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Ran this tonight and had a blast! It felt like a very nice mix of sci-fi and gothic horror. I really loved the decoherence stuff by the way, the slowly increasing maximum wounds, the changing of skills, trinkets, names, etc... was just fantastic. I think that maybe rolling 9 could be a bit more vicious though!

I did have a couple of questions that confused me a little, how were we supposed to explain the tripwire flash bangs? Were these supposed be set by the previous crew? 

Oh and I wasn't quite sure how to use the Imps. Did you intend them to be just roaming around the ship on Thermis but then not roaming on the other ship? 

Anyway, I really enjoyed it and so did my players, nice job!

Oh this is awesome, thank you so much for the feedback! It is exciting to hear people are enjoying it.

Your questions hit on a lot of the stuff I wish I had more room to explore and I definitely wish were more clear. I have answers, and I think they make sense, but by no means are apparent in the text. Someday, I would really love to expand it out into a zine and have it on paper for Wardens but for the time being here is what my thought process was:

I hear you about the result of 9 on the wound table. It definitely won't have the same punch as a max result on the other table during the average one-shot. Most of its horror and teeth come from the interactions it has with Stress rules and long-term play. It is a slow burn and ideally a result of 9 is something characters would look back on as the moment their life started being a living hell of constant panic. Not that it really helps with your issue of it being less than vicious in the moment it is rolled, but that is where I was approaching it from.

Regarding the flashbangs, my intention was they were taken from previous crews by the Immortal after he killed them and set up to trigger decoherence when future intruders came. Past versions had more evidence of it but in the final version I was only really able to fit in the guy in the reflectory.

With the Imps, they are also capable of decohering but wouldn't frequently be found on the Ship compared to the Ruin for two reasons:
1. They are confined in vaccsuits and are therefore less likely to lose contact with their enviroment and decohere.
2. When they decohere in the Nave, they switch to the Cargo Bay area, which is mostly exposed to vacum on the Ship.
All that to say, there is no reason they couldn't be found on the Ship but are primarly intended as an obstacle in the Ruin.

Anyways, I hope that helps! It is great to get an insight into how it feels at the table and I will be looking here again if I get around to expanding it out,thanks so much!

Hey, cheers for the clarifications! That all helps a lot! I really loved the module (and so did my players). If you are interested I wrote a full review of the module on my blog. I've not included any of your reply here but perhaps I'll go back and edit to include some of these points from you. I've tried to give constructive feedback, and I hope you find it useful!

Thank you for your kind words and critique! I think you are spot on with your feedback, I appreciate it. The bit with the marine and the android you mention is PEAK. And glad the clarification helps! You are welcome to include it if it useful. Thanks again for sharing the experince, awesome to hear about