00 Dead Loop Introduction

One-session horror scenario. Your operatives insert aboard the UNSO Traveler to steal Cold Fusion data from the Storage Core. The shuttle docking clamp is destroyed by Aberrants on arrival. You are trapped.

The Traveler is a generation ship. It has been running without human control for 200 years. The corridors are lit. The atmosphere is breathable. The recyclers hum. Nothing aboard is human anymore.

Your insertion activates the Breeding Annex's dormant biometric security system - a 200-year-old pulse that reads living tissue and flags it for the ship's remaining automated processes. The Aberrants have been territorial for centuries. Now they coordinate. The pulse woke something in their behavioral loop, and they are responding to your presence as a system-level event.

You are not fighting monsters. You are triggering an immune response.

Traveler Supplement This module references the UNSO Traveler supplement for full ship layout, Aberrant taxonomy, and generation-ship lore. It runs standalone. You will have enough. But the supplement gives you the architecture beneath the horror - the why of what the ship became, and the 200-year timeline that turned a colony vessel into something else entirely.
"First operative through the airlock said the lights were on. Said it smelled clean. Said the floor was warm. She was still smiling when the Corvid landed on the beam above her and did not blink for nine minutes."
— Debrief fragment, Operation Dead Loop, Warden's file
01 Horror Mechanics New Systems

Two subsystems run beneath the standard OT chassis. The Dread Track measures what the ship does to your operators' minds. The Breach Clock measures what your operators' presence does to the ship.

The Dread Track

Psychological damage. Separate from Wounds. Six slots. Accumulates during the mission. Clears between missions if the operative survives.

Dread does not heal during play. It stacks. Every Horror Trigger fills one slot. When the track fills, the operative is no longer functional - not dead, not wounded, just done. They freeze, they run, they stop responding to commands. Pull them out or leave them.

Dread 1
Uneasy
No penalty
Dread 2
Shaken
-1 PRES checks
Dread 3
Rattled
-1 all checks
Dread 4
Fraying
-2 PRES, -1 all
Dread 5
Breaking
-2 all checks
Dread 6
Broken
Non-functional

The Breach Clock

Shared D6 track. Measures Aberrant mobilization across the entire ship. Starts at 0. Advances when your team makes noise, gets spotted, or stays too long.

1 Territorial Stalkers patrol fixed routes. Corvids observe from structural beams. Predictable. Avoidable.
2 Alerted Patrol routes tighten. Pack scouts appear in corridors that were empty ten minutes ago. Corvids reposition.
3 Coordinated Corvids relay operative positions to Stalker pairs. Pack elements flank. Routes that were safe are not.
4 Mobilized Stalker pairs hunt actively. All transit routes compromised. Moving between sectors costs something.
5 Swarming Full Aberrant coordination. Safe zones collapse. Every corridor is contested. The ship is awake.
6 Full Surge Everything hunts everything. Extraction or death. The ship's immune response is total.

Breach Clock Advances With

Horror Triggers

Seven specific events. Each inflicts Dread +1 on all operatives who witness it. No save. No resistance. The ship does not care about your training.

Trigger Context
First Aberrant sighting The briefing said creatures. The briefing was insufficient.
Corvid maintaining eye contact It watches you. It does not look away. It does not need to.
Evidence of what Aberrants eat The feeding cache in the Breeding Annex. You will know it when you find it.
Taking a Mortal Wound Bleeding on a ship that smells your blood.
Breach Clock reaches 4 The coordination is visible. They are communicating about you.
Entering the Breeding Annex Two hundred years of unsupervised evolution. The tanks are still running.
Finding evidence of the previous team Equipment. Tags. A helmet with the visor cracked from inside.
02 The Mission Operations

UNSO Command wants the Cold Fusion data stored in the Traveler's core archive. Captain Reeves, your handler, wants something else on top of it. The ship wants you gone. The Aberrants have no preference - you are tissue, and tissue is material.

DL
Dead Loop
One-Session Horror // Traveler Ship
Insert through the damaged shuttle dock. Navigate five sectors of a generation ship that has been running on autopilot for two centuries. Reach the Storage Core. Extract the Cold Fusion research data. Get out before the Breach Clock hits 6.

