got aboard and attempted 
  to steal experimental technology, the station 
  was evacuated (see "The Spies," p20). The 
  automated 
  systems 
  kept 
  Pascal 
  Station 
  functioning quite satisfactorily for many 
  years until a small asteroid destroyed an 
  orbiting satellite as it passed near the 
  station. The debris breached the hull and 
  damaged part of the station's solar array. The 
  dust particles covered most of the panels. As 
  a result, the station's overtaxed power plant 
  has been slowly failing for many years. It 
  no longer has sufficient energy to drive the 
  electric thrusters that the station once used 
  to maneuver itself. See "Not at 100%," p16.
  When the shuttle crash-lands into the 
  landing bay, the station is knocked out of 
  its precarious orbit and begins a slow death 
  spiral in towards the atmosphere. Unbeknownst 
  to the party, they have a limited amount of 
  time to repair the situation or escape from 
  the station before burning up on re-entry.
  The station has twenty-four hours before 
  it is destroyed. At twelve hours before re-
  entry, klaxons begin to sound persistently, 
  and automated warnings are broadcast over 
  the PA. At six hours before re-entry, the 
  station's orbit can no longer be corrected; 
  it is at the point of no return.
  There are several things the PCs can do to 
  escape this fate, but it will depend on their 
  exploring the station and figuring out what's 
  happening in time. Twenty-four hours may sound 
  like a lot, but things like technology rolls 
  can be very time-consuming. (Faster Monkey's 
  TurnTracker is an excellent way to keep track 
  of the countdown.)
  pascal station
  Steve Zieser
  
  6
  faster monkey games
  Doors and Hatches
  Airlock 
  hatches 
  are 
  heavy 
  durasteel 
  circles, sealed by spinning a large wheel in 
  the center. each has a small round viewport. 
  each also has a control panel that allows re-
  pressurization after a hull breach repair (see 
  "Decompression," p16), but requires a two-
  star ident-card. See "Stars & Bars," below.
  Room doors are lightweight panels that 
  slide aside at the press of a hand plate. 
  All doors include a window except those on 
  the living quarters: Areas R-010, R-011, 
  and R-012. Doors marked with a starred card 
  symbol also require an ident-card and a DNA 
  scan to enter. See "Stars & Bars," below.
  Stars & Bars
  Humanity's 
  early 
  contact 
  with 
  extra-
  terrestrial life was less than ideal. The 
  first race encountered were the BRAIN LASHeRS 
  [MF63], who initiated contact to enslave men 
  as chattel. The Lashers never managed to 
  defeat mankind, but they left humans more than 
  a bit xenophobic.
  A two-part security system is standard on 
  most systems for "Pascal-era" spaceships and 
  bases. It requires an authorized ident-card, 
  plus a biometric DNA scan to make sure the 
  person requesting access is human.
  Ident-cards on Pascal Station have three 
  levels, represented by one 
  , two 
  , or 
  three 
   stars  marked on the card, three 
  being the highest-level access. The gene-
  scanner is a plate with a hand-shaped outline. 
  The user presses a palm against the plate. The 
  card has an RFID (Radio Frequency ID) chip 
  that allows the security scanner to read it 
  from a distance of up to six feet.
  Only Pure Humans [MF14] automatically 
  pass the DNA scans. Mutated humans have a 
  10% chance of failing for each mutation or 
  drawback they possess, and must roll every 
  time. Mutant plants and animals have no chance 
  of passing, nor do androids. even a dead or 
  severed hand could be pressed to the scanner, 
  such as from the bodies in Areas H-3 and 
  R-005. Note: The scanners check against the 
  genetic sample stored in the Medical Bay's 
  computer, which can be changed in Area R-001.
  If a user attempts to access a restricted 
  area without proper credentials (ident-card 
  or DNA) three times or more, the GuardBots 
  are summoned (see "New Stuff: Bots," p18). The 
  robots attempt to restrain the intruder and 
  imprison him in Area R-006.
  The various robots on board have their 
  own special credentials embedded in their 
  motherboards, allowing them access to the 
  areas they need to reach.
  Door Security Levels
   
  : Room does not require a card or DNA 
  scan to enter.
   
  : Room requires any ident-card to 
  enter, plus DNA scan.
   
  : Room requires at least a two-star 
  ident-card to enter, plus DNA scan.
   
  : Room requires a three-star ident-
  card to enter, plus DNA scan.
  THE HuB
  Area H-1: Shuttle Bay 
  The bay looks like a metal aircraft hangar. 
  Steel bulkheads, gratings, and pipes dominate 
  the room. There are two large sliding doors 
  behind the shuttle, one of which is jammed 
  open in its track, showing inky blackness and 
  stars beyond.
  Two airlock hatches are visible from the 
  shuttle, one on either side. One is connected 
  to the extensible docking tube (see "Docking," 
  p4). Both airlocks lead to the circular ring-
  hall that surrounds the Shuttle Bay. At 90° 
  from the airlocks, access corridors run to 
  Areas H-2 and H-3. A supply locker holds gear 
  for space walks; see "Out of Doors," p17.
  The Shuttle Bay, along with the rest of the 
  Hub section, normally has low gravity (see 
  "Weighty Matters," p16). "Down" is toward the 
  outer wall.  Beyond the airlock is a circular 
  hallway that surrounds the Shuttle Bay.
  Within a few minutes of characters leaving 
  the shuttle, the lights flicker on the station 
  and a klaxon can be heard distantly. After a few 
  seconds, everything returns to normal. There 
  is no immediate danger; it is simply a minor 
  malfunction caused 
  by 
  the 
  failing 
  power plant (see 
  "Not at 100%," p16) 
  and serves to warn 
  the players that 
  everything 
  here 
  isn't ship-shape. 
  This is also when 
  the cryo-vats in 
  R-003 
  shut 
  down 
  (see "The Spies," 
  p20).
  
  7
  the gyre
  H2: Power Plant 
  Hatches to this room are in the corridor 
  ceilings, though there is almost no gravity. 
  Within, a narrow ladder crosses from one hatch 
  to the other. The rest of the chamber is 
  filled with pipes, wires, ducts, and various 
  machines. The air is warm and close.
  This is the main power plant for the 
  station. It supplies electricity, propulsion, 
  and climate control for the various systems 
  onboard. It is also in bad shape. The power 
  core is leaking, albeit not too badly––yet. 
  At the start of play, the room has Class 
  2 radioactivity, and the rest of the Hub 
  is safe. In six hours, the power overload 
  of attempting to correct the orbit causes 
  the magnetic shielding to decay further, 
  irradiating the rest of the Hub to Class 
  2. After eighteen hours, the power plant is 
  Class 6, the Hub and Spokes are Class 4, and 
  the Ring is at Class 2.
  The plant can't be repaired with the parts 
  and materials on board, but a Class 3 technology 
  roll would allow a character to divert power 
  from other systems to propulsion. This would 
  buy the PCs 1d6 extra hours before burning up 
  in the atmosphere, but at a cost of rolling 
  for power fluctuations every turn (see "Not 
  at 100%," p16).
  H-3: Bridge 
  The Hub's access tubes end in a cross-
  shaft. There is a hatch at the halfway point, 
  leading into the Bridge. Like the rest of 
  the Hub, it is a low gravity section of the 
  station; characters can easily float up to 
  the hatch.
  This room is covered by a dome of tinted 
  glass. The view beyond is obscured by some 
  sort of dust or film on the outside. Outside 
  the dome's edge are assorted radar dishes, 
  antennae, and sensors. Computers blink and 
  beep here, and a GuardBot sits idle (see "New 
  Stuff: Bots," p19).
  A desiccated corpse sits in one chair, 
  wearing a yellow uniform with gold braid. 
  Part of its skull is blown off and one bony 
  hand clutches a revolver [MF111: Pistol, 
  Revolver]. The gun holds two unfired rounds 
  and is in excellent condition (Grade 5). 
  A successful INT check will reveal that the 
  body in the chair was not pure human. Rather, 
  it has slightly simian features. The captain 
  had been transformed into homo erectus by the 
  Brain Lashers' ancestral form  power before 
  they were captured (see "The Spies," p20). 
  In a rage, the captain locked himself in the 
  Bridge. The rest of the crew, fearing what he 
  THE HuB
  
  8
  faster monkey games
  might do in his altered state, fled the ship. 
  The captain took his own life in despair. 
  Note: His DNA has a 90% chance of passing the 
  gene-scan (see "Stars & Bars," p6).
  There is a small ident-chip embedded in 
  the captain's insignia, which is pinned to 
  his shirt. It is not separate like the normal 
  cards. His badge will grant three-star access 
  to any system or area on the ship with a 
  successful gene scan (see "Stars & Bars").
  One of the panels shows several images on 
  a grid. These appear to be different areas of 
  the station, some of which the PCs may have 
  already visited and recognize, including the 
  Shuttle Bay, as well as the exterior of the 
  station. Outside images show the solar panels 
  covered in dust. 
  A few key things the PCs can learn from 
  these security cameras:
   
  -
  One 
  of 
  the 
  exterior 
  views 
  shows 
  some damage to the glass-like solar 
  panels. There is an object resembling 
  a harvesting combine caught on some 
  tangled metal. This is the ZamBot (see 
  "New Stuff: Bots," p19).
   
