ENDGAME CARD
The numbers (say out loud early, never explain again)
- Rescue ship: 3 came for a 4th. O2 for 5. Default spare seats: one.
- Boarding geometry: 2 board; the pilot never leaves the docked ship.
- PCs: 2. Every exit is one seat short, one lie deep, or one countdown away.
- Landers: 2 mudhoppers — in-system only (mining planet or Freeport). The rescue ship is the only star-capable hull in play.
- The Manifest: PCs are on it as asset IDs. Whoever controls it controls what the ground knows.
The Clock
| 1 | Deceleration burn. Loose objects shift. Crew nervous — an incident is on the log. |
|---|---|
| 2 | Arrival announcements; lockdown tightens. Crew confined to quarters — the corridor to the landers fills with the people who live there. |
| 3 | Docking checklist runs itself. Preliminary manifest transmits groundside — edits only half-work after. Put one armed threat on screen. |
| 4 | COMMIT POINT. Undock / drop / answer ground control. All choices lock. Run epilogues. |
Advance on schedule AND as a 3-Threat/Despair spend.
Exit 1 — Befriend the rescuers (the seat that isn't there: 6 people, O2 for 5)
- A rescuer dies — never suggest it; let Sen's grief do the talking. If a PC causes it and is suspected → flips toward Exit 2.
- Keep Yuki frozen — "until somewhere with air to spare." Hard social scene; the PC sits in the seat the thaw would claim.
- Fetch an O2 tank — deep in the cargo holds; badge opens the cage clean. Hauling a bomb-shaped object through a locked-down ship draws every eye.
- Take all six and gamble — divert for air instead of jumping. HIGH RISK: flagged hull, patrol vectoring, six lungs on air for five, port call under the busiest scanners. Sen does the math out loud. Only lands as sincere shared risk.
Epilogue: six heartbeats, counting breaths. Warmest ending; heaviest debts.
Exit 2 — Take the rescue ship
- Violence: 3-on-2, they're desperate and armed. Let the ship's chaos do the killing if players steer it.
- The con: "They didn't make it." Vs Sen's one verification instinct. Evidence upgrades the pool. Despair = Sen knows and pretends not to.
Epilogue: free, fueled, flying — pilot dead, deceived, or biding time. Coldest ending; cleanest escape. The hull is still flagged.
Exit 3 — Mudhopper down (free, but grounded)
- One burn, one destination: mining planet (off the books; near town vs wilderness) or Freeport (real economy, nobody owns you, everything costs).
- The catch: no jump drive — still Helios's backyard until someone buys passage.
- Obstacles: the only normal route runs through the crew's quarters; clamps from the Bridge or breaching charges through the sealed freight door.
Epilogue: alive, unowned, stuck. Strongest Session 2 hook.
Exit 4 — Stay aboard (beat the manifest)
- Edit the manifest: cargo → crew roster, deceased-in-transit, or 50 → 2. (After Clock 3, discrepancies get questions.)
- Divert the ship: fight the autopilot in the Core. Ugly fuel math; corporate notices.
- Walk off wearing the dead: crew uniforms + dead crew's credentials, down the crew ramp.
- Walk off wearing your own past: surviving pre-acquisition credentials (vendor accounts, contractor registrations) turn an asset into a visitor. Pairs with poisoning the Clock-3 transmission (checksum fault → manual reconciliation → days of grace).
Epilogue: they rewrote their line in the ledger. Boldest ending; Session 2 starts inside the company town.
Cross-cutting
- The rescue ship is a flagged hull — whoever flies it wants to jump, fast. Mudhoppers are beneath notice.
- The crew are a resource, if lit — plant the idea of desertion and the ship can empty itself. Player-triggered only, never scripted; costs conscience and Clock.
- The manifest is leverage in ALL endings. Reward whoever takes a copy.
- Split exits are allowed and great. Lock at the commit point; run both epilogues, 2–3 min each.
- Landing beats: every PC gets their sheet's epilogue beat. DeShawn's sting always last.