Objectives

Primary Reach the Storage Core. Extract Cold Fusion data to portable drive. This is what you came for.
Secondary Reset the Breeding Annex biometric system. Captain Reeves demands this. Three successful terminal interactions required. Reeves will not authorize extraction until it is done - or until you convince him it cannot be done.
Secondary Survive extraction. The shuttle dock is destroyed. Find another way off. Escape pods in Sector Five, cargo bay emergency launch in Sector One, or improvise.
Hidden The previous team's mission recorder is somewhere in Sector One. UNSO will not mention it. Reeves will not mention it. Finding it changes the debrief.
The Breeding Annex reset is Reeves' personal objective, not UNSO's. He is using your team to test whether the biometric system can be controlled remotely. If your team succeeds, Reeves gains leverage over the Traveler's biological manufacturing capability. He has not told UNSO this. He has not told you this.
03 Sector One: Insertion Point Combat / Stealth
S-01 Insertion Point Shuttle Dock
The airlock opens onto a docking bay with half the ceiling missing. Emergency lighting strobes in a pattern that was automated two centuries ago and never updated. Your shuttle's docking clamp is sheared - something hit it from outside during approach. The bay smells like recycled air and copper. On the far gantry, a body in operative armor. Old. Months, not years. The visor is cracked from inside.
Terrain Damaged shuttle bay. Structural debris. Exposed conduit. Half-cover abundant, full cover sparse. Emergency lighting creates shadow pockets every 8 meters.
Threat Stalker patrol on 12-minute intervals. The briefing said 9 minutes. The briefing was wrong - the Stalkers adapted their route after the previous team. Three Corvids on structural beams above the gantry. Watching.
Intel Dead operative carries a partial ship schematic (Sectors 1-3 only). Mission recorder is in the operative's chest rig - not obvious, requires search. Shuttle wreckage contains one intact emergency beacon (triggers Breach Clock +1 if activated).
Leverage Cargo bay emergency launch system is intact. This is a potential extraction route if the team can reroute power from the docking clamp (TECH check, 2 rounds exposed). The Corvids have not yet flagged your team - you have one free round before observation begins.
Horror Trigger The dead operative is the previous team's point. Finding the body triggers Dread +1 (evidence of the previous team). The visor is cracked outward from the inside. There is no wound that explains this. Do not explain it.
Read AloudThe airlock seals behind you with a sound like a lung emptying. Emergency strobes paint the bay in amber pulses -- two centuries of the same rhythm, over and over, for no one. The air tastes clean. Too clean. Recycled so many times every molecule has forgotten what it was.
Haecceity Texture The deck plates are warm underfoot -- not uncomfortable, but wrong. Machinery heat with no machinery running. The emergency strobes create a metronomic amber flash that operators will unconsciously begin timing their movement to. Cable bundles along the ceiling sway gently despite no airflow. Boot steps echo twice -- once from the deck, once from somewhere deeper in the hull. The dead operative's armor has condensation on it, as though the ship has been breathing on it.

Encounters (d6)

1A cable bundle detaches from the ceiling and falls to the deck. It is warm. It was not attached to anything.
2The emergency strobe pattern changes -- three quick pulses instead of one. It does this once, then returns to normal. The operator who noticed cannot prove it happened.
3A Corvid lands on a structural beam 12 meters away. It does not move. It does not blink. It has been watching since before you looked up.
4Boot prints in the deck condensation. Two sets. One human, walking normally. One human, dragging. Both end at the same wall. There is no door in the wall.
5A Stalker crosses the far end of the bay at walking speed. It does not acknowledge you. It is carrying something in its forelimbs. Do not describe what it is carrying unless the operators ask. If they ask, it is a helmet.
6The dead operative's comms unit activates. Static. Then a voice -- automated, female, two centuries old: "Docking clamp disengaged. Welcome aboard the UNSO Traveler. Please proceed to orientation." The message repeats once, then stops.
Corvid Watch
Starts at 0. Advances each round a Corvid maintains line of sight to an operator. At 3, Corvids relay position data to Stalker patrols -- Breach Clock +1 and Stalker arrival in 2 rounds.
Docking Clamp Override
Starts at 0. TECH check each round to reroute emergency launch power. At 3, cargo bay launch is operational -- viable extraction route. Each round spent on the override is a round exposed on the gantry.

Scavenge (d6)

1
Flare gun, 2 rounds. Burns hot enough to deter Stalkers for one round. Also advances Breach Clock +1.
2
Partial ship schematic (Sectors 1-3) on cracked datapad. Screen flickers. The map updates itself once while you watch.
3
Medkit, half-depleted. Two stim doses, one wound patch. The patch packaging has bite marks.
4
Previous team's mission recorder. Encrypted. Contains 14 hours of footage Reeves does not want seen.
5
Emergency beacon. Activating it signals UNSO for extraction support -- but Breach Clock +1 immediately. Signal takes 40 minutes to reach anyone.
6
Operative's personal log, handwritten on suit lining: "They don't hunt you. They herd you. Toward the Annex. Everything leads to the Annex."
If the Squad Goes Down

The Traveler's automated systems register unconscious tissue as non-threat material. Downed operators are not killed -- they are moved. The team wakes in separate maintenance alcoves throughout Sector One, stripped of heavy weapons, armor seals broken. Dread +2 on all operators. The Corvids watched the entire process and did not intervene. They are still watching.