  -
  A view of the docking bay shows the 
  shuttle's exterior. Close inspection 
  shows the two RepairBots trapped in 
  debris from the shuttle's hard landing. 
   
  -
  The Brain Lashers (see "The 
  Spies," 
  p20) 
  are 
  disabling 
  cameras as they move through the 
  station. Two screens, labeled 
  LAB and ReD CORRIDOR, are already 
  offline and showing only static. 
  If the PCs come to the Bridge 
  more than an hour after arrival, 
  1d6 additional cameras are out.
  THE SPOkES
  extending from the Hub are four 
  access tubes that lead to the outer 
  ring of the station like spokes on a 
  wheel. The tubes are 90° apart. There 
  are two sets of ladder rungs in each 
  tube and airlocks at either end. The 
  gravity increases from low to normal 
  as one moves from the Hub to the Ring. 
  A character leaving the Hub can float 
  at first, but will pick up speed as 
  he moves closer to the "bottom." A PC 
  intending to float the whole way must 
  make an INT check halfway through to 
  notice the increase in gravitational 
  pull before she begins to really fall. A Dex 
  check at –2 will let them grab a rung instead 
  of hitting the end of the tube for 3d6 falling 
  damage. 
  THE RING
  The majority of the station is on the 
  outer ring. Gravity on the station is at 
  its highest here, defaulting to earth normal 
  (see "Weighty Matters," p16). each access 
  tube connects with the Ring via an airlock. 
  There is a secondary airlock "under" each 
  tube with doors on either side. This is to 
  compartmentalize the station in case of a 
  hull breach (see "Decompression," p17).
  The circular nature of the section means 
  the corridor appears to curve upward out of 
  sight in each direction, with line of sight 
  at approximately 100 feet. each quarter of 
  the Ring is coded by color: Red, Blue, Green, 
  and Yellow. The sections are marked with a 
  broad strip of their corresponding color 
  painted along one wall. A color map of the 
  four quadrants and their relative locations 
  appears on the inside front cover.
  Steve Zieser
  
  9
  the gyre
  RING QuADRANTS
  Overhead View
  See Inside Front Cover
  Ceiling Hatch to  
  Access Tube in Spoke
  GuardBot
  Medical Bay
  Laboratory
  Telepad
  Armory
  Brig
  Cargo Bay
  Hydroponics
  Galley
  Cantina
  [WC]
  [WC]
  Repair Bay
  Cpn's Qtrs
  Barracks [Male]
  Barracks [Female]
  VACuuM
  Cargo Hatch 
  Opens to Space
  Sealed
  
  10
  faster monkey games
  The Ring: Red Quadrant
  R-001: Medical Bay 
  The door to Room R-001 is not locked. 
  Inside it is white and austere. There are 
  two elevated cots next to each other and 
  a machine, about three feet cubed in size, 
  hanging from the ceiling by what looks like 
  some sort of crane. Lights blink on the 
  machine and several spindly mechanical arms 
  hang by its sides. There is also a bank of 
  computer panels on one wall, a white box set 
  on the opposite wall, and a 7' long split 
  cylinder set lengthways into the floor. It 
  appears to have a hatch on top that would 
  open like a coffin.
  This is the Medical Bay. The device hanging 
  from the ceiling is the MedBot (see "New 
  Stuff: Bots," p19). It is fully operational. 
  It will move and face anyone entering the 
  room, extending one arm toward them, scanning 
  for injuries. The arm has a Diagnostic Scanner 
  [MF125] attached, but it is integrated into 
  the MedBot and cannot be removed without 
  breaking the device.
  The cylinder is a Regen Tank [MF126] built 
  into the room. If the MedBot believes it 
  necessary, it will trigger the tank hatch and 
  ask that the patient be stripped and placed 
  inside. The tank heals 10 hp per full hour.
  The MedBot can administer many drugs and 
  treatments, including surgery. Such procedures 
  and their recovery times are quite lengthy. 
  Unless they can save the station first, the 
  PCs will not have time to avail themselves of 
  these services.
  The computer panel allows a technician with 
  proper medical training to monitor patient 
  readings and make scientific measurements. 
  This computer also sets the gene template 
  used by all the security DNA scanners on 
  the station (see "Stars & Bars," p6). A 
  Complexity Class 3 technology roll reveals 
  that the cell template can be changed here. 
  The sample chamber holds very old, dried Pure 
  Human blood. Replacing it with a small blood 
  or tissue sample causes the station's door 
  scanners to admit that species or mutant 100% 
  of the time instead of Pure Humans. The same 
  would work for the Brain Lashers, should they 
  discover it. If no sample from a living thing 
  is in place, no one can pass the DNA scans.
  The box on the wall is a portable med-kit 
  still containing one dose each of Antitox, 
  Rad-Purge, and Stimshot A [MF125].
  Steve Zieser
  
  11
  the gyre
  R-002: Telepad 
  A counter stands in the room's center with 
  cables and wires running to and from it. It 
  is covered in buttons, switches, and dials. 
  There is a raised section of floor in front 
  of the device with cables running to it as 
  well. The surface is mirror-bright metal with 
  six rings of tiny lights spaced evenly on it. 
  each ring is approximately 3' in diameter. 
  This is where the Pascal Station scientists 
  built 
  their 
  greatest 
  breakthrough: 
  a 
  teleporter. It was still experimental when 
  the station was abandoned, but it is fully 
  operational. It requires a successful Class 
  3 technology roll to understand how to run 
  the device. It can transport up to six human-
  sized subjects to a location with a functional 
  receiving pad.
  There 
  were 
  two 
  locations 
  originally 
  programmed into the machine; one was another 
  space station (long since destroyed), and 
  the other was a small spaceport hangar on 
  the planet below not far from where the PCs 
  blasted off. The structure was also buried by 
  the same cataclysm that covered the shuttle. 
  The hangar is still there, now uncovered 
  by the shuttle's launch. There is also a 
  working telepad "receiver" there that allows 
  teleportation to the site from the station. 
  Teleportation takes 1d4 rounds (roll for 
  each "passenger"), during which time the 
  subjects must not move. Characters or objects 
  that move (or are moved) take 10d6 damage 
  from molecular disruption. each ring can 
  only take one large living thing, otherwise 
  the "passengers" get combined, resulting in 
  a painful (and extremely gross) death. See 
  "Cargo Bay: Ants!," p12, for the result if 
  ants infest the station.
  There is no way to trigger the device 
  from down on the planet, but the controls 
  can teleport things or people back up to the 
  station from the pads down on the planet. 
  A ring can't send anything else down until 
  there is an empty ring at the other end. 
  The Telepad can also be set for up to a one 
  round delay to allow the operator to teleport 
  himself if necessary.
  Built into the Telepad is the unique 
  mechanism sought by the Brain Lasher spies 
  (p20): the De-Atomizer. The spies know how to 
  remove the briefcase-sized device. If somehow 
  recaptured, it can be fitted back into the 
  Telepad with a Class 1 technology roll. 
  R-003: Laboratory 
  This room was obviously some sort of 
  scientific lab. It looks as if it has been 
  ransacked, though. There are smashed test 
  tubes and beakers, some with old stains. 
  Several drawers have been pulled out of their 
  slots and tossed aside. There is also a harsh 
  chemical smell in the air. 
  There are three large steel vats against 
  one wall. They are hooked to pipes and gauges. 
  Their lids are open and there is a viscous 
  liquid on the ground in front of them. 
  These are the cryo-vats that held the 
  Brain Lashers, who escaped when the power 
  fluctuation caused the cryonics to shut down. 
  Two are out now and looking to complete their 
  mission (see "The Spies," p20).
  The third Lasher did not survive the freeze 
  and has left only inhuman bones inside its 
  vat. A PC who has encountered Brain Lashers 
  before can make an INT roll to recognize the 
  skeletal structure.
  R-004: Armory 
   (+ special)
  This room is more like a closet. One wall 
  has a scanning device like those found on 
  the doorways in the corridor, along with a 
  display screen. When someone steps inside, 
  the lights come on and the screen displays a 
  laser pistol. 
  The Armory is designed to dispense weapons 
  and armor to the crew if needed. The touch-
  screen can be swiped to scroll through the 
  inventory. A brief description of each item 
  appears beneath a picture. 
  An ident-card and gene-scan is required for 
  each requisition. each ident-card allows for 
  up to two items to be checked out. The number 
  of stars on the ident-card determines which 
  items are available. The items are delivered 
  via a sliding panel that opens beneath the 
  controls. If a PC selects an item that his 
  ident-card lacks clearance for, the screen 
  flashes red and the words NOT AVAILABLe TO 
  YOUR AUTHORIZATION LeVeL appear.  
  A 
  failed 
  gene-scan, 
  tampering 
  with 
  the system, or three attempts to access 
  unauthorized items will cause the Armory to 
  lock down and summon a GuardBot (see "New Stuff: 
  Bots," p18). The Armory will not function 
  again without an override authorized by the 
  captain's ID. During lockdown, any tampering 
  or attempts to force the vault trigger an 
  electromagnetic pulse that will permanently 
  disable any electronic items (including the 
  
