Station Zero

An Interactive Questbookâ„¢ adventure

Choose a profile. Claim one Fate Mark. Make your choices. See where they lead.

Story and quest design by Russell Cook

A Leilani Studios publication

Setup

How to Play

This is a story you steer. Don’t read the numbered sections in order. Each choice sends you to your next section.

Before you begin, make two choices.

  1. Choose a profile. It describes your approach to problems. Keep it for the whole quest. You never need to total its ratings or track changing stats.
  2. Choose a Fate Mark. Pick Crown, Key, Moon, Thorn, Wave, or Wolf. Your mark adds a touch of uncertainty without dice and stays with you for the whole quest.

Once the quest begins, follow the instructions in the story.

  1. Make an ordinary choice. Decide what you want to do, then go to the listed section.
  2. Resolve a Fate Challenge. Find your profile, then your Fate Mark. Follow the destination printed on that line. The book has already done the math.

You need no character sheet, inventory, or outside references. Once you’ve chosen your profile and Fate Mark, go to the indicated starting section and begin.

Step One

Choose Your Profile

Your profile describes how you tend to handle problems. It has three ratings: Body, Mind, and Presence.

Each profile has one 3, one 2, and one 1. A 3 is strongest, a 2 is capable, and a 1 is challenging.

Body
Movement, endurance, coordination, force, and acting under physical pressure.
Mind
Observation, memory, analysis, technical understanding, and problem solving.
Presence
Empathy, confidence, persuasion, leadership, and reading other people.

When you face a Fate Challenge, the book uses these ratings for you. Higher ratings tend to produce better results, but a 1 can still succeed.

Choose the profile whose strengths and weaknesses sound most interesting to play.

Profile Options

Runner

A kinetic courier who trusts speed, balance, and physical nerve when Station Zero begins to break apart.

Body
3 — strongest
Mind
2 — capable
Presence
1 — challenging

Analyst

A methodical courier who reads failing systems, tests assumptions, and plans before committing.

Body
1 — challenging
Mind
3 — strongest
Presence
2 — capable

Envoy

A perceptive courier who listens under pressure, earns trust, and finds the human path through a crisis.

Body
2 — capable
Mind
1 — challenging
Presence
3 — strongest

Step Two

Choose Your Fate Mark

Fate Marks take the place of rolling dice. Choose one of the six marks and keep it for the whole quest. No dice are needed.

At each Fate Challenge, your profile and Fate Mark work together to determine what happens. Find your profile, then your mark, and go to the section shown.

All six marks are equal. Their names do not give you special abilities, strengths, or weaknesses. The same mark may help in one challenge and cause trouble in another, so choose the one you like or choose at random.

Practice

Try a Fate Lookup

Find your profile, then your Fate Mark, and note the practice result on that line. Read that result below. This practice has no effect on your quest.

Practice result A: Correct. Your profile and Fate Mark work together to determine the result.

Practice result B: Correct. The book has already done the calculation.

Practice result C: Correct. During the quest, go to the numbered section listed for your result.

Begin the Quest

You’re Ready

Keep your profile and Fate Mark for this quest. If you play again, you may choose a different combination.

Go to section 1

Section 1

Dead Orbit

Station Zero in decaying orbit above the moon.

Station Zero turns beneath your courier craft like a broken wheel. Each circuit brings it closer to the inhabited moon. The descent timer on your dash keeps revising itself downward.

Your license says you came for the navigation archive. You dock to find the receiving bay empty, its cargo rails locked halfway across the floor. No one answers the station channel. Then a recorded warning cuts through the static: the reactor relay will fail within the hour. When it does, Station Zero will fall into the settlements below.

The archive console flickers behind a sealed panel. Through a window in the docking ring, an exterior gantry runs toward the reactor housing; one of its supports has torn free. A live voice breaks into the emergency channel and asks whether anyone has made it aboard.

The timer sheds another minute. You can follow one lead before the station makes the choice for you.

Back to setup

Section 2

Final Body

The manual release wheel sits beyond the safety rail, close enough to the plasma column for heat to come through your gloves. Its spokes are made for a powered tool. The tool cradle is empty, and the station has no working machine left to send in its place.

You set your boots against the rail and take hold of the wheel. Across the reactor display, the falling orbit advances another mark. The core is still coupled to the relay; the release has not moved.

Back to setup

Section 3

Pursuit Detour

You hit the coolant gallery's door alarm and run before the first drone clears the corner. The warning tone sends both machines after you. Their search beams slide over pipework slick with condensation.

At the next junction you pull the beacon from your courier kit and send it skidding beneath a pump housing. Its signal keeps moving on the drones' displays as you slip behind a row of tanks. Metal claws strike the housing; the machines have taken the bait.