04 Sector Two: Mid-Sphere Junction Social / Navigation
S-02 Mid-Sphere Junction Navigation Archive
The junction is where the ship's navigation systems were housed. Data terminals line the walls, most dark, a few still cycling through course corrections for a destination the ship passed centuries ago. The air is warmer here. Something is using power nearby. In the alcove behind the tertiary terminal cluster, someone is breathing.
Terrain Open concourse with branching corridors. Terminal clusters provide soft cover. Overhead cable runs allow Corvid transit. Two stairwells lead deeper - one blocked by structural collapse, one clear but dark.
Threat Pack scouts patrol the stairwell corridor. Corvid relay active - any engagement here advances the Breach Clock +1. The junction's ambient power draw masks operative electronics, granting +1 stealth against Aberrant detection.
Intel Navigation terminals contain full ship schematics (all five sectors) if accessed with partial credentials. Sousa has half the access codes. The other half are in the Storage Core's local directory.
Leverage Sousa is alive and willing to trade. The navigation archive's power conduit can be rerouted to create a localized blackout in one adjacent sector - useful for masking movement but alerts Aberrants to system tampering.
Sousa
Faction Survivor // Navigation Specialist
TACT 3 PRES 2 TECH 4
Wounds: 2/4 (injured leg, improvised splint)
Partial Credentials
Sousa holds half the access codes needed for full ship navigation data. She acquired them from a terminal before her team was killed. She will trade them for extraction - not negotiable. She watched her team die and she is leaving this ship or she is dying on it. No third option.
What She Knows
Stalker patrol timing (accurate for Sectors 1-3). Location of one emergency pod cluster in Sector Five. The Breeding Annex "smells wrong" - she went near it once and turned around. She will not say more. Her hands shake when you ask.
Leverage Point Sousa's codes plus the Storage Core directory codes unlock full ship navigation - every corridor, every maintenance shaft, every emergency system. Without both halves, your team navigates blind past Sector Three.
Read AloudThe junction opens up and the ceiling disappears into darkness. Terminals line the walls, most dead, three still cycling through star charts for a course the ship completed before anyone aboard was born. The air is warmer here. Something hums behind the tertiary cluster -- rhythmic, organic, like breathing through a machine. Someone is alive in here. You can hear them trying not to be heard.
Haecceity Texture Terminal screens cast a blue-white wash that makes skin look cadaverous. The star charts still updating on live terminals show a destination that does not correspond to any charted system -- the navigation AI improvised a new course decades ago and has been refining it since. Overhead cable runs vibrate at irregular intervals as Corvids transit above. The temperature is 4 degrees warmer than Sector One -- localized power draw from something below. Sousa's breathing is audible before she is visible. She smells like growth tank fluid and fear.

Encounters (d6)

1A terminal boots itself. The screen displays personnel records for the original crew -- 4,000 names scrolling, then stops on one. The name matches an operator in the squad. It should not.
2Pack scouts in the stairwell corridor. Two of them, moving in perfect synchronization. They pause at the junction threshold, sniff the air, and retreat. They will return in 6 minutes with more.
3The lights in the junction dim to 10% for exactly eight seconds. During the darkness, something crosses the concourse. When the lights return, there are wet prints on the deck that were not there before. They lead to Sousa's alcove.
4A Corvid drops from the cable runs and lands on a terminal. It begins pressing keys with its beak. The terminal displays a maintenance override menu. The Corvid looks at the nearest operator, then flies.
5Sousa whispers a warning -- Stalker pair transiting the blocked stairwell. They should not fit through the collapsed section. They compress their bodies in a way that demonstrates the skeleton is not fixed.
6Every terminal in the junction activates simultaneously. They display the same message: "BIOMETRIC SCAN COMPLETE. LIVING TISSUE COUNT: [exact number of operators + Sousa]. ANNEX NOTIFIED." The screens go dark. Breach Clock +1.
Sousa's Trust
Starts at 1. Advances with each successful PRES interaction or demonstrated competence. At 3, she shares everything she knows freely. At 0, she bolts into the stairwell alone -- the squad hears her running, then not running.
Junction Power Drain
Starts at 0. Advances each time a terminal is accessed. At 3, the junction's ambient power signature spikes -- the stealth bonus disappears and Corvid relay activates. The junction stops hiding you.

Scavenge (d6)

1
Star chart printout showing the Traveler's current course. The destination is labeled in a language that predates the ship's construction by 300 years.
2
Sousa's improvised noise-maker -- three hull bolts in a sealed container. Throw to create a distraction. Stalkers investigate thrown sounds for 2 rounds.
3
Power cell, 80% charge. Compatible with operative equipment. Sousa was saving it for the terminal access she never completed.
4
Navigation AI access chip. Grants +2 to TECH checks involving ship systems. The chip is warm and pulses faintly when held near a terminal.
5
Crew manifest from Year 12 of the voyage. Half the names are crossed out in a hand that is not human. The crossings-out are recent -- weeks, not centuries.
6
Sousa's sidearm, 3 rounds remaining. She offers it if trust is high. The grip is wrapped in strips of growth tank membrane. She does not explain why.
If the Squad Goes Down

Sousa drags the nearest operator into her alcove and seals it. The rest are left in the open concourse. The junction's ambient power signature masks their biosigns for approximately 20 minutes before the next Corvid transit. Operators wake separated -- some in the alcove with Sousa, some in the stairwell, one in a maintenance shaft they did not enter voluntarily. Dread +2. Sousa's trust resets to 0.