  12
  faster monkey games
  weapons inside) within 15 feet of the Armory 
  door. Robots and Basic Androids must save vs. 
  death or be destroyed.
  Many 
  items 
  were 
  removed 
  during 
  the 
  fighting, most being taken in the evacuation. 
  The following items are still available, 
  fully charged. The stars indicate the minimum 
  necessary clearance level:
   
   energy Baton (x4)
   
   Stun Pistol (x3)
   
   Ballistic Nylon Armor (x2)
   
   Metal Insert Armor (x2)
   
   Laser Pistol, Mk 1 (x2)
   
   Laser Pistol, Mk 2 (x2)
   
   Laser Rifle (x1)
  The Ring: Blue Quadrant
  R-005: Cargo Bay 
  Two airlock hatches make a double-wide 
  entrance. The fleeing crew mostly emptied 
  this storeroom, but a few containers were 
  left behind. There are a dozen barrels in 
  one corner and several metal crates stacked 
  around the room. There is also a double-sized 
  hatch on one wall, making the entire room 
  into an airlock. The exterior hatch will not 
  open unless the door to the hall is shut. 
  If the controls are then activated, klaxons 
  sound and all air is pumped out of the room 
  in 6 rounds before the door opens out on the 
  void (see "Decompression," p17). Because the 
  room is first depressurized, characters and 
  objects won't be blown out of the station, 
  but it's still a very perilous situation. 
  This room is not safe. The containers here 
  were stacked when the force of the station's 
  spin was constant. The power fluctuations 
  have made them unstable. If the gravity 
  changes (see "Not at 100%," p16) while the 
  PCs are here, there is a 50% chance that 
  either 1d6 barrels tip over and roll across 
  the floor or 1d4 empty crates tumble. Anyone 
  within 10' of the containers takes 2d6 damage 
  (even in low gravity, one must contend with 
  mass). A successful save vs. stun attacks 
  halves the damage. The loose containers break 
  open and any contents spill out. One barrel 
  is already lying on the ground, with a small 
  crack spilling beige powder (flour) onto the 
  floor. It lies between the other barrels and 
  the wall. 
  Six barrels still have contents:
  Synthesized Baking Flour. This is the 
  broken barrel on the floor, full except for 
  about a quart of spilled flour. The barrel 
  is split and will leak when moved unless 
  repaired. The high-tech flour inside never 
  spoils, if kept dry, and suffices to make 
  about 200 loaves of bread when combined with 
  other ingredients. 
  Synthahol (scotch-flavored). This twenty-
  gallon barrel has a locked bung port on the 
  side. There is a tap that fits the port among 
  the hanging mechanical parts in Area R-013. 
  A picture of a thistle is stenciled on the 
  side with the word "SynGlen" underneath. Back 
  on-planet, such a quantity of 100-proof drink 
  would fetch quite a sum, far more than typical 
  xeno-liquor. It is also quite flammable. 
  Graphite Grease. This industrial lubricant 
  is used for mechanical moving parts like 
  robotic arm joints. It is non-flammable 
  and will not freeze even in space. It is 
  extremely dense, however, so the barrel is 
  very heavy (nearly a ton!). If it is ruptured 
  or tipped somehow, it will spill out and 
  cover a 15' diameter area. Anyone within the 
  area of effect is essentially immobilized due 
  to the nigh-frictionless qualities of the 
  substance. Any attempts to move along the 
  ground go nowhere and require a Dex check 
  at -4. A failure results in slipping and 
  falling; once on the floor it is impossible 
  to get up unassisted. Mag-boots will counter 
  the effect. Creatures with flight or similar 
  abilities can get clear. Clinging creatures 
  (like spiders) must be able to reach an 
  unaffected area to get free. 
  Fertilizer. Twenty gallons of Grade-A, 
  hermetically sealed, organic liquid manure, 
  meant for the hydroponics unit.
  Ants! A mega-colony of ants was shipped to 
  the station in chemical stasis. When the giant 
  "space ant farm" was ready, the insects were 
  to be released into the habitat for study. 
  If the barrel is breached, it exposes the 
  insects to air and awakens them. Within 1d6 
  rounds, over a billion tiny black ants pour 
  out of the barrel. Many head for the spilt 
  flour, but more crawl into air ducts, out into 
  the corridors, and into other areas of the 
  station. Within three hours, the creatures 
  infest the entire facility. They are mostly 
  harmless, but in a zero-G situation, they 
  will float free in clouds of ants that can 
  obscure vision or, if inhaled, cause severe 
  coughing.
  
  13
  the gyre
  The biggest risk is if the PCs try to use 
  the Telepad after the ants get loose. PCs 
  teleporting with ants in the room must save 
  vs. poison or gain the bizarre appearance 
  drawback [MF26] from a random bit of formic 
  anatomy being added to their own. They gain no 
  powers from it, just a bug-like feature. Pure 
  Humans are not immune to this, but inorganic 
  androids are.
  Dead Body. When the Brain Lashers snuck 
  aboard, they killed this crewman, ate his 
  brain, and shoved the body in this large 
  barrel. It was never opened and the corpse has 
  mummified over the centuries. The head wounds 
  are quite obvious: eight puncture wounds 
  circling his skull. His clothes are brittle 
  and crumble to the touch, but several items 
  on his person are still in decent condition.
   
  -
  A one-star ident-card.
   
  -
  A full roll of Ion Bonding Tape [MF124].
   
  -
  A Communicator [MF122] with a two-mile 
  range. There is no charge left on the 
  current power cell, although it could 
  be recharged in Area R-013.
  Crates: There are several empty crates and 
  boxes stacked hurriedly, but three on the 
  floor remain closed and locked. A pry bar, 
  such as can be found in Area R-013, will 
  open them with a STR check. 
   
  -
  24 tins of canned food.
   
  -
  4 radioactive batteries, fully charged.
   
