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Mothership 1e - (Ivan Danielewicz) - Salvage Rites (Pages) (2025!07!08)

This document is a module for the Mothership® Sci-Fi Horror Role Playing Game, focusing on the design and exploration of derelict ships in deep space. It includes guidelines for creating derelicts, detailing ship types, reasons for wrecks, crew statuses, and various challenges players may face. The module also contains design tables and prompts to enhance gameplay and narrative experiences in a horror setting.

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gvorbeck
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0% found this document useful (0 votes)
422 views56 pages

Mothership 1e - (Ivan Danielewicz) - Salvage Rites (Pages) (2025!07!08)

This document is a module for the Mothership® Sci-Fi Horror Role Playing Game, focusing on the design and exploration of derelict ships in deep space. It includes guidelines for creating derelicts, detailing ship types, reasons for wrecks, crew statuses, and various challenges players may face. The module also contains design tables and prompts to enhance gameplay and narrative experiences in a horror setting.

Uploaded by

gvorbeck
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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1

TaBle of Contents
Module Introduction 3 Dice Drop Ship Designs 23

Derelict Designer 4 Area Variations 24

Step 1: Ship Type and Size 4 Additional Area Variations 26

Step 2: Reason for Wreck 5 Derelict Frames 27


Step 3: Crew and Horrors 6 Module 35
Step 4: Derelict Challenges and Hazards 43
Status 7

Quick Build Example 10 Traps 47

Additional Design Tables 12 Horrors 49

Roadblocks + Consequences 17 Salvaging a Ship 54

Objects + Interactions 18 Armaments and Equipment 55

Escalation Ideas 20 Random Search Table 56

Dice Drop Area Generator 22

LEAD PROJECT DESIGN Ivan Danielewicz


PROJECT DESIGN Greg Clarke, Stephen Collins, Jarrod Fuhr, Pierre
McCann
COVER AND MAIN ARTIST Robert Williams
ADDITIONAL ART: © Diane Ramic (19 used with permission. All rights
reserved), Jeshields (36 + 47), Jian Fan (37), Kiril Tchangov (41
copyright, used with permission), Bradley K McDevitt (45), Peter Saga
(49)
SHIP MAPPING Ivan Danielewicz
SHIP ICONS Ivan Danielewicz, Delapouite and Lorc (CC BY 3.0)

CONTENT WARNING
Please be advised that this module may contain gore and body horror, mental illness, drug use,
loss of player agency, self harm, and suicide.
Adjust where needed and look out for each other.
This product is based on the Mothership® Sci-Fi Horror Role Playing Game, published by
Tuesday Knight Games. This product is published under license. MOTHERSHIP® is a
registered trademark of Tuesday Knight Games. All rights reserved. For additional
information, visit www.tuesdayknightgames.com or contact contact@tuesdayknightgames.
com.
2
MODULE INTRODUCTION
WHAT IS A DERELICT? Some are desolate shells, the crews taken
by some unspeakable horror. Some are
As humanity stretches across the galaxy, full of survivors, the timing of their
countless crews are lost to the horrors tragedy recent enough that they cling to
and hardships of deep space. Left behind the faint hope of rescue.
are their broken, wayward, and forgotten
ships, called derelicts. The module helps wardens bring life to
the countless desperate derelicts drifting
These vessels float forlornly through the through the void. Look within to uncover
darkness, waiting for crews to come and tools, prompts, and inspirations for deep
breath life into them again. space adventure-horror and captivating
scenarios.

DERELICTS AS A SETTING
Lost starships offer a great foundation ▻ Derelicts create Isolation: Working
for adventure design. within the thin hulls separating the
▻ Derelicts are Dangerous: Space travel players from the unforgiving cold of
is brutal and merciless. Endless space, scavengers experience poor
horrors, ship failures and disasters, lighting, echoing halls, and the ever-
cosmic events, and rival factions all encroaching darkness tearing away
threaten those who seek to scrape a at their fleeting sense of safety.
living in the galaxy. ▻ Derelicts are Self-Contained:
▻ Derelicts have something to Discover: Derelicts offer an enclosed setting
What unspeakable horror tore the for adventure, creating a space to
life from this ship? Are the crew build and set your story within.
alive? What treasurers lie within? Outside factors can influence the
Discovering the unknown provides derelict, however they offer a stand-
players a reason to push themselves alone frame for your players to
beyond their character’s limits. explore and survive.
3
DERELICT DESIGNER
This section contains a series of tables to
help generate one of the countless
derelicts floating through dead space.
These tables are designed to build the Step 1:
derelict’s concept, status, and the
challenges found within. Once set, you Ship Type and Size
can easily drop in a Horror of your
choice. Craft, rewrite, and combine D100 SHIP TYPE
everything here to make a rich setting for
your players to explore and fear.
All the tables use a d100. Military, Mercenary, or Private
1-7 Security