05 Sector Three: Inner Core Gate Social / Negotiation
S-03 Inner Core Gate Comms Relay
The gate is a pressure door three meters thick. It separates the ship's outer ring from the inner core where the Storage Core and Breeding Annex sit. The comms relay beside it is active - someone is broadcasting. Captain Reeves has been waiting for you to reach this point. He has demands.
Terrain Narrow approach corridor. The gate itself is a chokepoint - one way in, one way out. Comms relay terminal on the left wall. Maintenance shaft above (sealed, TECH check to open).
Threat No active Aberrant patrol in this corridor. The gate's pressure seal creates a dead zone that Stalkers avoid. This will not last - the biometric pulse your arrival triggered is slowly overriding the seal's deterrent field.
Intel Reeves transmits updated intel on Aberrant density beyond the gate. He is accurate. He is also using the transmission to map your team's communication signatures for future tracking.
Leverage The gate opens with a command authorization that Reeves controls remotely. He will open it. After you agree to his terms. Or your Tech specialist cracks the authorization (TECH 5+, three rounds, each round spent here advances time toward the next Stalker cycle).
Captain Reeves
Mission Handler // Remote Comms
TACT 5 PRES 4 OPINT 5
Three Demands
1. Complete the Breeding Annex biometric reset. Three successful terminal interactions. He frames this as mission-critical. It is not. It is his side operation.
2. Copy of the navigation archive data. Full ship schematics. He wants the Traveler mapped for future operations.
3. Menagerie contract made public. Reeves wants evidence of the Menagerie Corporation's involvement in the Traveler's original gene-forging program transmitted to open channels. This is leverage against a corporate rival, not altruism.
What He Offers
Gate authorization. Updated Aberrant density maps. Extraction coordination once primary objective is complete. He will withhold all three if you refuse his terms. He will negotiate if you push back - but he will not open the gate for free.
Warden Note Reeves is not a villain. He is a handler running his own angle on a mission that is already going wrong. Let the players negotiate. Let them accept some demands and refuse others. The gate is a pressure point - use it to create tension, not a wall.
Read AloudThe corridor narrows until your shoulders nearly brush the walls. The pressure door ahead is three meters thick -- you can tell because the corridor lights illuminate its cross-section through a viewing port. Beyond it, darkness. The comms relay crackles to life before you touch it. Reeves has been waiting. He knew when you would arrive. He has been counting your footsteps through the ship's floor sensors.
Haecceity Texture The pressure door radiates cold -- the inner core beyond it runs 8 degrees cooler than the outer ring. Condensation forms on the door's surface in patterns that look deliberate but are not. The comms relay terminal has a hairline crack running through the display that was not caused by impact -- the screen grew the crack, slowly, over decades. The corridor's lighting is the brightest on the ship. Nothing hides here. That is the point. The silence is different -- not the hum-underneath silence of the outer ring, but the pressurized silence of a sealed space. Your ears pop.

Encounters (d6)

1The viewing port into the pressure door's cross-section shows something embedded in the metal. Organic. Threaded through the door like veins through muscle. It pulses.
2Reeves' transmission cuts out mid-sentence. For four seconds, the relay broadcasts a sound -- rhythmic, wet, like a heart the size of a room. Then Reeves returns. He does not acknowledge the interruption.
3The corridor behind you goes dark. Not the lights failing -- the darkness advancing, section by section, toward the gate. A Stalker is silhouetted in the last lit section for one frame before the dark takes it too. The lights return. The corridor is empty.
4The maintenance shaft above the gate unseals on its own. Warm air flows out, carrying a smell the gene-forged operators recognize on a cellular level but cannot name. Baseline operators smell nothing. That is worse.
5The pressure door vibrates. Not the mechanism engaging -- the metal itself, resonating at a frequency that makes teeth ache. It lasts six seconds. When it stops, the condensation patterns on the door have changed. They look like a floor plan of the Breeding Annex.
6Reeves goes quiet. The relay displays text instead of audio: "THEY CAN HEAR THE TRANSMISSION. SWITCH TO TEXT ONLY." A pause. Then: "I DON'T KNOW WHOSE SIDE THE SHIP IS ON." Audio returns. Reeves sounds normal. He denies sending text.
Gate Authorization
Starts at 0. Advances with each of Reeves' demands met or each successful TECH 5+ bypass check. At 3, the gate opens. Each round spent negotiating or hacking is a round the Stalker deterrent field weakens.
Deterrent Collapse
Starts at 0. Advances each round the squad remains at the gate. At 4, the biometric pulse override that keeps Stalkers away from this corridor fails. The dead zone becomes a corridor like any other. Stalker patrol arrives in 1 round.

Scavenge (d6)

1
Pressure suit patch kit. Seals armor breaches. Also works on the pressure door's maintenance panel if you need to bypass the lock mechanically.
2
Reeves drops a data packet into the relay -- Aberrant density maps for the inner core. Accurate. He included them without being asked. This should concern you.
3
Maintenance shaft access tool, mag-locked to the wall. Universal fit for all shaft hatches on the ship. The previous team's fingerprints are on the grip.
4
Comms booster chip. Extends relay range to cover the entire inner core. Also means Reeves can hear everything you say in Sectors Four and Five.
5
Emergency ration pack, 200 years expired. The packaging is intact. The contents have been replaced with a substance that is nutritionally identical but was not manufactured by humans.
6
A handwritten note wedged behind the relay terminal: "The gate is not keeping them out. It is keeping something in. The Annex is not a lab. It is a nursery. -- M. Vasquez, Year 47."
If the Squad Goes Down

The deterrent field holds for exactly as long as the squad is unconscious. They wake in the corridor, equipment intact, positioned in a line facing the pressure door. The door is open. It opened while they were unconscious. Reeves claims he did not authorize it. The corridor behind them is now fully dark. The only direction is forward. Dread +2.

06 Sector Four: Breeding Annex Horror Peak
S-04 Breeding Annex Bio-Manufacturing
The Annex is where the gene-forged creatures were designed. Two hundred years of evolution without oversight have made it something else entirely. The growth tanks still cycle. The fluid inside is warm. Some of the tanks are occupied. The shapes inside do not match any Aberrant in your briefing file.
Terrain Cathedral-scale bio-manufacturing bay. Growth tanks in rows, floor to ceiling. Service catwalks above. The reset terminal is at the far wall - three access points, each requiring a separate interaction. Feeding cache in the southeast corner. Do not go to the southeast corner.
Threat Stalker pair at the feeding cache. Corvid relay on the catwalk - entering the Annex triggers Breach Clock +1 automatically. The biometric system pulses every 90 seconds. Each pulse illuminates every living thing in the room to every Aberrant present.
Intel The reset terminal's data logs contain the original Menagerie gene-forging protocols. This is what Reeves wants made public. The logs also show that the Traveler's bio-manufacturing never stopped - it has been iterating for 200 years, producing new variants without human instruction.
Leverage The growth tank fluid is a sensory suppressant for Aberrants. Coating equipment or clothing in it masks operative signatures for approximately 10 minutes. Harvesting it requires approaching an active tank. The shapes inside will react to your proximity.