  -
  23 bright orange rubber boots, all for 
  left feet.
  R-006: Brig 
  This chamber consists of a small entrance 
  area with two archways on the opposite wall, 
  leading to identical cells. A robot floats 
  idle in the central area, next to a storage 
  locker. each cell is bare of features except 
  for a recessed blue rectangular area on the 
  floor and two panels on one wall.
  Characters captured or incapacitated by 
  GuardBots get tossed in a cell and left for 
  later questioning. The problem is that there 
  is no crewman to question them, so they will 
  be detained indefinitely. Attempting to enter 
  the Brig without proper authorization (2+ 
  stars) will activate the GuardBot present, 
  which will attempt to imprison the intruder. 
  Only a three-star card and gene scan can 
  lower the force screens.
  The alcoves are the two cells, each a 10' 
  cube. They use energy containment fields to 
  hold the prisoners, similar in strength to 
  a Force Screen Belt [MF122]. If there is a 
  power fluctuation, the field has a 25% chance 
  of collapsing for 1d6 rounds, freeing any 
  inmates. The GuardBot reacts to any escape 
  attempts; see tactics under "New Stuff: 
  Bots," p18.
  The top panel is a food dispenser that 
  produces up to two meal tablets and two quarts 
  of water per day (water fountain). The bottom 
  panel is a retractable toilet, and the  3'x6' 
  blue rectangle built into the floor is a foam 
  sleeping pad.
  R-007: Hydroponics 
  This room is overgrown with vegetation. 
  There are leaves and branches, vines, and 
  fruits and vegetables crowding the space. From 
  somewhere amidst the foliage, the trickle of 
  water can be heard.
  The 
  hydroponics 
  facility 
  served 
  to 
  supplement the crew's rations as well as 
  purify the air and water used aboard the 
  station. The system is virtually self-
  sustaining, but background radiation has led 
  to an unfortunate mutation among the green: A 
  MUMMY VINe [MF85] grows here now. 
  The rest of the plants are perfectly safe, 
  though some of the colors and flavors may 
  be strange after years of cross-pollination. 
  There is enough edible vegetation here to 
  supply up to twenty meals, but it would take 
  four hours to harvest it all and it would 
  spoil in a week. 
  
  14
  faster monkey games
  The Ring: Green Quadrant
  R-008: Galley 
  This room is gleaming stainless steel. 
  There are counters and cabinets and cooking 
  implements hanging on the walls by magnets. 
  There is an open archway on one wall that 
  leads out of the room.
  The galley cupboards contain a dozen meals' 
  worth of freeze-dried emergency rations and 
  water in vacuum-sealed packs. Most of the 
  food the crew ate was from the hydroponics 
  facility, prepared by the ChefBot (see "New 
  Stuff: Bots," p19). 
  When the PCs arrive, ChefBot is spinning 
  around the room banging pots and pans together, 
  making a general racket. Its sensors detect 
  the new "diners" and it closes with them 
  immediately, ricocheting off the walls and 
  flailing uncontrollably with its articulated 
  arms. It will follow the PCs if they flee, 
  spouting its prerecorded phrases as it slices 
  and dices around itself. See front cover.
  R-009: Cantina 
  This is obviously a dining area. Tables 
  and chairs are spaced around the room. empty 
  food trays lie gleaming at each place, badly 
  dented but still wet from recent washing. 
  There is an open archway in the right-hand 
  wall as you enter. A lively, piping tune 
  plays from somewhere.
  Spending more than two rounds in the Cantina 
  draws ChefBot's attention from the other room 
  (see R-008), and it comes careening in to 
  greet the "diners."
  The tables are fixed to the floor and 
  cannot be easily moved. The chairs are made of 
  lightweight plastic and made to stack neatly.
  R-010: Barracks, Male Crew 
   
  Note: There is no window in this door. 
  This room has eight metal cots with 
  mattresses and a bank of lockers. An archway 
  on the right-hand wall is hung with a heavy 
  curtain of translucent plastic strips. 
  This is where the male crewmen slept (one 
  can confirm this by the bathroom facilities). 
  The archway leads to the toilets and shower. 
  Most personal effects were removed when the 
  crew evacuated, but there is a spare uniform 
  in one locker with a two-star ident-card in 
  its breast pocket.
  The Ring: Yellow Quadrant
  R-011: Captain's Quarters 
   
  Note: There is no window in this door.
  Obviously designed for one occupant, this 
  room holds a single bed, a locker, and a desk 
  with a small computer terminal on it. The 
  screen is cracked from some strong impact. 
  One corner holds a basic toilet and sink.
  This was Captain Lucie's room, and his 
  effects are still here. There are three 
  changes of clothes (all uniforms like the one 
  he was wearing), two pairs of boots, assorted 
  toiletries, a faded picture of several men in 
  uniform standing in a line while smiling, and 
  a polished wooden box on the desk. The box is 
  unlocked. Inside is a velvet lining with a 
  gun-shaped depression and six neat holes in a 
  row beneath it. This was where Lucie kept his 
  vintage revolver (see Area H-3).
  The captain shattered the computer's 
  screen in a hominid rage. Tucked under the 
  keypad is his spare three-star ident-card.
  R-012: Barracks, Female Crew 
   (special) 
  Note: There is no window in this door.
  The women's barracks were depressurized 
  after the station was abandoned, when part 
  of the destroyed satellite punctured the 
  hull (see "Not at 100%," p16), making a 
  Small breach (see "Decompression," p17). The 
  windowless door is sealed; even an ident-card 
  and successful DNA scan only cause a red light 
  to wink on the handle. If the door is forced 
  open, the air in the corridor rushes out 
  through it. Alarms go off and airlocks lock 
  shut for the Yellow quadrant. The corridor 
  will be depleted of air within 2d4 rounds. If 
  the door was battered or pried open, it cannot 
  seal properly even if shut again. This leaves 
  a Pinhole breach in place. As a result, the 
  air pressure doesn't restore properly and the 
  life support safeguards will not release the 
  containment airlocks, but even an imperfect 
  seal can buy the PCs some time to try to 
  figure out some way to seal the door. 
  Inside, the room is a mess from the 
  explosive decompression years before. There 
  are enough beds and lockers for up to eight 
  crew members, plus bathroom facilities. The 
  room is empty of personal effects because the 
  crew evacuated long ago and what was left 
  got spaced when the hull was breached. Thick 
  plastic curtain-strips hang from the bathroom 
  entrance; clever players could use one to 
  seal a Pinhole breach.
  
  15
  the gyre
  R-013: Repair Bay 
  The walls of this room are hung with myriad 
  mechanical supplies and equipment. There are 
  spools of cable, assorted parts, and various 
  tools here. A counter spans the far wall, 
  strewn with miscellaneous hardware. In the 
  center of the floor is a tangle of wires, 
  servos, and machine parts. As the door opens 
  it lurches into a semi-upright position.
  The thing on the floor is a derelict 
  RepairBot. It was nearly destroyed by the 
  fighting among the crew caused by the Brain 
  Lashers. It was dumped here for parts, but 
  in the midst of the xenos crisis, the bot's 
  programming core was not disabled. As a result, 
  it began the herculean labor of fixing itself 
  as its body lay in pieces. Its power source 
  is too weak for it to remain functional for 
  any length of time, so it has been using the 
  recharger unit and smaller batteries to run 
  itself for a few minutes at a time before 
  having to lapse into a hibernation phase, 
  waiting for the cells to recharge, repeating 
  the cycle every few hours. Such power sources 
  are not intended to run something like a 
  robot. It has been doing this for years. A 
  single radioactive battery would allow it to 
  complete the task in no time, but those are 
  in the Cargo Bay (Area R-005). 
  The RepairBot will finish its self-repair 
  in three more days at the current rate; too 
  late, unless the PCs prevent the station's 
  destruction. The bot cannot get all the way 
  to the Cargo Bay for a radioactive battery 
  on its own, and it lacks the parts to repair 
  its communication equipment, so it can't call 
  other RepairBots for help. 
  When the bot first lurches up, it is not 
  attacking, it is grabbing for the now-charged 
  power backpack (see below). Once it hooks 
  that up, the bot can function well enough 
  to continue repairing itself for one turn. 
  PCs can see the charge meter going down on 
  the backpack. Before the pack is completely 
  empty, it plugs in a beltpack, which lets it 
  just connect the backpack to the charger and 
  go back into power-save mode. The remaining 
  power in the beltpack will let it take the 
  backpack off the charger when it's ready in 
  24 hours.
  There are several mechanical parts and 
  tools stacked on shelves or hanging from 
  hooks along one wall. The mechanical parts 
  could be used to repair a robot or mechanical 
  android PC up to 3d6 hp, given the skill and 
  time enough to use them.
  The toolkit is a fairly complete assortment 
  of screwdrivers, sockets, pliers, basic 
  electrical tools, and wrenches (48 pieces). 
  These grant a +5% bonus to technology and 
  repair 
  rolls 
  for 
  mechanical 
  artifacts. 
  Characters could take the set with them, but 
  there is no tool box to hold them and the set 
  weighs thirty pounds all together.
  One shelf holds several power cells and 
  batteries plugged into chargers built into 
  the bulkhead, their lights winking green. 
  They are all at full capacity. The chargers 
  currently hold:
   