The gallery bends back toward the signal chamber. The alarm is muffled by two pressure doors, and the service entrance is unguarded. The station still knows your identity. You can reach the chamber if you turn back now.

Back to setup

Section 4

Call Challenge

"I'm aboard," you say. For a moment the only answer is a burst of air over the channel. The survivor asks which dock you used, then stops herself before giving her name. Somewhere behind her, machinery beats against a loose panel.

A softer click joins the transmission. The emergency channel has routed your voice through station security, which is testing it against a watchlist. The survivor hears it too. She asks you to stay on the line while she finds a private circuit.

Back to setup

Section 5

Climb Challenge

The exterior lock seals behind you. Beyond the gantry rail, the moon fills the dark with cities too small to pick out from here. Your tether pulls taut as Station Zero rolls beneath you.

The gantry shudders. A maintenance drone swings its camera toward the movement, and another support tears loose ahead. The next handhold is still in reach, but the metal between you and it has begun to bow.

Back to setup

Section 6

Scan Challenge

The console recognizes your courier license and begins to release the archive. Halfway through, the route table goes blank. A second process has been laid over it, hiding the paths through the station behind a security trace.

The trace wakes when you touch the next command. It starts checking your identity against the station's watchlist while the route table loads one line at a time. You hold the connection open and look for a way through the false data.

Back to setup

Section 7

Survivor Route

The private circuit opens with a burst of static. "Saye," the survivor says. "Reactor engineer." Now that security is off the line, she can tell you what she saw: a shutdown order went out before any fault appeared in the relay. She tried to cancel it. Someone used her terminal access to lock her out.

You ask where the order came from. Saye has only the transmission header. The full record is still in the signal chamber, if its decoder has power. A heavy door closes somewhere on her end of the call, and she lowers her voice before giving you the route.

The directions take you through a service passage toward the security gate. Saye stays on the private circuit long enough to confirm the passage is open, then the station's failing power breaks the connection.

Back to setup

Section 8

Gantry Route

You put your weight on the next rail just as the damaged span folds behind you. The tether jerks at your waist. By the time the loose section spins away, your glove is on the upper lock's manual lever.

Inside, pressure returns with a hard pop in your ears. The lock overlooks the signal chamber; red route lights pulse along the floor toward the reactor. A status display beside the door is caught on a command sent just before the relay began to fail. It ordered a shutdown the station never requested.

The display gives you a time and a terminal number, enough to know the failure was set in motion deliberately. You leave the record lit and take the upper passage. No alarm follows you in.

Back to setup

Section 9

Maintenance Fall

The support under you tears free. You drop through a layer of insulation and strike a service ladder hard enough to drive the air from your chest. It holds. The broken opening above is already out of reach.

When you can breathe again, you see why the ladder was hidden. The shaft has no route number, and its access plate has been painted over. A maintenance arrow points down toward a manual reactor cutoff. Another rung leads upward to the relay controls.

You came in by the wrong route and found a piece of the station that its public maps leave out. The cutoff could stop the descent without depending on the damaged relay. To reach it, you will have to follow the narrow lower shaft; the climb above offers the controlled options you came for.

Back to setup

Section 10

Exposed Route

The route toward the signal chamber narrows at the security checkpoint. A red light finds you before you reach it. Your courier license appears on a wall display, followed by the words ACTIVE TARGET. Whatever opened a path through the station also gave its surveillance system a way to identify you.

Two drones detach from charging ports above the corridor. They hold position for a second, checking the doors on either side, then begin to follow your movement. Beyond them is the chamber where you can reach the reactor systems. The checkpoint shutters are already lowering.

A coolant gallery branches off behind you. Its pumps are loud enough to hide footsteps, and its doors can be tripped from the far side. You can draw the drones in there and circle back to the chamber's service entrance.

Back to setup

Section 11

Signal Hub

The signal chamber has emergency power and very little of it. A fault light travels down the supply board each time Station Zero fires a course correction. At the center console, three systems are still available: a decoder holding the false shutdown signal, a channel marked ENGINEER SAYE, and the controls for the armored passage to the reactor.

The decoder could turn a fragment of the transmission into a usable command. Saye's channel is open, though she is too far away to reach the reactor on her own. The passage controls feed an emergency ram strong enough to force the sealed door. Each system draws from the same failing reserve.

A relay clicks behind the wall, and one row of lights goes dark. The board shows enough power for one of the three systems. The other two will shut down when you commit.

Back to setup

Section 12

Shaft Bypass

A courier faces a hidden mechanical cutoff beside a ladder leading toward the reactor relay.