Biometric Reset Sequence

Three terminal interactions. Each requires a TECH check and one full round at the terminal. During each round, the biometric pulse fires, lighting up operative positions for all Aberrants in the sector.

Horror Triggers (Sector Four) Entering the Breeding Annex: Dread +1. Finding the feeding cache: Dread +1 (evidence of what Aberrants eat). Both trigger on all operatives present. A team that enters the Annex and reaches the feeding cache takes Dread +2 before any combat occurs.
Leverage Point The biometric pulse can be inverted - instead of illuminating living tissue, it can suppress Aberrant sensory response for 30 seconds. This requires all three terminals to be reset first, plus one additional TECH 5+ check. If successful, the team gets 30 seconds of total invisibility to every Aberrant on the ship. Once.
Read AloudThe Annex opens like a cathedral built by something that understood the shape of cathedrals but not the reason for them. Growth tanks rise floor to ceiling in rows that vanish into a darkness the overhead lights cannot reach. The fluid inside is warm -- you can feel it from three meters away. Some of the tanks are occupied. The shapes inside are moving. Slowly. Dreaming, maybe. The biometric pulse fires and for one second every living thing in the room is visible to every other living thing in the room. You see the Stalkers. The Stalkers see you. The things in the tanks open their eyes.
Haecceity Texture The air is humid and tastes biological -- growth medium evaporating from tank seams. The floor is not metal here; it is a composite that gives slightly underfoot, like cartilage. The overhead lighting flickers in sync with the biometric pulse -- 90-second intervals of full illumination that feel like being photographed. Between pulses, the ambient light comes from the tanks themselves, a pale green bioluminescence that makes shadows move wrong. The feeding cache in the southeast corner smells like iron and ammonia. The catwalks above creak without weight on them. Something in the growth tanks tracks operator movement by turning inside the fluid. The sound of the Annex is wet -- dripping, gurgling, the slow thud of something large shifting in a confined space.

Encounters (d6)

1A growth tank cracks. Not breaks -- cracks, slowly, a single line running from base to top. The fluid inside begins to seep. The shape in the tank presses one hand against the glass. The hand has too many fingers. The crack stops spreading. The hand withdraws.
2The biometric pulse fires and illuminates a Stalker pair at the feeding cache. They are not eating. They are arranged around the cache in postures that look ceremonial. They are facing the largest growth tank. They do not react to the pulse.
3A Corvid on the catwalk begins vocalizing. Not the relay call. Something else -- rhythmic, tonal, almost linguistic. The shapes in the nearest growth tanks pulse in time with the sound. The Corvid stops when observed. It does not resume.
4Terminal Alpha activates without input and displays 200 years of iteration logs in fast-forward. The gene-forging protocols show progressive deviation from the original templates. The final entries do not describe creatures. They describe architecture. The Annex is not manufacturing organisms. It is manufacturing components.
5The floor gives way beneath an operator -- not collapse, but absorption. The composite surface softens and begins to envelop the boot. TACT check to pull free. Failure means the operator is ankle-deep in material that is tightening. The floor is alive. It has been alive the entire time.
6Every growth tank in the Annex illuminates simultaneously. The shapes inside are all facing the squad. They are all identical. There are forty-seven of them. They are all smiling. Dread +1 to all operators present. The tanks go dark. The smiling does not stop -- you can hear it in the way the fluid moves.
Annex Awakening
Starts at 0. Advances each time the biometric pulse fires while operators are present. At 4, the growth tanks begin their decanting cycle. Whatever is inside will be outside in 3 rounds. The Annex was waiting for living tissue to authorize the release.
Terminal Reset Progress
Starts at 0. Advances with each successful terminal interaction (Alpha, Beta, Gamma). At 3, the biometric system is reset and the inversion option becomes available. Each terminal interaction takes one full round exposed to the pulse.

Scavenge (d6)

1
Growth tank fluid sample. Coats one operator's equipment, masking biosigns for 10 minutes. Harvesting it means approaching an active tank. The shape inside reaches toward the seal.
2
Menagerie Corporation gene-forging protocols on a sealed drive. This is what Reeves wants. It is also evidence of crimes against the Sapient Accords. Carrying it makes you a target for every faction.
3
Aberrant tissue sample, sealed in a cryo-vial. Medical or scientific value. The tissue is still metabolically active. It pulses once per minute. It has been pulsing for 200 years.
4
Maintenance override key for the catwalk service hatches. Grants access to a route above the Annex floor -- safer from Stalkers, exposed to Corvids.
5
Original Menagerie researcher's personal log. Final entry: "The iteration is autonomous. We stopped giving it instructions in Year 3. It never noticed. It was never listening to us."
6
Biometric pulse modulator. Allows one manual pulse trigger outside the 90-second cycle. Useful for the inversion. Also useful for illuminating every living thing in the room when you choose. Both uses are terrifying.
If the Squad Goes Down

The Annex does not move unconscious tissue. It integrates it. Operators wake inside growth tanks -- not submerged, but pressed against the glass from inside, the fluid warm around their legs. Their equipment is outside the tank, arranged neatly on the floor. The tank seals are not locked. They can push out. But the fluid has been inside their armor, against their skin, and it feels like it learned something while they were unconscious. Dread +3. One operator's biosign now registers on the biometric pulse as Aberrant.