STEP 1: SHIP TYPE AND SIZE


8-14 Medical, Evacuation, or Triage
Determine what the derelict once was.
Most are Class 2 or 3, providing enough
areas for one to two sessions of
Crew Carrier, Corporate or VIP
gameplay. 15-22 Transport, or Prison

STEP 2: REASON FOR WRECK


Terraforming, Colonization, or
Create the reason the derelict was lost to 23-30 Settlement
deep space.
Freighter, Cargo Hauler, or
STEP 3: CREW AND HORRORS 31-38 Container Ship
Give life to the NPCs and Horrors inside
by creating connections to the derelict Rogue Trader, Smuggler, or
setting. 39-46 Black Market Runner

STEP 4: DERELICT CHALLENGES AND Industrial, ex: Resource


STATUS 47-54 Extraction, Ship Builder
Populate your derelict with complications
and trials for your players to overcome.
55-62 Short Range or Escape Vessel
Warden’s Note: Between one to three
challenges are recommended for a
derelict. Science, Research, Exploration,
63-70 or Prospecting
QUICK BUILD EXAMPLE
For a walk-through of rolls and how to
71-78 Salvage, Repair, or Junker
bring it all together, check out the guide
on page 10.

GOING FURTHER 79-86 Housing or Living


For additional derelict design tables, see
pages 12-16 for more features. Deep Space Comms Relay or
87-93 Jump Point Location
To generate a quick ship’s layout, see
pages 22-26.
94- Cruise, Entertainment or Casino
100

4
Step 2:
CLASS SHIP SIZE Reason for
Tiny: Escape Craft, Shuttle, Wreck
Dropship
Description: Short range craft, D100 REASON FOR WRECK
1 limited space and supplies.
Areas: 1d5, single level 1-7 Sabotage
Crew: 1-4
Small: Planet Exploration
Vessels, Repair Craft, Fighter, 8 - 14 Engine or Warp Drive Failure
Medical Ships, Interplanetary
Travel, Luxury Craft
Description: Limited Specimen or Cargo
15 - 21 Containment Breach
2 intersystem transportation
capability, basic supplies for
deep space travel. Attacked (by Pirates, Bounty
22 - 28 Hunters, Rival Corporations…)
Areas: 1d10+4, single level
Crew: 5-15
Environmental or Habitation
Medium: Frigate, Salvage Ships, 29 - 35 Failure
Small Freighters
Description: Complete
intersystem transportation 36 - 42 Crew Abandoned Ship
capability, fully supplied for
3 short-range deep space travel.
Areas: 2d10+4 across 1-3 43 - 49 Hull Breach
levels
Crew: 25-100, Most are likely in
cryopods
50 - 57 Mainframe or AI Corruption
Large: Cargo Ships, Battleships,
Deep Space Mining, Passenger
Ship 58 - 64 Mutiny (Successful or Failed)
Description: Complete
intersystem transportation
4 capability, fully supplied for Alien or Xenomorphic -
long-range deep space travel. 65 - 71 Unknown
Areas: 3d10+4 per level, at
least 1d10+4 levels Collision with Another Object
72 - 78 (Second Ship, Meteoroid…)
Crew: 25-100s, most are likely
in cryopods
Titan: Colonization or Incorrect Navigation or Star
79 - 85 Charts
Terraforming Ships, Warships,
Cruise Ships, Ship Building
Description: Complete 86 - 92 Fuel or Power Loss
intersystem transportation
5 capability, fully supplied for
long-range deep space travel.
93 - Cosmic Event (Black Hole,
Areas: 3d10+4 per level, 100 Space-Time Fluctuation…)
minimum 3d10+4 levels
Crew: 100-1000s, most are For added variety or complexity, roll
likely in cryopods
twice on this table and combine!
5
Step 3:
Crew and Horrors
HORROR EFFECT ON
D100 SURVIVOR STATUS HORROR STATUS DERELICT

Active, but unaware of In stasis or dormant, has Cult forming, ritualistic


1-7 incoming Crew. not been active yet. praise of the Horror.

Aware of incoming Crew, Aware of incoming players, Ships areas altered, re-
8 will engage almost attacks or greets almost engineering derelict to suit
-15 immediately. immediately. itself.

