DѦRK SPѦCE
Escape from Helios V
Welcome to DѦRK SPѦCE:
Escape from Helios V (BETA)
A new solo TTRPG from Alchemy GameLab
Written and designed by Beren Goguen
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This single-player (solo) tabletop RPG has been designed to provide a thrilling, sci-fi survival horror game in a small package. All you need to play is:
Graph paper to map rooms and track character progression
A pencil or pen
Five polyhedral dice (D20, D10, D8, D6, and D4)
This game is currently in beta testing and may change.
CRYO BAY
You wake up in an open cryo chamber on an unknown space vessel with no idea how you got there.
You don’t even remember your name. Luckily, you’re wearing a gray jumpsuit with _______ printed on a blue patch.
You notice a large metal plaque on the hull that reads: “Helios V - Cryo Bay.”
The ship is cold and dark except for a flickering emergency light nearby.
You hear a slamming sound in the distance, then muffled gunfire, then silence…
ESCAPE THE SHIP!
Your only goal is to traverse through the unknown ship, room to room, until you escape.
If you get killed or stuck with no path forward, game over. Start again.
Your Character
You begin the game with:
15 + D6 hit points (HP)
One item from Gear Table A
One item from Gear Table B
A cred stick with 3D10 credits,
A flashlight
You have two attributes: Mind and Body.
Give one attribute +1 and one +2. These are your starting mods.
Taking Actions
When you attempt an action, use Mind (repair, search, etc.) or Body (attack, run, etc.). Roll a D20 and add your mod. If you get a total of 12 or higher, the action succeeds in most cases.
Combat
You must fight to survive. There are two levels of enemies: weak and strong (see tables). There are also two types: organic and robotic.
Initiative
When you enter a room, if there are enemies, roll Mind to establish how quickly you react to danger. If you roll 12 or higher, you act first. If you roll under, enemies act first. If you roll a natural 20, you can attack twice before any enemies act. Each round, your character attacks and any enemies attack, one at a time until all enemies in the room are destroyed, you get killed, or you run away (see Fleeing).
Fighting Enemies
To attack, roll Body. Most enemies are DR12 to hit, unless specified otherwise. If your attack succeeds, roll damage for the weapon and reduce the enemy’s HP accordingly. Unarmed attacks deal D2.
Crit Success: If you roll a natural 20, you deal 2X damage.
Crit Failure: If you roll a natural 1, the next enemy attack automatically hits you. Roll on the Catastrophe Table.
Defense Rolls
When defending against an enemy attack, roll Body. On a 12 or higher, you take no damage. Otherwise, roll to see how much damage you suffer. If your HP drops to zero (or lower), you die.
Crit Success: If you roll a nat. 20, you can attack twice on your next action.
Crit Failure: If you roll a nat. 1 on a D20, the enemy’s attack does max damage. Roll on the Catastrophe Table.
Disabling Robotic Enemies
Instead of attacking, you may attempt to disable a robotic enemy by rolling Mind (DR15). If you fail, their next attack automatically hits. If you succeed, the enemy is permanently disabled.
Mapping Your Journey
To track your progress through the ship, start by drawing a rectangle on your paper with three doors.
This represents the starting room. Label it “Cryo.”
Roll for Next Room
After clearing a room, follow these steps to create the next room on your map:
Roll on the Room Shape Table
Roll on the Room Doors Table
Roll on the Room Contents Table
Draw the next room, including its shape and doors. Note any enemies. Then move to that room.
Note: You cannot proceed to a new room until you have cleared your current location of enemies. But you can fall back (see Fleeing).
Searching Rooms
When entering a new room, if there is no enemy, you may search it. If you encounter an enemy, you must destroy or disable it before searching.
To search, roll Mind (DR12). On a success, roll a D6:
1: You find nothing of use.
2-5: You find a random item from Table B.
6: You find a random item from Table A.
Note: Rooms can only be searched once.
Light Source
With the ship's emergency power supply failing, all rooms and hallways are poorly lit by faltering lights. With your flashlight, you can see normally. Without a light source, everything is +2 DR.
Note: You cannot hold your flashlight and use a two-handed [2H] weapon. But you can if you find a headlamp.
Fleeing/Backtracking
If you get in over your head against an enemy and must flee, roll Body (DR 12). On a success, you flee the way you came and take no damage. Fail, and the enemy attacks and hits you once before you escape and shut the door. Enemies will remain in the uncleared room.
When you re-enter a previously cleared room, roll a D10:
3-10: No enemy
2: Weak enemy (Table C)
1: Strong enemy (Table D)
Luck Points
In space, luck runs out quickly.
You have six luck points. Burn one to:
Re-roll a single die roll
Reduce damage from one attack by D10
Have one attack do max damage
Use these wisely. You may not get more!
Leveling Up
Whenever you destroy or disable an enemy, you gain XP. Some enemies also drop salvage. After clearing 10 rooms (not including cryo bay) or gaining 20 XP (whichever happens first), your character levels up. Reset your XP (and rooms explored) to zero then note progress on the following advancement track:
Level 2: Add +1 to either Mind or Body. Rest and heal 2D4 hit points.