07 Sector Five: Extraction Variable

The Storage Core sits between the Breeding Annex and the extraction corridor. The Cold Fusion data is on a sealed drive. Pulling the drive takes one round and no check - the hard part was getting here.

Getting out depends entirely on the Breach Clock.

S-05 Extraction Variable Difficulty
The extraction corridor runs 400 meters from the Storage Core to the emergency pod cluster. The corridor is straight. There is no cover. The lighting works perfectly. You can see everything coming. Everything coming can see you.

Extraction by Breach Clock State

1-2
Clean. Aberrants are territorial but not hunting. Standard stealth movement gets the team to the pod cluster. One Corvid observation en route - avoid eye contact and move. Extraction pods launch without incident.
3
Contested. Stalker patrol in the corridor. Pack scouts at the pod cluster. The team fights through or finds the maintenance shaft bypass (TECH 3+). Pods launch under fire - one pod takes structural damage. Someone rides a damaged pod.
4
Running fight. Stalker pairs in the corridor. Corvid relay tracking in real time. The pod cluster is contested - Pack elements have nested there. Clearing them takes combat. Pods launch with Aberrants clinging to the hull. Someone has to detach them manually during launch.
5
Catastrophic. Full Aberrant presence. The corridor is a killing floor. The pod cluster is overrun. Alternate extraction: cargo bay emergency launch in Sector One (backtrack through four sectors at Breach 5). Or the maintenance shaft network - slower, darker, tighter, and the Pack hunts in the shafts.
6
Total surge. The ship is fully mobilized. Every corridor, every shaft, every room is contested. Extraction requires the inverted biometric pulse (30 seconds of invisibility) or a fighting retreat through the entire ship. Expect casualties. Expect Dread 6. Expect to earn the extraction.
Warden Note Breach Clock 1-2 does not mean easy. It means the horror was psychological, not physical. The team got in, got the data, and got out with their bodies intact and their minds damaged. That is a successful horror session. Not every extraction needs to be a gunfight.
Read AloudThe Storage Core is a room the size of a closet. The Cold Fusion data sits on a drive the size of your thumb. Two hundred years of horror and silence and iteration, and the thing you came for takes one second to pull from its housing. The extraction corridor stretches 400 meters ahead of you. Straight. Lit. No cover. You can see everything. Everything can see you. The sound of your breathing is the loudest thing on the ship.
Haecceity Texture The extraction corridor is the only place on the Traveler that feels deliberately designed to be empty. No cable runs, no conduit, no service panels. The walls are smooth and unbroken. The lighting is surgical -- white, even, shadowless. Footsteps echo for the full 400-meter length and return as a sound that does not quite match the original. The emergency pod cluster at the far end is visible from the Storage Core doorway -- six pods, three intact, arranged in a semicircle. The pod interiors glow standby amber. The air here is colder than anywhere else on the ship. Your breath fogs. The fog does not dissipate normally. It hangs.

Encounters (d6)

1The corridor lights begin shutting off from the Annex end, one section at a time, advancing toward the pod cluster. The darkness follows you at walking speed. If you run, it accelerates.
2A Stalker stands in the corridor at the 200-meter mark. It is not moving. It is not hunting. It is standing upright in a posture that looks human. It steps aside as you approach. It watches you pass. It follows at a fixed distance.
3The pod cluster's standby lights change from amber to red. One pod begins its launch sequence without input. It launches empty. The hull breach seals in 4 seconds. Now there are two intact pods and the squad needs to decide who rides together.
4Reeves' voice on the comms: "There is something in the corridor with you that is not registering on bioscan." Pause. "It has been with you since the Annex." He cuts the transmission. He does not reestablish contact for 90 seconds.
5Pack elements emerge from maintenance shafts at the 300-meter mark. Six of them. They form a line across the corridor. They do not advance. They wait. Behind them, the pod cluster. Behind you, the advancing darkness. The line parts if an operator walks toward it at normal speed. It closes on anyone who runs.
6The ship's intercom activates -- the first time it has spoken in 200 years. The automated voice says: "Departure protocol initiated. All personnel proceed to evacuation stations. This vessel's mission is complete." Every Aberrant on the ship goes still for 10 seconds. Then they all begin moving toward the extraction corridor.
Pod Launch Sequence
Starts at 0. Advances each round an operator works the launch controls. At 2, pods are hot and ready. Each round at the controls is a round exposed in the pod cluster with no cover and full corridor visibility.
Corridor Collapse
Starts at 0. Advances each round if Breach Clock is 4+. At 3, structural supports in the corridor begin failing -- the ship is redirecting power away from this section. The corridor becomes impassable in 2 rounds. Get to the pods or find another way.