Changing: Cocooned or Crew hopelessness


16 No survivors, corpses molting, its body or ability abounds, defeat in face of
-23 abound. changes. overpowering entity.

Growing in power: It Marks found throughout


24 - A sole survivor, all others changes over time, ship: claws, drippings,
30 are dead or gone. becoming more deadly. symbols, etc.

Hunting survivors: Gaps in history, records,


31 - Still in cryo pods or sealed Evidence of its success crew memory, or falsified
38 in stasis. throughout. memories.
Learning, recon: Doesn’t Broken stories, cryptic
Small group of survivors,
39 - actively engage at first, graffiti, dark whispers,
hold up or scrambling to
46 strikes players when strange scrawls of
survive. weakened. Horror’s power.
Feasting on fresh kills:
47 - AI or androids only, all Corporate interference:
Stumble upon it gorging
53 organic life is dead. they want it alive/samples.
on its prey.
Destruction to ship:
Complete crew intact. The Hatching or in creation: Reduce number of areas
54 - ship may be damaged, but Horror doesn’t by up to half, or add extra
61 its crew is present. immediately appear. effects from Inside
Conditions charts.
Starts its attacks or Crew mutations or body
62 - Rival factions have formed, unleashes its effects as modification (intentional,
69 violence throughout. the players arrive. from Horror, or otherwise).

Unaware of current danger Space distortion effects,


70 - (Everything’s fine here, Sealed or blocked reality bends, items move
76 (temporarily).
over). independently.

Pheromones or mind-
77 - Mass casualties, some Camouflaged or hidden: altering effects
84 dead, most clinging to life. Waiting in ambush. throughout.

Casting visions of the Electromagnetic effects


85 - Successful evacuation future or corruptions of cause glitches in
92 from ship. past events. electronics and computers.
Deja-vu: Small, then larger
Replaced by impostors, like Impersonating a survivor,
93 - events repeat themselves,
smugglers or something or assimilating into
100 When horror arrives, there
worse… survivor core. are no repeats.

6
Step 4: Derelict Challenges and Status
Roll a d10 to determine Challenges
1 - GRAVITY DRIVE 2 - SHIP AI AND
D100 3 - DERELICT INTEGRITY
STATUS MAINFRAME
Gravity is inconsistent Major data loss and Hull breached, vacuum
throughout the derelict, incomplete memory: AI
1-9 pulling everything to
crossing between unable to complete major breach location.
extremes. tasks.
Slow, delayed processing: Sections of derelict
10 - Gravity Drive non- Tasks take longer to destroyed or inaccessible
18 functional, needs repairs. complete. without spacewalking.
No gravity initially, will Hidden agenda: Derelict's Sections break as derelict
19 - suddenly trigger during original mission/cargo/ explored, ship is
27 exploration. assets are secretive. disintegrating.
Temperamental: Will Broken sections or other
Periodically switches
28 - refuse to do basic external components make
on/off, causing people and
36 commands unless players ship-to-ship docking
objects to plummet. do something for it first. impossible.
Corporate Interests: Ship Reinforced walls: Laser
Intense gravity well
37 - AI will act against players cutters or welders take
focused on the G-Drive,
45 to preserve high-value twice the time/fuel to cut
pulls everything in. assets, or even the Horror. through.

Double gravity throughout Hostile: The players are Thin hull breaches from
46 - derelict. Speed Checks at intruders, and must be any gunfire, explosives, or
54 disadvantage. eliminated. heavy impact.

Miss-wired: Commands
G-Drive affects nearby Fungal or bacterial growth
issued produce incorrect
55 - orbiting objects, slowly eats at the outer hull, will
results. Intentional
63 pulling them towards the infect any ship that
sabotage, damaged, or
derelict. attaches for boarding.
degradation over time?
Impotent control: Limited Barnacle-like growths
Inverse gravity well, affect on any systems. Has cover outside of the
64 - pushes everything away a lot of thoughts about derelict’s hull, attack if get
72 from the Gravity Drive. what SHOULD happen. too close. Causes weak
Constantly. points on hull.
Weak hull integrity,
Moving the derelict causes Infectious: Will attempt to
73 - attempts to move the
a G-Drive malfunction, infiltrate players' ship and
81 derelict will cause it to
creates gravity pockets. gain command/control. break apart.
Hull groans, making
‘Magnetic’ G-Drive, certain Android army: Has strange noises, like
82 - objects fly towards it. multiple androids across screams or the sound of
90 Make these objects the ship, will use them to movement throughout the
important. serve its goals. derelict.
Hacked: Controlled and Crushed sections of hull
Glitching: Every 10
91 - working against players alter derelict’s layout.
minutes assumes a
100 success. Provide clues this Areas are deformed,
random orientation. is happening. warped.