Level 3: Increase max HP by D6. Rest and heal 2D4 hit points. The next room will be “Engine Room” (see Special Rooms).
Level 4: Gain a random item from Table A or B (your choice). Rest and heal 2D4 hit points.
Level 5: Add +1 to either Mind or Body. The next room will be “Med Bay.” Rest and heal 2D4 hit points.
Level 6: You find a Class II Vac Suit in a locker. If you already have one, you find another random item from Table A or B (your choice). Rest and heal 2D4 hit points. The next room will be “Galley” (see Special Rooms).
Level 7: The next room will be “The Bridge” (see Special Rooms)
Special Rooms
Four unique rooms must be traversed in order to escape the ship:
1) Engine Room
This rectangular room has one other door on the opposite side. You see two large reactors (both offline).
You also notice two malformed things shambling toward you…
Encounter: Two Nekro Shamblers (see Table D).
Note: Using grenades in this room has a 50% chance of blowing up the entire ship.
Once this room has been cleared, roll for the next room as usual.
2) Med Bay
This room has two MedPods. One is destroyed. The other is damaged.
If you have a battery and repair kit, the MedPod can fully heal you once but then goes offline.
You also notice a table covered in unusual-looking lab equipment.
In a small metal case, you find experimental serum “XB-771.”
If you drink it, roll a D6.
4-6: Your max HP increases by D6
3: You gain a permanent +1 to Mind
2: You gain a permanent +1 to Body
1: You dissolve into a puddle of red goo. Game over.
Once this room has been cleared, roll for the next room as usual.
3) Galley
This spacious room is filled with tables, chairs, and smashed debris.
Large glass skylights above display a galaxy of stars.
A functioning UltraVend 5000 stands in one corner, stocked with one each of the following:
SuperNova eBev (5 cr.)
Repair Kit (15 cr.)
Battery (20 cr.)
Nano (20 cr.)
Z99 (50 cr.)
M&T Magnum (200 cr.)
If you use an iHackPro, the machine will vend all items at no cost.
To your dismay, you also see an engorged, slime-covered monstrosity feeding upon a corpse in the middle of the room. Its hulking form pulsates as it turns to gaze at you with milky yellow eyes, gore spattered across its gaping maw.
Nekro Bloat (organic)
HP: 30
XP: 9
Attk: D10
Notes: The Bloat moves slowly, making it easier to hit and defend against (both DR 10). However, when it reaches zero or fewer hit points, it explodes, sending bones and gore flying in all directions. Roll Body (DR 12), taking D10 on a failure.
Once this room has been cleared, roll for the next room as usual.
4) The Bridge
Something large and terrible lurks in this room…
The Nekro Mother (Organic)
HP: 35
XP: —
Attk: 2D6
Notes: The thick hide of the Nekro Mother is more difficult to damage (DR13 to hit). Once you have entered The Bridge, you cannot flee, as the doors automatically lock.
Escaping Helios V
In order to escape the ship, you must reach level 7, clear all special rooms, and destroy the Nekro Mother. Once achieved, you restart the main reactors from the Bridge and unlock the doors to the main docking bay, which holds a functioning transport ship named “The Deliverance.”
RANDOM TABLES
Use room tables to map progress through the ship. Use gear tables when searching rooms. Use enemy tables for encounters.
Crit fail? Consult the catastrophe table.
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When rolling for a new room, roll three dice: D6, D8, and D10
——————
Room Shape - D6
| 1 | Round
| 2 | Short Hallway
| 3 | Square
| 4 | Rectangular
| 5 | Long Hallway
| 6 | Hexagonal or Pentagonal (your choice)
——————
Room Doors - D8
| 1 | No door (dead end) *
| 2 | Airlock door †
| 3-5 | One door
| 6-8 | Two doors
——————
Room Contents - D10
| 1 | You find the dismembered remains of a crew member. Roll Mind (DR 12). On a failure, lose D4 HP (mental trauma). On a success, gain a luck point.
| 2-4 | The room appears empty.
| 5-6 | You encounter a weak enemy (Table C).
| 7 | You encounter a strong enemy (Table D).
| 8 | You find a computer console. Roll Mind (DR12). On a success, you gain 5XP and a luck point.
| 9 | The door malfunctions. Roll Body (DR12). Failure (SLAM): D10 damage. You cannot backtrack through that door unless you repair it (DR12 Mind roll + must have repair kit). If repair attempt fails, DR increases by +2. Otherwise, the room is empty.
| 10 | You find (D4) — 1: A Nano syringe, 2: A SuperNova eBev, 3: A bottle of Z99, 4: Cred stick w/ 100 credits.
——————
*No Way Out?
If there are no other unexplored doors in previously visited rooms and you have not met the conditions to escape, game over.
——————
†Airlock Doors
An airlock door leads to the exterior of the ship and the vacuum of space. Differentiate these from normal doors on your map. You must have a vac suit to travel outside the ship. Once outside, make a Body roll (DR 12) to safely navigate to another airlock and re-enter the ship in a new, unexplored area. If you fail, you slip and float into the black void of space with no way to recover — game over. Successfully navigating between airlocks counts as exploring five rooms.