Scavenge (d6)

1
Pod maintenance kit. Repairs one damaged pod to functional status. Takes 1 round. The kit was stored inside the pod and has been opened before. Recently.
2
Cold Fusion data backup -- a second copy, hidden in the Storage Core's maintenance panel. Insurance or evidence, depending on who you give it to.
3
Signal jammer, single use. Blocks all comms and bioscan in a 50-meter radius for 3 rounds. Reeves cannot reach you. The ship cannot see you. Neither can your squad.
4
Previous team's extraction log, found in a pod that was used and returned. The log records a successful launch, 14 minutes of flight, and then a return to the Traveler. The log does not explain why they came back.
5
Emergency thruster pack. One operator can cross the 400-meter corridor in 6 seconds instead of 40. Loud. Breach Clock +1. Worth it.
6
A child's drawing, sealed in plastic, wedged behind a pod seat. It shows the Traveler. It shows the stars. It shows something inside the Traveler that the child drew in black crayon, filling the entire interior of the ship. The drawing is from Year 1 of the voyage.
If the Squad Goes Down

The extraction corridor offers no shelter. Downed operators lie in surgical lighting for anything on the ship to find. They wake in the pods -- sealed inside, launch sequence counting down. Their equipment is piled outside the pod doors. The pods launch automatically 60 seconds after they regain consciousness. They leave the Traveler with what they carried in their pockets. The Cold Fusion drive is outside the pod. Unless someone secured it to their body before going down. Dread +2. The pod's navigation system plots a course back to the Traveler. The operators have to manually override it the entire flight home.

08 Warden's Guidance GM Section

Pace by the Breach Clock. Let it breathe for two sectors. Let the team move, observe, plan. Then push. The first Stalker sighting should feel wrong. The second should feel inevitable. The third should feel personal.

Module success is about dread and competence failure, not combat failure. Your operators are good at fighting. They are trained for violence. They are not trained for a ship that has been thinking about them since they docked. The horror is not that they might die. The horror is that they might survive and carry what they saw.

Pacing Principle Aberrants are weather, not obstacles. You do not fight the rain. You move through it, you plan around it, and sometimes it catches you anyway. Describe Aberrants the way you describe environmental hazards - present, indifferent, dangerous. They are not evil. They are an ecosystem, and your operators are foreign tissue.
Sound Design The ship is never silent. Recyclers hum. Conduit fluid gurgles. The deck vibrates at a frequency just below conscious perception. Use sound constantly. When the sound stops - when a corridor goes truly quiet - that is when the players should be afraid. Silence on the Traveler means something is close enough to hear.
The Dread Spiral Dread penalties make everything harder. Harder checks mean more failures. More failures mean more Breach Clock advances. More Breach advances mean more Aberrant encounters. More encounters mean more Dread. This is intentional. The spiral is the horror engine. Do not soften it. Let the operators feel their competence erode.
Describing Aberrants Never say "monster." Never say "creature attacks." Describe what the operators see. Describe movement, shape, sound. A Stalker does not attack - it accelerates from stillness to contact in a way that does not look like running. A Corvid does not watch - it orients its head toward you and the pupils do not dilate. Clinical language makes horror worse. Use it.
GM Only The Traveler is not malfunctioning. It completed its mission 180 years ago. The colony destination was reached. The colonists disembarked. The ship was instructed to return to Earth. But the Breeding Annex had achieved autonomous iteration by Year 3 of the voyage. When the colonists left, the Annex continued. The Traveler is not a derelict -- it is a functioning production facility. The Aberrants are not an infestation. They are the product line. The ship protects them because they are its purpose. Everything the operators experience -- the herding, the observation, the biometric pulse -- is quality control. The ship is sorting viable specimens from contaminants. Your operators are contaminants.
GM Only The Dread Track is not metaphorical. The psychological degradation operators experience is a biological response to the Annex's atmospheric output. Growth tank fluid evaporates into the ship's air recycling system. The fluid contains compounds that gene-forged tissue absorbs through the lungs. Baseline operators experience Dread as psychological horror. Gene-forged operators experience it as something worse -- their spliced genetics recognize the compounds as instructions. At Dread 6, a gene-forged operator has not broken psychologically. Their body has received enough compound exposure to begin responding to the Annex's iteration protocols. They are not non-functional. They are being recruited. Do not reveal this. Let it surface in the debrief, if ever.
GM Only The previous team did not fail. They completed the primary objective. They extracted the Cold Fusion data. They launched in the escape pods. And they came back. The extraction log in Sector Five records the return but not the reason. The reason is that the gene-forged operators on the previous team hit Dread 6 during the Annex sequence. The compound exposure rewrote their behavioral priorities. They overrode the baseline operators, turned the pods around, and returned to the Traveler. They are still aboard. They are in the growth tanks. They are the shapes that smile.
GM Tip -- Pacing the Dread The first two sectors should feel like a heist gone wrong, not a horror movie. Let operators be competent. Let stealth work. Let planning matter. The horror lands harder when it interrupts competence than when it replaces it. Sector Three is the hinge -- Reeves' demands create interpersonal tension that distracts from the environmental dread. By the time the gate opens and the Annex hits, operators should feel like they had the situation under control and lost it. That transition is the horror. Not the monsters.
GM Tip -- Silence as a Weapon Describe sound constantly in Sectors One and Two. The hum of recyclers, the drip of condensation, the distant clang of thermal expansion. Build the auditory landscape until players stop noticing it. Then, in Sector Four, stop. Describe the Annex in visual terms only. No sound. Let the players ask "what do we hear?" and answer: nothing. The growth tanks do not hum. The fluid does not drip. The Aberrants in the Annex do not make sounds. Silence in a place that should not be silent is more disturbing than any sound effect.
GM Tip -- The Breach Clock as Narrative Engine Do not hide the Breach Clock. Tell players its current state openly. Let them see the number and understand what it means. The tension of a visible countdown is stronger than the surprise of a hidden one. When players can see Breach 3 and know that Breach 4 triggers Dread +1 and Mobilized status, every decision becomes weighted. Do I fire the weapon and advance the clock? Do I spend the round hacking and risk the patrol? The Breach Clock turns tactical decisions into horror decisions. Let it.
"Sousa said the ship talks to itself. Not words. Not broadcasts. The systems -- navigation, life support, the Annex -- they exchange data packets on frequencies that are not in the technical manual. She said she watched the navigation AI adjust course by 0.003 degrees after receiving a packet from the Breeding Annex. The ship is going somewhere. The Annex is telling it where."
— Consolidated debrief notes, Operation Dead Loop, classified
"Last transmission from the previous team, received 14 hours after their extraction pods launched: 'We're coming back. We understand now. The ship needs us. We are not afraid.' Transmission origin: inside the Traveler. They had already re-docked. Bioscan showed six life signs entering the Breeding Annex. Bioscan showed six life signs entering the growth tanks. Bioscan showed zero life signs exiting. Current Annex bioscan shows forty-seven non-human signatures and six anomalies that read as human-adjacent. The anomalies are in the tanks. They are metabolically active. They have been metabolically active for nine months."
— UNSO Intelligence Summary, Eyes Only, pre-mission briefing file (withheld from operators)