7
4 - ELECTRICAL AND 6 - ENVIRONMENTAL +
D100 5 - COSMIC
POWER STATUS HABITATION
Electricity arcs from Possessions and Body Temperatures wildly
overcharged outlets and
1-8 Displacement: Are you fluctuate throughout the
wire nests throughout who you think you are? derelict.
ship.
Attempting any major Space-time anomaly Extreme heat causes
9- electricity draw will blow causes events to replay electronics and batteries
16 fuses, must be reset for randomly, including the to overheat and potential
power on derelict. crash. explode or stop working.

Corrupting transmissions Contained fire: Smoke is


17 - Lighting is non-functional, from deep space or the spreading throughout the
25 ship is pitch black. long dead derelict crew. ship.

Darkness overwhelms: A Extreme cold: Small


Power fluctuations cause
26 - pocket dimension mechanical or electrical
moving dead zones across
33 obscures part(s) of the systems function at
the derelict. derelict. disadvantage (-).
Back-up power: Only life Electronic dead zone, or Extreme humidity: Fungal
34 - support systems and EMP burst activity. spores throughout ship,
41 emergency lighting Electronics are fried or Body save or coughing fits.
operating. don’t work.
Broken wiring panels have Alien artifact or creature.
42 - electrified some of the Where did it come from? Fog clouds limit visibility
50 metal flooring throughout Is it’s presence throughout the derelict.
the ship. intentional?
Deteriorating power Unusually rich oxygen
Dimensional rift or
supply: Starts at full levels on ship, causes
51 - anomaly causes false
power, dwindles each time euphoria and flame
58 readings or unnatural
a system is activated or weapons have enhanced
events.
used. effects.

Limited battery, generator Replicas of players or No breathable areas on


59 - power left. Major usages multiple copies of derelict ship unless habitation
66 will power out the ship. crew. controls reset.

Random power spikes will Inconsistent oxygen areas:


Derelict’s layout alters and
67 - fry any electronic/ 25%-50% of derelict
rearranges, as if it’s being
75 computers active during areas have no breathable
reconstructed.
the spike. air.
Anomalous energy waves Item properties change: Waste disposal
from outlets cause all
76 - Possess unintended or malfunctioning: Waste
electronics in immediate
83 powerful and chaotic new being pumped throughout
area to power on, unable properties. derelict.
to be turned off.

Poor/degraded wiring Food supplies tainted,


84 - Inanimate objects become
leads to electrical fires causes digestive infections
91 animated, even sentient.
throughout. or mutations if ingested.