The lower shaft ends beneath the plasma column. Beyond the reach of station security, a hand lever sits inside a steel cage. Its label is old enough to have been painted over: MANUAL CUTOFF. A diagram on the cage shows the reactor isolated from the failing relay when the lever is pulled.

Someone left a warning beneath the diagram in grease pencil. The cutoff will send the stored charge through the archive bus and the dock access line. The navigation archive will burn, and the pressure doors to the last evacuation craft will seal before you can get back. The craft can launch on its own reserve. You will remain aboard while the station's descent stops.

Above the cage, the service ladder continues to the relay controls. That way keeps the archive and the craft in play, but the damaged relay may not answer in time. The lever is within reach now.

Back to setup

Section 13

Archive Route

The watchlist trace breaks away from the route table. You cut the console's return channel before it can send your license number anywhere, and a maintenance map appears beneath the false data. It shows a path from the docking ring to the central signal chamber.

One entry in the archive holds your attention: the time of the reactor's first failure. It precedes the damage alarms by eleven minutes. The entry beside it is a shutdown command, issued from a station terminal while the relay was still healthy. Someone started the failure and let the alarms blame it on the machinery.

You copy the record to your courier drive. Ahead, the map marks a security gate and a service corridor that reaches it from the side. The corridor lights are still green.

Back to setup

Section 14

Breach Approach

The emergency ram drives into the armored passage seal. The first blow dents it; the second shears a line of bolts from the frame. Heat pushes through the gap, carrying the smell of scorched insulation.

You brace the ram for one more stroke. The door opens far enough to pass, then the mechanism locks in place with a sound like metal breaking underwater. The power board behind you goes dark. There will be no second attempt at the chamber's other systems.

On the far side, a stair drops toward the reactor relay. You leave the ruined ram holding the passage open and descend into the heat.

Back to setup

Section 15

Quiet Approach

The decoder strips the noise from the shutdown signal. Under it sits an instruction to hold the reactor relay in its failing state even after the station requests a correction. Its signature belongs to a terminal on Station Zero, and the timestamp is earlier than the first damage alarm.

You save the command and its header to your courier drive. The same data includes a maintenance path behind the armored passage, left accessible for technicians after a door failure. Its lock accepts the decoded signal as an override.

The maintenance door opens without a warning tone. Beyond it, a narrow stair descends beside the armored wall. You take the evidence and the route down to the reactor level while the chamber's last lights fail behind you.

Back to setup

Section 16

Final Mind

The relay has one intact instruction channel. You clear its queue and bring up the last orbit command the station sent before the sabotage took hold. Half the sequence is missing; the false shutdown keeps writing over the rest.

You rebuild the command from the surviving lines while the station falls. Each time the damaged relay shakes, your cursor jumps across the display. The next correction window is opening, and the instruction channel is still yours.

Back to setup

Section 17

Final Presence

The moon's defense network answers with a targeting tone. Its operators have watched Station Zero leave its assigned orbit and are seconds from firing to break it apart. You can hear other voices on their channel, each asking for a different course.

You open the evidence channel and send the reactor's sabotage record. The operators need to know why the station is falling before they will work with you. The targeting tone continues under your first words.

Back to setup

Section 18

Security Gate

Surveillance cameras scan a lone courier approaching the security gate.

The signal chamber lies beyond a checkpoint built into the corridor wall. Cameras sweep the approach while the station compares each passing face and voice against its alert list. The display over the gate shows no active match.

You wait beside a stalled cargo cart as one camera turns toward the outer dock. Its light passes over the cart's empty rack and moves on. Across the corridor, the chamber door cycles open for a maintenance unit and begins to close again.

The opening gives you a few seconds to cross beneath the camera. Through the door you can see a bank of signal equipment still running on emergency power. The way forward is quiet for now.

Back to setup

Section 19

Rescue Approach

Saye answers on the third call. She has made it to a lift, but its door keeps reopening as the station rolls. Over the channel you hear her strike the manual switch twice before it catches. You talk her through the timing of the next jolt and hear the lift begin to move.

"I can reach the evacuation controls from here," she says. She knows the craft still docked along the station's rim. You stay on the line until the lift reaches her level; then she asks you to get to the relay. Neither job can wait for the other.

The channel drops as power leaves the signal chamber. You have helped Saye reach the controls, and the stair toward the relay is still open to you. A warning lamp over the stair flashes with each lost meter of altitude.

Back to setup

Section 20

A Stable Orbit

Engineer Saye transmits the sabotage record as a courier craft undocks above the moon.

The descent timer stops with twelve seconds left on its face. A new course appears on the navigation display, lifting Station Zero clear of the moon. For a while you watch the numbers, waiting for them to turn back. They keep climbing.