Reeves and the Secondary Objective

Let the team decide how much of Reeves' agenda they serve. The Breeding Annex reset is dangerous, time-consuming, and benefits Reeves personally. Smart teams will figure this out. Let them. The tension between mission objectives and handler manipulation is content, not a problem to solve.

If the team refuses the Annex reset, Reeves withholds extraction coordination but cannot prevent them from leaving. He is on a ship in orbit. His leverage is information and authorization codes, not force. Teams that bypass his demands and extract successfully have completed the primary mission. Reeves files a negative report. The data is still delivered. The operators still have nightmares.

09 If Destabilized Campaign Threads

Dead Loop is a one-session module. But failure states create campaign threads that persist.

Reactor Sabotage
The Traveler Goes Dark
If the team destabilizes the ship's power systems during extraction (weapons fire near conduit junctions, failed TECH checks on the emergency launch), the Traveler's reactor enters a degradation cycle. Within weeks, the ship's orbit decays. A generation ship entering atmosphere over a populated zone is a geopolitical event. Every faction scrambles. The operatives who caused it are either heroes or war criminals depending on who writes the report.
Council Leverage
Isolationist Victory
If Reeves obtains the Menagerie data and the Annex reset, he delivers both to the Isolationist Council faction. The Traveler becomes a political weapon - proof that gene-forging programs were sanctioned at the highest levels of pre-Upheaval government. The Isolationists use this to shut down current gene-forging research. Operators who enabled this watch the consequences unfold over months.
Breeding Annex Leak
The Annex Keeps Iterating
If the biometric reset is completed but the system is not properly secured, the Annex begins transmitting its 200-year genetic archive to external receivers. Aberrant design data enters the black market. Within months, unauthorized gene-forging operations produce creatures based on Traveler templates. The operatives did not open Pandora's box. They gave it a broadcast antenna.
Clean Extraction
Aberrant Destruction Protocol
If the team extracts with the Cold Fusion data and Reeves' demands unmet, UNSO Command considers the Traveler a solved problem - data retrieved, ship left intact, no political complications. They file it. Six months later, a second team goes in. The second team does not come back. Now the operatives from Dead Loop are the only people alive who understand what is on that ship. Command calls them back.
10 Quick Reference Summary

Dread Track Summary

1
Uneasy
No penalty
2
Shaken
-1 PRES
3
Rattled
-1 all
4
Fraying
-2 PRES, -1 all
5
Breaking
-2 all
6
Broken
Non-functional

Breach Clock Summary

Clock State Effect
1TerritorialFixed patrols. Corvids observe. Predictable.
2AlertedTighter routes. Pack scouts appear.
3CoordinatedCorvids relay. Pack flanks. Routes compromised.
4MobilizedActive hunting. All routes compromised. Dread +1.
5SwarmingFull coordination. Safe zones gone.
6Full SurgeEverything hunts. Extract or die.

Horror Triggers

Trigger Dread Location
First Aberrant sighting+1Any sector
Corvid eye contact+1Any sector
Evidence of feeding+1Breeding Annex
Mortal Wound taken+1Any sector
Breach Clock reaches 4+1Ship-wide
Entering the Annex+1Breeding Annex
Previous team evidence+1Insertion Point

Breach Clock Triggers

Automatic +1

Weapons fire in any sector

Corvid observation maintained >1 round

Entering the Breeding Annex

Out of Action result on any operative

Conditional +1

Failed stealth check (Aberrants present)

Reaching Round 6 in any encounter

Emergency beacon activation

Biometric pulse during Annex reset

Sector Quick Map

Sector Name Type Key Feature
S-01Insertion PointCombat / StealthDead operative. Corvid observation. Emergency launch.
S-02Mid-Sphere JunctionSocial / NavigationSousa. Partial credentials. Ship schematics.
S-03Inner Core GateNegotiationReeves' demands. Gate authorization.
S-04Breeding AnnexHorror PeakThree-terminal reset. Feeding cache. Growth tanks.
S-05ExtractionVariableBreach Clock determines difficulty.