  -
  2 power cells (4 hours to recharge)
   
  -
  2 power beltpacks (6 hours to recharge)
   
  -
  1 power backpack (24 hours to recharge)
  
  16
  faster monkey games
  NEW RULES AND STATISTICS
  Not at 100%
  Pascal Station is not operating at its 
  best. even without orbital decay, the various 
  systems have been erratic. There is a one in 
  six chance of a power fluctuation every other 
  turn. Consult the table below:
  D8 Result
  1. Lights flicker and remain dim for 1 turn 
  (-2 to vision-based rolls).
  2. Lights go out entirely for 2d6 rounds 
  (-6 to rolls).
  3. Short Circuit: A nearby room door opens 
  and closes randomly 2-3 times.
  4. Klaxons sound and fire extinguishers 
  blast, then they all suddenly cut off.
  5. Random machine nearby turns on for 1d6 
  rounds.
  6. Climate Control: Temperature suddenly 
  rises or falls by 20°F for 1d4 turns.
  7. Spin Down: Gravity is reduced by one 
  step* for 1d3 turns.
  8. Spin Up: Gravity is increased by one 
  step* for 1d3 turns. 
   
   
  *See "Weighty Matters"
  There are two factors causing trouble for 
  the station's power supply. First, the main 
  power plant itself is in desperate need of 
  maintenance. These repairs are beyond the 
  scope of a simple technology roll. There are 
  parts that should have been replaced decades 
  ago, and no such spare parts exist on board. 
  Despite these issues, the backup systems have 
  managed to limp along for quite a while, 
  keeping things running and the orbit stable, 
  albeit barely. The impact of the shuttle 
  crash changed all that, of course.
  The second problem is the damaged and 
  occluded solar array. Ordinarily, one panel 
  torn up by satellite debris wouldn't take 
  the system down. There is also a robotic 
  panel cleaner, known as 'ZamBot,' that would 
  normally clean the dust off the other panels 
  (see "New Stuff: Bots," p19). Unfortunately, 
  the robot became stuck in the damaged section 
  and has powered down. Intrepid PCs might be 
  able to fix the situation by spacewalking 
  to the robot and replacing its radioactive 
  battery (see "Out of Doors," p17). 
  Weighty Matters
  Pascal 
  station 
  maintains 
  artificial 
  gravity through spinning. This can be somewhat 
  confusing to players and ML alike at first, 
  since the two-dimensional maps can give a 
  skewed sense of direction. Remember, there 
  is no up or down normally in space. "Down" 
  only exists due to centripetal force. When 
  in doubt, think of the station as a wheel; 
  the farther one is from the center (Hub), the 
  greater the effect of the spin and therefore 
  the greater the gravitational effect. 
  Due to the erratic behavior of the power 
  plant, the rate of spin can change suddenly, 
  thus 
  increasing 
  or 
  decreasing 
  apparent 
  gravity for the PCs. For simplicity, there 
  are three basic levels of gravity used: Low, 
  Normal, and High. When functioning properly, 
  the station's Hub has low gravity and the 
  Ring has normal gravity.
  Low: Gravitational pull is so low that 
  a character might as well be weightless. 
  Walking (without something like magnetic 
  boots or suction feet) is impossible. Motion 
  is achieved by propelling oneself through the 
  air. Characters with flight ability can move 
  without penalty. Characters with telekinetic 
  ability can pull themselves along. 'Grounded' 
  characters must make a Dex roll to get from 
  point A to B at faster than half their normal 
  movement rate. Failure means they either 
  over- or under-shot the mark. A critical 
  failure means they hurl themselves into a 
  bulkhead or land badly, taking 1d6 damage 
  from the impact.
  Ranged attacks (except energy weapons) are 
  at -4 and the attacker must make a Dex roll 
  or be flung backwards 1d6x10' in reaction to 
  the propelling force. 
  Normal: This is near enough to earth 
  gravity that ballistics and kinesthetics 
  follow the rules the way your body expects. 
  No special bonuses or penalties apply.
  High: Weight is doubled or more. Characters 
  move at 1/3 speed and STR bonuses are halved 
  (STR penalties are doubled). After 1 turn 
  of high gravity, CON rolls are required 
  once every 10 rounds to avoid exhaustion. A 
  critical failure results in unconsciousness 
  for 1d6x10 rounds.
  An exhausted character can barely walk 
  (max 10' per round). If he attempts to 
  perform any strenuous task like combat or 
  using mental powers, it forces another CON 
  check; a failure causes 1d6 damage and the 
  character blacks out for 1d6 rounds.  
  
  17
  the gyre
  A sudden change from one state to the other 
  requires saving throws versus stun attacks or 
  the characters are flung off balance, taking 
  1d6 damage from impact. 
  Out of Doors
  Going outside the station is completely 
  possible, exiting through the jammed Shuttle 
  Bay doors in H-1, the cargo lock in Area 
  R-005, or the hull breach in R-012. It is 
  also a tricky business. There are several 
  spacesuits, both on the station and in the 
  shuttle, and the Shuttle Bay has a supply 
  locker containing a 300' safety line with 
  carabiners. The mag-boots in the shuttle's 
  locker are the only pair to be found. 
  There are numerous places to secure 
  the tether on the station's hull. Without 
  the line, a space-walking character risks 
  simply floating away into the void. PCs 
  with psionic flight can move fairly easily. 
  Neural telekinesis can allow a mutant to grab 
  handholds and pull himself along, but he must 
  be careful lest his grip loosens and he floats 
  out of range of any solid anchor point. 
  The magnetic boots allow a PC to walk 
  (slowly) along the metal hull. Running, 
  jumping, 
  spin 
  fluctuations, 
  or 
  being 
  physically struck will knock them loose, 
  though. The boots can only secure one PC. 
  For instance, if a character wearing the mag-
  boots is holding a tether for another PC 
  and the line goes taut, the shod PC will be 
  pulled loose and both may float away. 
  A PC who comes loose can make a saving 
  throw vs. stun attacks to grab a stanchion or 
  similar to keep from floating away. Failure 
  means the PC moves 1d4x10' per round away 
  from the station.
  If the characters are headed for the solar 
  array to fix the ZamBot, they must contend with 
  additional factors. First, unless strapped on 
  in some way, the radioactive battery takes one 
  hand to carry. That leaves only one hand free 
  to hold onto things. One-handed saving throws 
  to grab hold are at a –2 penalty. Secondly, 
  the solar panels are on the outer part of the 
  rim, where the spin's pull is greatest. PCs 
  on the array are effectively walking on the 
  ceiling, their heads hanging "down" toward 
  the whirling stars, with a constant sense of 
  being about to fall head-first into space.
  The trip is at least two turns (twenty 
  minutes) each way. It requires a successful 
  Dex check each turn. The rolls are at a –2 
  penalty unless one is wearing the mag-boots. 
  A failed roll means the PC makes no progress 
  that turn. If the roll is failed by six or 
  more, the PC loses his grip on the surface and 
  floats free. Without a tether or some means 
  of propulsion, the PC cannot get back on his 
  own. It requires a Class 1 technology roll 
  to replace the battery and a successful STR 
  check to free the bot from the fouled track. 
  PCs can make one check per turn. Mutant Lords 
  should make note of how much air remains in 
  PC spacesuits. 
  Once the ZamBot is operational again, it 
  will begin cleaning the solar panels. It will 
  take 1d4 hours to complete the task, at which 
  point the station will have enough power 
  to stabilize the orbit, assuming it is not 
  already too late! See "Not at 100%."
  Decompression
  Being exposed to the vacuum of space is 
  a very dangerous place to be. While it is 
  not impossible to survive the experience, 
  the odds are definitely against the unlucky 
  character.
  A character will die in CON/2 rounds unless 
  retrieved and brought back into atmosphere 
  (or spacesuit re-sealed). Spaced characters 
  must make a save vs. death every round or lose 
  consciousness. They also take 1d6 damage per 
  round. Regeneration can restore lost hp, but 
  will not prevent the countdown until death.
  Basic Androids are unaffected by the void 
  and can function normally, though they will 
  not be able to communicate verbally or propel 
  themselves in free fall. 
  In the case of a hull breach, the vessel's 
  air is blown out into space. The resulting 
  force can drag people off their feet and––in 
  the case of a large enough hole––out into 
  space. The station's automatic safety systems 
  will seal the hatches around a breached quarter 
  of the Ring within 1d4 rounds. Between the 
  station's life support systems conserving the 
  air before it is all lost, and the breach 
  itself, the area will depressurize completely 
  in 3d6 rounds. An undamaged room door can 
  seal against a breach, but the system's 
  redundancies seal off the area around the 
  room as well.
  At any airlock, a control panel lets 
  characters use a two- or three-star ident-
  card to authorize re-pressurization. If the 
  breach has been sealed off, characters are 
  out of danger of asphyxiation within three 
  rounds.
  