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Gear Table A - D10
| 1 | Katoshi Industries Compact Plasma Cutter (D6)
| 2 | D4+1 Concussion Grenades (2D6+2)
| 3 | MK3 Service Pistol (D6+1)
| 4 | Allied Tool Co. Crowbar (D2+1)
| 5 | Protek Knuckle Duster (D4+1)
| 6 | M&T Magnum (D10)
| 7 | Metal Pipe (D4)
| 8 | VZ3 Stun Baton (D4) + Stun (on a 4 you can attack again)
| 9 | MK9 Infiltrator Rifle (D6+2) — [2H]
| 10 | Katoshi Industries Flamer (2D6 against organic; D4 against robotic) — [2H]
——————
Gear Table B - D10
| 1 | iHackPro: Automatically succeed on disabling one robotic enemy (single-use).
| 2 | Spare battery
| 3 | Nano syringe (heals D6+1 HP)
| 4 | Cred stick with 4D10 credits
| 5 | Class I vac suit (light armor -D4 to damage)
| 6 | Z99 (+2 to Body rolls; lasts for D4 rooms)
| 7 | Repair kit
| 8 | Headlamp (hands-free flashlight)
| 9 | SuperNova eBev (+2 to Mind rolls; lasts for D4 rooms)
| 10 | Class II vac suit (med armor -D6 to damage)
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Weak Enemies (Table C) - D6:
1) Security Turret (ST)| Robotic | HP: 5 | XP: 2 | Attk: D4
Salvage: Battery (1 in 4 chance)
———
2) Nekro Husk (H) | Organic | HP: 5 | XP: 3 | Attk: D4+1
———
3) Nekro Shambler (Sh) | Organic | HP: 7 | XP: 5 | Attk: D6
Slow: DR 10 to hit
Salvage: Cred stick with 4D10 credits (1 in 4 chance)
———
4) Hostile Mr. Fix-It (MF) | Robotic | HP: 6 | XP: 5 | Attk: D4+1
Salvage: Battery (1 in 4 chance)
———
5) Nekro Flayer (F) | Organic | HP: 4 | XP: 4 | Attk: D6+1
———
6) D4 Nekro Swarmers (Sw) | Organic | HP: 1 | XP: 1 ea. | Attk: 1
Flamer attack hits all swarmers as if they were a single enemy
——————
——————
Strong Enemies (Table D) - D6:
1) Nekro Ravager (R) | Organic | HP: 13 | XP: 7 | Attk: D6+1
Quick: DR 14 to hit
———
2) Nekro Brute (Br) | Organic | HP: 20 | XP: 7 | Attk: D8
Slow: DR 10 to hit
———
3) Nekro Birther (Bi) | Organic | HP: 9 | XP: 6 | Attk: D4
When destroyed, releases D4 Nekro Swarmers
———
4) Security Bot (SB) | Robotic | HP: 15 | XP: 5 | Attk: D4+1
Salvage: Battery (1 in 4 chance)
———
5) Attack Drone (AD) | Robotic | HP: 6 | XP: 6 | Attk: 2D4
Salvage: Battery (1 in 4 chance)
———
6) Insane Soldier (IS) | Organic | HP: 8 | XP: 6 | Attk: D6+1
Salvage: Drops MK3 Service Pistol
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Catastrophes (Table E) - D10
| 1 | Heart Attack: You can’t take the strain any longer. You experience sudden and massive pain in your chest. Lose 2D6 HP.
| 2 | BOOOM! The room you’re in suddenly experiences explosive decompression. All air, contents, and any enemies are sucked from the room. If you are not wearing a vac suit, you perish. If you’re wearing a vac suit, roll Body (DR15). On a success, you somehow manage to crawl to a door and escape the room (which becomes blocked). Otherwise, you are sucked into the empty void of space and perish. If this occurs in The Bridge or Engine Room, you die. Game over.
| 3 | Head Trauma: -1 to Mind rolls until you take Nano or are healed in a MedPod.
| 4 | Internal Bruising: -1 to Body rolls until you take Nano or are healed in a MedPod.
| 5 | Wrenched Knee: You automatically fail Body rolls when fleeing until you take Nano or are healed in a MedPod.
| 6 | Lights Out: The battery in your flashlight dies. Unless you have a spare battery or another light, you will have no light source (all actions are +2 DR). You cannot swap the battery until you have cleared the room of any enemies.
| 7 | Malfunction: The weapon you used last breaks or jams and will no longer function until repaired (requires repair kit). You cannot repair it until you have cleared the room of any enemies.
| 8 | Surprise: A new weak enemy suddenly bursts into the room.
| 9 | System Shock: -2 to ALL your rolls (including damage rolls) until you take Nano or are healed in a MedPod.
| 10 | Heavy Bleeding: You lose D4 HP every time you enter a new room until you take Nano or are healed in a MedPod.
Beta Testing Changelog:
3/10/25: Increased starting HP; adjusted vac suit armor ratings; changed stun baton and pipe.
3/15/25: Changed flee DR to 12; adjusted room contents table.
3/25/25: Increased starting luck points to six; adjusted spacewalking rules; adjusted room contents table.
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