Engineer Saye comes over the station channel from the evacuation controls. She has the sabotage record and asks you to confirm its timestamp before she sends it to the moon. Your answer is enough. The transmission receipt arrives on your courier drive while the station's lights return one deck at a time.

At the dock, a complete copy of the navigation archive finishes loading to your courier drive. Your craft still answers the launch command, and its clamps release without a fight. Saye stays aboard Station Zero to secure the damaged systems; you pull away and watch the station hold its new orbit.

The End

Return to the beginning and try a different path or profile.

Optional back matter begins after Section 23. It may contain spoilers.

Back to setup

Section 21

The Falling Signal

Signals stream toward the moon as evacuation tugs pull a courier craft from the burning station.

The relay rejects the last command. On the navigation display, Station Zero's course runs straight into the moon's upper atmosphere. You send the sabotage record through every transmitter that still has power. Each channel gives back a receipt from the surface before it fails.

The evacuation tugs reach the docking ring as the station begins to break apart. You get your courier craft free and follow their lights clear of the debris. Behind you, Station Zero burns along the edge of the atmosphere. Its signal stops; the receipts remain on your drive.

On the moon, controllers repeat the record over a public channel. The false shutdown order, its timestamp, and the terminal that sent it are there for anyone to examine. You listen from the tug's wake while the last pieces of the station fall out of view.

The End

Return to the beginning and try a different path or profile.

Optional back matter begins after Section 23. It may contain spoilers.

Back to setup

Section 22

Reactor Threshold

A damaged reactor relay hangs above a column of white plasma.

The reactor relay hangs above a column of white plasma. Its housing rocks on damaged supports each time Station Zero tries to correct its orbit. On the nearest display, an outside command keeps restoring the fault after every attempt. It was entered before the first system alarm. The failure was set in motion from inside the station.

The controls show three ways to answer it. One intact instruction channel could rebuild the relay logic. The moon's defense network can receive the sabotage record and coordinate a response if it believes your warning. Beside the plasma column, a manual release wheel could sever the failing core from the station. None of the controls has enough power for a rehearsal.

The moon rises across the observation glass. Down in the inhabited districts, the first lights of an evacuation are moving along the coast. The relay gives another hard shake. You choose the method you can carry through.

Back to setup

Section 23

The Price of Orbit

A lone courier stands beside a burned archive as the last evacuation craft departs.

The orbit display settles on a safe course. Below it, the archive bus flashes once and goes black. You try the console anyway. The station's navigation archive has burned out; any fragments you copied cannot replace the full record you came to recover.

At the dock, the last evacuation craft has already pulled clear. Its engines flare against the observation glass as it turns for the moon. The station's remaining power will keep the air moving, but it cannot send you away. You tell the moon's controllers where you are. They acknowledge the call and ask you to wait for a recovery window.

Through the viewport, the inhabited moon slips lower as Station Zero climbs. Its lights are still there. You sit by the darkened archive console and listen for the next call from the surface.

The End

Return to the beginning and try a different path or profile.

Optional back matter begins after Section 23. It may contain spoilers.

Back to setup

The Station Zero Files

The failure was deliberate

Station Zero was not falling because of an ordinary reactor fault. Someone sent a false shutdown command into the relay, then left the station's remaining systems to carry it through. The navigation archive preserves the timing of that command; the gantry route puts its trace on a lock display; and Engineer Saye can identify the emergency order as false. Each opening offers part of the same case.

None of those routes gives the courier a complete explanation. The person who sent the command remains outside the story's frame. What matters on Station Zero is the proof that the failure was made, not merely suffered.

The routes you may have missed

The archive route gives the courier a maintenance map and the first hard evidence of sabotage. The gantry route trades that information for a fast, physical way through the station. The survivor route brings Saye into the crisis and keeps a human voice on the other end of the failing systems.

A complication on any of those approaches leaves the courier EXPOSED to station security. The pursuit through the coolant gallery clears that danger, then returns the courier to the signal chamber. A setback is different: the maintenance fall reveals the unmarked shaft and its manual cutoff. It is an ugly route, but it uncovers the one guaranteed way to save the moon.

What the endings mean

At the reactor threshold, the courier can repair the relay, ask the moon to act on the evidence, or sever the core by hand. A clean result lifts Station Zero back into a stable orbit with the evidence, Engineer Saye, and the courier intact.

A costly result saves the moon, but the cutoff surge burns the archive and leaves the courier behind as the last evacuation craft departs. The manual cutoff discovered in the lower shaft reaches that ending without a final Fate challenge; a complication in any finale reaches the same price by a different path.

In the final setback, the station cannot be saved. The courier opens every transmitter before the fall, so the sabotage record reaches the moon even as Station Zero burns. The station is lost, but the evidence of the crime remains.