  18
  faster monkey games
  Hull Breaches
  For game purposes, hull breaches are of 
  three size categories.
  Pinhole: A tiny, slow leak that takes 
  several minutes to lower the pressure readings 
  enough to trigger a lockdown. A simple patch 
  job can cover this leak and eliminate the 
  danger. In a spacesuit, this is noticed almost 
  immediately, but the wearer has up to three 
  rounds to repair it with a patch before losing 
  enough air to depressurize. every spacesuit 
  has a simple patch kit included in a sealed 
  pocket. Onboard the station, the breach will 
  cause a hissing sound and light objects (like 
  paper) will be sucked toward it. 
  Small: Up to approximately 1' in diameter. 
  This is a serious problem and will immediately 
  trigger the containment systems, as a strong 
  wind rushes out the breach. A character who 
  loses his footing (STR or Dex check at —3) is 
  swept up against the hole and takes 2d6 damage 
  per round. There is, however, a 50% chance his 
  body effectively blocks the hole, reducing it 
  to a Pinhole leak. A STR check will allow the 
  PC to pull away, but it requires a new check 
  every round to keep clear or move away at a 
  move of 10'. Repairing a Small hole requires 
  things like welding gear and sheet metal, 
  which can be found in R-013. A spacesuit 
  with a breach this size is instantly rendered 
  useless and cannot be repaired while worn. 
  The wearer is essentially exposed to space.  
  Large: Man-sized or bigger. People can be 
  swept clean out of the hole, blown into space 
  (STR or Dex check at —4 to avoid losing one's 
  grip or footing). It would take hours for 
  RepairBots or crew in spacesuits with welding 
  tools to repair a hole this size.
  Piercing the Veil: The hull of the space 
  station is designed to withstand a measure 
  of abuse. Simply knocking something (or 
  someone) into a bulkhead isn't going to cause 
  a breach. That said, accidents DO happen. 
  If a critical failure is rolled during a 
  combat, the attacker rolls damage normally. 
  In addition to any other "fumble" effects 
  that might occur, the shot or blow strikes 
  a weak point in the hull. For every full ten 
  points of damage dealt, the breach is one 
  size larger (0-9 points, no effect; 10 points 
  = Pinhole; 20 = Small; 30+ = Large).
  NEW STUFF
  BOTS
  Pascal Station contains an automated 
  "crew" of robots. Most are designed to perform 
  simple maintenance or service tasks, but some 
  can become antagonists for the PCs. As a 
  rule, the bots try to go about their business 
  and do not pay attention to anyone on board. 
  There are, of course, exceptions to this.
  GuardBots (Areas H-3, R-006, and Ring)
  There are six of these security devices on 
  the station, one in each quadrant of the rim, 
  one at the Brig, and one on the Bridge. They 
  are idle most of the time, but if activated, 
  one appears within 1d3 rounds. If it deems 
  that there are too many offenders to handle 
  alone (odds of 2:1 or more), it signals for 
  backup and two more arrive in 1d6+2 rounds. 
  GuardBot standard procedure is to stun 
  anyone who appears to be a threat or violating 
  security protocols. It will then restrain 
  them with at least one mantacle (see below) 
  and take them to the Brig (Area R-006). The 
  GuardBot can drag up to 400 pounds at half 
  movement. 
  A simple template scan allows it to remove 
  any obvious weapons or armor before locking 
  the prisoner in a cell. The bots will keep the 
  prisoners isolated if they can, only doubling 
  up when both cells are already occupied. 
  Mantacles are articulated tentacle-like 
  arms that end in a handcuff-like pincer. They 
  can extend up to 10'. GuardBots can attack 
  with the mantacles at –4 to trap a limb. A 
  stunned opponent can be automatically cuffed, 
  but it takes a round, during which the bot 
  can't move. Once cuffed, the prisoner has to 
  make a STR check at –10 to break free, and 
  if the first attempt fails, the bot jolts the 
  prisoner with a Stun attack that automatically 
  hits.  The cuffs adjust from anywhere between 
  2" and 6" in diameter, so most creatures can 
  be restrained. 
  HD: 13; Frame: Armature; Locomotion: MagLev; 
  Manipulators: Mantacles (4), Baton (1); Armor: 
  Duraplastic (AC 4); Save: L8; Move: 120' (40'); 
  Sensors: Class III; Mental: Programming; 
  Attacks: 3; Weaponry: Stun Pistol (built in); 
  Stun Baton; Stun Cuffs (on mantacles)
  
  19
  the gyre
  MedBot (Area R-001)
  This device is integrated into the Medical 
  Bay's equipment. It cannot move from the room. 
  While it is the "smartest" of the robots on 
  board, and can speak, its knowledge is limited 
  to medicine and surgery. It only talks to aid 
  diagnosis. It is in good working order.
  HD: 10; Frame: Armature; Locomotion: none 
  (hangs from ceiling on articulated arm); 
  Manipulators: Integrated diagnostic scanner 
  (will not function if removed), injector (syringe 
  and med spray), surgical arms (scalpel, clamps, 
  etc.), advanced hands; Armor: Alumisteel (AC 4); 
  Save: L2; Move: 0'; Sensors: Class III; Mental: 
  AI; Accessories: vocalizer; Weaponry: none
  ChefBot (Area R-008)
  The ChefBot is a food preparation device 
  comically decorated to resemble a chef, complete 
  with a puffy white toque and an ancient apron 
  that reads "Kiss the Cook." This was presumably 
  for morale purposes. At some point, the device 
  was damaged and is now malfunctioning badly. It 
  will approach anyone who enters the Galley or 
  Cantina, its vocalizer asking (in an outrageous 
  French accent) how it can serve the character, 
  but its multiple arms whirl and randomly lash out 
  in all directions. Its attack rolls are at -2 due 
  to their uncoordinated nature. As it slashes and 
  spins, it cheerily spouts phrases like "Please 
  take a seat!" or, "Fresh cracked pepper?" 
  HD: 
  10; 
  Frame: 
  Armature; 
  Locomotion: 
  MagLev; Manipulators: advanced hands, multiple 
  special use grippers with kitchen implements 
  (knives, blenders, graters, forks, etc.); 
  Armor: Duraplastic (AC 5); Save: L4; Move: 60' 
  (20'); Sensors: Class II; Mental: Programming 
  (damaged); Accessories: vocalizer; Attacks: 4; 
  Damage: 1d6 each; Weaponry: improvised
  RepairBots (Areas H-1, R-013)
  These robots look like small tanks with 
  multiple hinged arms coming out of a central 
  hub, like the legs of a spider. They are 
  robust, but utterly harmless, with no combat 
  programming whatsoever. There are two trapped 
  in the Shuttle Bay and one, broken, in the 
  Repair Bay.
  HD: 30; Frame: Armature; Locomotion: Mag 
  Treads; Manipulators: Assorted probes, special 
  use grippers, advanced hands; Armor: Alumisteel 
  (AC 4); Sensors: Class III; Save: L10; Move: 
  90' (30'); Mental: Programming; Accessories: 
  Internal compartment (tool storage), robot 
  repair unit, variable tool mounts, fire 
  extinguisher; Weaponry: None
  ZamBot (Exterior of Ring)
  This large cleaning robot rides a track that 
  circles the station. Sensors tell it when the 
  solar panels need cleaning. Unfortunately, 
  the satellite collision that coated the panels 
  in dust also damaged the tracks and fouled 
  the bot’s wheels. Over the years, the device 
  tried to work loose, but all it managed to do 
  was run its battery down.
  HD: 
  20; 
  Frame: 
  Armature; 
  Locomotion: 
  Magnetic Track (fixed rail); Manipulators: 
  Ionized “squeegee”; Armor: Alumisteel (AC 4); 
  Sensors: Class III; Save: L5; Move: 60’ (20’); 
  Mental: 
  Programming; 
  Accessories: 
  none; 
  Weaponry: None
  NEW WEAPON
  Lasher Needle Pistol: One Brain Lasher 
  carries their preferred weapon, a needle gun. 
  It uses compressed gas to recoillessly fire 
  small (1") metal flechettes. It is nearly 
  silent in operation and can even be fired 
  in vacuum. While it only vaguely resembles a 
  normal pistol, a humanoid hand can grasp it. 
  The pistol is about 8" long, tapering to 
  almost a point. Its surface looks oily and 
  almost scaly, but feels smooth and metallic, 
  though covered with wart-like bumps. The butt 
  is a roughly spherical knob at one end. The 
  only one on the station is in the Lashers' 
  hands. 
  The gun can be set to chemically treat the 
  flechettes before firing, thus adding one of 
  three special properties to the rounds. The 
  gun fires only one needle per round. A Class 1 
  technology roll discovers how to shoot it, a 
  successful Class 2 roll learns how to reload 
  the weapon and change the ammo settings.
  Damage: 1d6 + Special
  Trigger: Normal (alien)
  Normal/Max. range: 100'/200'
  Weight: 2 lbs
  Shots: 30 per clip
  NeeDLe TYPeS
   
  -
  A neurotoxin which does not harm Brain 
  Lashers, but others must save or be 
  paralyzed for 1d6 turns.
   
  -
  An electrochemical charge that acts as 
  a stun pistol.
   
  -
  explosive charge that splinters the 
  needle on impact (+1d6 damage).
  
  20
  faster monkey games
  The Spies
  Back when Pascal Station was operational, 
  three 
  BRAIN 
  LASHeRS 
  [MF63] 
  managed 
  to 
  plane shift aboard. They were seeking the 
  De-Atomizer, 
  an 
  experimental 
  piece 
  of 
  teleportation technology (see Area R-002). 
  The Brain Lashers ran amuck among the crew, 
  turning them against each other and eating 
  brains. The surviving scientists panicked and 
  fled in an escape shuttle, taking or spacing 
  most of the supplies. Not so Captain Lucie, 
  a heroic soul. He brought out the station's 
  cache of stun grenades and single-handedly 
  blasted each Lasher unconscious, dragging 
  them one by one to the cold sleep facility 
  and shutting them into sleep pods to deliver 
  to his superiors for interrogation.
  Unfortunately, the alien physiology of the 
  Brain Lashers allowed them to awaken from 
  stun before the cold sleep took full effect. 
  Trapped in a pod, one of them was able to 
  possess the captain on the Bridge and force 
  him to begin a command override sequence that 
  would shut down the cold sleep and set the 
  aliens free. Unaware of his fellow's attempts, 
  another Brain Lasher simultaneously hit the 
  captain with the ancestral form power, causing 
  him to violently revert to the body of a homo 
  erectus. The shock broke the possession of 
  the first Lasher.
  Finding himself with the mentality of an 
  ape, evil voices in his head, and a frightening 
  series of warning lights that seemed about to 
  do something important and bad, the simian 
  hero drew his service revolver and blew his 
  own brains out, depriving the spies of the 
  only active body they might have been able 
  to control. The cold sleep set in, and the 
  empty station spun on. Then the first power 
  fluctuation after the shuttle crash shut down 
  the Lashers' cryonic sleep. 
  Tactics:
  Once awake and free, the Lashers begin 
  to explore the station, breaking cameras as 
  they go. They use precognition to determine 
  the safest route and head straight to the 
  Telepad (Area R-002) to steal the De-Atomizer, 
  the component that makes matter-to-energy 
  transfer possible. Unfortunately for them, 
  it is a secured area. It requires not only a 
  three-star ident-card, but also a gene scan 
  to enter (see "Stars & Bars," p6). If a Brain 
  Lasher tried to use the lock, its DNA would 
  set off a general alarm and the GuardBots 
  would race to the scene. Luckily for them, 
  their precognition warns them of this. 
  They will search for a three-star card. 
  Six turns after awaking, they break into the 
  Captain's Quarters and take the spare card 
  there. Once the Lashers learn that the PCs 
  are on board, they will attempt to secretly 
  possess the character that looks the most 
  like a Pure Human (or remove his hand) and 
  use his DNA to open the Telepad room. 
  In a fight, they take turns using their 
  mind thrust ability, so they can make one 
  such attack every round between them. They 
  also each try ancestral form against whatever 
  mutant shows the most dangerous mutations. 
  If they cannot dispatch their foes quickly, 
  one of them will use possession to take over 
  a PC while the other protects the possessing 
  Lasher's unconscious form. 
  The Lashers are quite hungry after their 
  long sleep, so they seize any opportunity to 
  feed on a PC's brain if they can catch one 
  alone.
  If the Lashers succeed in getting the De-
  Atomizer, they plane shift away, leaving the 
  PCs to their fate.
  
  DESIGNATION OF PRODUCT IDENTITY
  Designated Product Identity of Faster Monkey Games™ includes, but is not 
  limited to, the following: The name Faster Monkey Games™, the Faster Monkey 
  logo, product layout, product presentation, wording, electronic and written 
  communications, and web design and presence are Product Identity. With the 
  exception of game mechanics, methods, procedures, processes and routines 
  designated as Open Game Content by, or Product Identity of, Wizards of the 
  Coast™ or Goblinoid Games™, all improvement over prior art and all names and 
  details of new monsters, new spells, new items, new rules, and characters are Product 
  Identity of Faster Monkey Games™. All product names and product line names, 
  logos, identifying marks, trade dress; artifacts; creatures; characters; stories, storylines, 
  plots, thematic elements, dialogue, incidents, language, artwork, symbols, designs, 
  depictions, likenesses, formats, poses, concepts, themes and graphic, photographic 
  and other visual or audio representations; names and descriptions of characters, 
  spells, enchantments, personalities, teams, personas, likenesses and special abilities; 
  places, locations, environments, creatures, equipment, magical or supernatural 
  abilities or effects, logos, symbols, or graphic designs; and any other trademark 
  or registered trademark; writing, layout, presentation, characterization, setting, 
  compilation, summary, reformatting, or other content is designated Product Identity 
  of Faster Monkey Games™, with the exception of terms or content designated 
  as Open Game Content by, or Product Identity of, Wizards of the Coast™ or 
  Goblinoid Games™, licensed artwork, or unaltered artwork from the public domain.
  NO CHALLENGE TO COPYRIGHT
  Faster Monkey Games™ makes no claim of ownership to Mutant Future™ or other 
  Product Identity of Goblinoid Games, Product Identity of Wizards of the Coast, or 
  Open Game Content, and no challenge to copyright is intended.
  DESIGNATION OF OPEN GAME CONTENT
  To the extent, and only to the extent, required by the Open Game License Version 
  1.0a (Copyright 2000 Wizards of the Coast, Inc.) and the Mutant Future™ 
  Trademark License 1.1 (September 2009), content not designated as Product Identity 
  above is considered Open Game Content.
  USE OF MUTANT FUTURE COMPATIBILITY LOGO
  The Mutant Future Compatibility Logo is used under the Terms for use of the 
  Mutant Future Compatibility Logo, from Goblinoid Games. Faster Monkey 
  Games™ makes no claim of ownership to the Mutant Lord Compatibility Logo and 
  no challenge to copyright is intended.
  OPEN GAME LICENSE Version 1.0a
  The following text is the property of Wizards of the Coast, Inc. and is Copyright
  2000 Wizards of the Coast, Inc (“Wizards”). All Rights Reserved.
  1. Definitions: (a)”Contributors” means the copyright and/or trademark owners
  who have contributed Open Game Content; (b)”Derivative Material” means
  copyrighted material including derivative works and translations (including into
  other computer languages), potation, modification, correction, addition, extension,
  upgrade, improvement, compilation, abridgment or other form in which an
  existing work may be recast, transformed or adapted; (c) “Distribute” means to
  reproduce, license, rent, lease, sell, broadcast, publicly display, transmit or
  otherwise distribute; (d)”Open Game Content” means the game mechanic and
  includes the methods, procedures, processes and routines to the extent such
  content does not embody the Product Identity and is an enhancement over the
  prior art and any additional content clearly identified as Open Game Content by
  the Contributor, and means any work covered by this License, including
  translations and derivative works under copyright law, but specifically excludes
  Product Identity. (e) “Product Identity” means product and product line names,
  logos and identifying marks including trade dress; artifacts; creatures characters;
  stories, storylines, plots, thematic elements, dialogue, incidents, language, artwork,
  symbols, designs, depictions, likenesses, formats, poses, concepts, themes and
  graphic, photographic and other visual or audio representations; names and
  descriptions of characters, spells, enchantments, personalities, teams, personas,
  likenesses and special abilities; places, locations, environments, creatures,
  equipment, magical or supernatural abilities or effects, logos, symbols, or graphic
  designs; and any other trademark or registered trademark clearly identified as
  Product identity by the owner of the Product Identity, and which specifically
  excludes the Open Game Content; (f) “Trademark” means the logos, names, mark,
  sign, motto, designs that are used by a Contributor to identify itself or its products
  or the associated products contributed to the Open Game License by the
  Contributor (g) “Use”, “Used” or “Using” means to use, Distribute, copy, edit,
  format, modify, translate and otherwise create Derivative Material of Open Game
  Content. (h) “You” or “Your” means the licensee in terms of this agreement.
  2. The License: This License applies to any Open Game Content that contains a
  notice indicating that the Open Game Content may only be Used under and in
  terms of this License. You must affix such a notice to any Open Game Contentthat 
  you Use. No terms may be added to or subtracted from this License except as
  described by the License itself. No other terms or conditions may be applied to any
  Open Game Content distributed using this License.
  3.Offer and Acceptance: By Using the Open Game Content You indicate Your
  acceptance of the terms of this License.
  4. Grant and Consideration: In consideration for agreeing to use this License, the
  Contributors grant You a perpetual, worldwide, royalty-free, non-exclusive license
  with the exact terms of this License to Use, the Open Game Content.
  5.Representation of Authority to Contribute: If You are contributing original
  material as Open Game Content, You represent that Your Contributions are Your
  original creation and/or You have sufficient rights to grant the rights conveyed by
  this License.
  6.Notice of License Copyright: You must update the COPYRIGHT NOTICE
  portion of this License to include the exact text of the COPYRIGHT NOTICE of 
  any Open Game Content You are copying, modifying or distributing, and You
  must add the title, the copyright date, and the copyright holder’s name to the
  COPYRIGHT NOTICE of any original Open Game Content you Distribute.
  7. Use of Product Identity: You agree not to Use any Product Identity, including as
  an indication as to compatibility, except as expressly licensed in another,
  independent Agreement with the owner of each element of that Product Identity.
  You agree not to indicate compatibility or co-adaptability with any Trademark or
  Registered Trademark in conjunction with a work containing Open Game Content
  except as expressly licensed in another, independent Agreement with the owner of
  such Trademark or Registered Trademark. The use of any Product Identity in
  Open Game Content does not constitute a challenge to the ownership of that
  Product Identity. The owner of any Product Identity used in Open Game Content
  shall retain all rights, title and interest in and to that Product Identity.
  8. Identification: If you distribute Open Game Content You must clearly indicate
  which portions of the work that you are distributing are Open Game Content.
  9. Updating the License: Wizards or its designated Agents may publish updated
  versions of this License. You may use any authorized version of this License to
  copy, modify and distribute any Open Game Content originally distributed under
  any version of this License.
  10 Copy of this License: You MUST include a copy of this License with every
  copy of the Open Game Content You Distribute.
  11. Use of Contributor Credits: You may not market or advertise the Open Game
  Content using the name of any Contributor unless You have written permission
  from the Contributor to do so.
  12 Inability to Comply: If it is impossible for You to comply with any of the terms
  of this License with respect to some or all of the Open Game Content due to
  statute, judicial order, or governmental regulation then You may not Use any
  Open Game Material so affected.
  13 Termination: This License will terminate automatically if You fail to comply
  with all terms herein and fail to cure such breach within 30 days of becoming
  aware of the breach. All sublicenses shall survive the termination of this License.
  14 Reformation: If any provision of this License is held to be unenforceable, such
  provision shall be reformed only to the extent necessary to make it enforceable.
  15 COPYRIGHT NOTICE
  Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc.
  System Reference Document Copyright 2000, Wizards of the Coast, Inc.; Authors
  Jonathon Tweet, Monte Cook, Skip Williams, based on original material by E.
  Gary Gygax and Dave Arneson.
  System Reference Document Copyright 2000-2003, Wizards of the Coast, Inc.;
  Authors Jonathan Tweet, Monte Cook, Skip Williams, Rich Baker, Andy Collins,
  David Noonan, Rich Redman, Bruce R. Cordell, John D. Rateliff, Thomas Reid,
  James Wyatt, based on original material by E. Gary Gygax and Dave Arneson.
  Modern System Reference Document Copyright 2002-2004, Wizards of the
  Coast, Inc.; Authors Bill Slavicsek, Jeff Grubb, Rich Redman, Charles Ryan, Eric
  Cagle, David Noonan, Stan!, Christopher Perkins, Rodney Thompson, and JD
  Wiker, based on material by Jonathan Tweet, Monte Cook, Skip Williams,
  Richard Baker, Peter Adkison, Bruce R. Cordell, John Tynes, Andy Collins, and
  JD Wiker.
  END OF LICENSE
  COPYRIGHT NOTICE:  
  "The Gyre" Copyright 2013, Faster Monkey Games™; Author: Jeff Sparks. Editor: 
  Shelley Harlan. Design: Joel Sparks with Sarah Dione - sarahdione.com.
  Mutant Future™ is copyright 2008, Daniel Proctor and Ryan Denison. Mutant  
  Future™, Mutants & Mazes™, and Goblinoid Games™ are trademarks of Daniel 
  Proctor. These trademarks are used under the Mutant Future™ Trademark License 
  1.1 available at www.goblinoidgames.com.
  Cover and original interior art by Steve Zieser, used by license.
  Some art by Jeff Preston - http://team-preston.com used under Creative Commons 
  License 3.0.
  The BPTypewrite font is a trademark of George Triantafyllakos, used under a cre-
  ative commons attribution/no derivates license.
  
  INTO  the  NARROWING  gyre...
  You’ve survived in the wastelands your whole life. You 
  reckon there’s not much this atomic-soaked world can throw 
  at you that you can’t handle. Surviving is one thing, but 
  getting ahead means more than just playing it safe. You’ve 
  got to explore, take chances, and grab the opportunities 
  that come your way. 
  So when a landslide exposes some sort of ancient doorway, 
  you know you need to hustle to explore it and get the 
  loot before someone beats you to it. What could be more 
  straightforward than that?
  “The Gyre” pits 3-5 Mutant Future™ characters of any level 
  against ancient technological challenges, secret horrors, 
  and a race against time.
  FASTER MONKEY GAMES™
  Fresh Adventures - Unique Settings - 
  Essential Tabletop Aids
  FasterMonkeyGames.com
  
SOURCE: textdata/thevault/Mutant Future/Mutant Future Adventures and Settings/The Gyre (MuFut).pdf