Something is actively Voices call throughout the Unclean habitation system


92 - draining power from the derelict. Flashes of light overrun with harmful
100 ship, must be dealt with to and energy show ‘ghosts’ bacteria. Leads to player
restore power. of the past. illnesses.
8
8 - SURVIVOR
D100 7 - EXTERNAL HAZARDS 9 -SECURITY SYSTEMS
CHALLENGES
Crew ID required to pass
Meteoroid shower Androids have turned on systems. Deterrent
1-7 punches holes into derelict the living crew members. protocol in place for
or players’ ship. impostors.
Black hole or gravity well Survivors set up an Malfunctioning: Kill on
8 pulls derelict towards ambush, will attack on Sight is default
-15 destruction. first sight. programming.
Derelict collided with a Survivors have become Doors and systems locked
16 second ship, they have mindless killing machines, down until captain’s or
-23 twisted together. they’re space zombies! officer's override provided.
Solar flare or gamma burst No passable skills with Not visible, but actively
24 - blasts the area with crew, relied solely on AI. tracking and manipulating
30 radiation or disrupt Roll on AI and Mainframe player's movements.
systems. table as well.
Reinforcing or aiding Research or equipment will System has expended its
31 - vessel incoming. Roll a not be parted with or ammo (for now), will still
38 d10: The higher the jettisoned, too valuable to dry fire.
number, increase hostility. lose.
Scavenging or raiding Adaptive security system
vessel already on site. Roll Highly pious: Belief in the
39 - prevents similar anti-
a d10: The higher the gods is at the forefront of
46 security measuring being
number, the longer it’s actions and thinking. used more than once.
been there.
Fuel leak around derelict, Computer terminals locked
47 - can damage derelict’s or Mass hysteria: They panic down, will fry hacking
53 players’ ship’s thrusters first, ask questions later. devices on failure.
and engine.
Large debris field Majority of living crew is High-value areas have
54 - surrounds derelict, must imprisoned, trapped or in purge systems: Burns area
61 space jump to reach urgent need of rescue. on attempts to breach.
derelict.
Interplanetary dust clouds Starving: Food and water Will suddenly activate if
62 - cause false readings and have run out and things designated areas of
69 obscure ship’s sensors. are becoming desperate. derelict are entered.
Comet or asteroid on a Operative from a Calls to players in
70 - collision course, or competing company distorted voices, asking
76 spraying debris across the attempts to turn players them to lay down
derelict. against survivors. weapons. Fires anyways.
Corporate security ship is Mentally broken, the Doors randomly lock or
77 - inbound to sweep the area survivors don’t believe reseal once passed
84 and clear the derelict. who you say you are. through.
Nearby black hole is In imminent danger: Low Alarms blare, making
85 - distorting comms and survival odds. Roll on Toxic verbal noise or speaking
92 causing radiation spikes. or Security Systems chart. impossible to hear.
Scavenging horrors drawn Mass casualties: Many are High tech systems active,
93 - to degrading core and sick or seriously injured. like laser grids or force
100 energy signatures, begin Medical attention needed fields.
to eat away ship. immediately.
9
D100 10 - TOXIC
Quick
Build Example
Biochemicals, acids and Starting at Step 1, let’s determine our ship size and
other caustic substances type. Roll a d100 and pick from the ship sizes chart
1-9 found in pools across the (d5 if you want to randomize).
derelict.
With an 86, we get: Housing and Living. This feels
Fuel leaks create like a civilian vessel, so I’ll pick a Class 2 as a
10 - flammable or explosive planet-hopper-style ship.
18 pockets throughout the
derelict. Step 2: Why did it become a derelict? Rolling a
d100, I get 32: Environmental or Habitation failure.
Radiation leak: Hazmat Let’s say something went wrong with the life
19 - suits required, or radiation support systems and the ship started to drift.
27 sickness suffered. Can it
be contained? On Step 3 I’ll make three d100 rolls to determine
the status of the crew, the Horror’s status and the
Blood/Gore: fresh. Horror’s effect on the derelict. My three rolls are
28 - Evidence of Horror against 32, 24, 53.
36 NPCs, or NPCs to each
other everywhere. Crew Status 32: In cryopods or stasis. This fits well
with the Habitation failure. Let’s say the crew ran
Waste - Human or other: for the cryopods when the life support failed and
This environmental system sealed themselves in for safety.
37 - error causes vomiting,
45 disease, and is just
Horror Status 24: Growing in power, changing over
generally gross. time. From this, let’s make the Horror feeding off
the cryopods occupants. The more of the helpless
Cryofuel leak: Like liquid sleepers it consumes, the more powerful it gets.
46 - nitrogen, will freeze skin or Horror’s Effect on the Ship 53: Corporate
54 equipment on exposure. interference, they want the Horror alive or a
Pools or spray.
sample of it. Classic corporations… they know of
Decay/Rot: The piled dead the Horror, and want it for further study. I’ll use
55 - release fungal spores or this as the mission objective for the players.
63 bacterial disease. Create a Finally, Step 4: I’ll add in two challenges to the
source of this mass decay.
derelict’s environment, rolling 2d10 to choose
Toxins or poison found in which status modifiers I’ll use. With a 7 and a 10, I
food/water supplies. get External Hazards (7) and Toxic (10).
64 - Intentional or a result of
72 Roll a d100 for each of these: 5, 27.
slow contamination from a
faulty storage system. External Event 5: Meteoroid shower.
Toxic 27: Radiation leak.
Grease/Hydraulic fluid
73 -
spills: Slippery pools from The radiation leak can be tied to why habitation
the mechanical systems shut down, giving the players a challenge inside the
81 found throughout the ship. The meteoroid shower acts as a great
derelict. escalation event, pushing the players to complete
Narcotics pumping
their mission before the ship is destroyed by
through the ventilation meteoroids.
82 - system creates For a Horror, I’ll pull one from this module:
90 hallucinogenic or mood Cryoleeches. These dreadful, feasting creatures fit
altering effects to those well with the sleeping crew in cryopods.
who inhale it.
This gives me a complete frame for my module.
Humid conditions mixed If I want to add more, I can jump into the
with chlorine - or similar
91 - chemicals - causes Additional Design Tables on pages 12-21.
100 irritated eyes to water and To generate the ship’s layout, I can use the Dice
nostrils to burn. Drop Generator on pages 22-26.
10
11
Additional Design Tables
DARK SURVIVOR
D100 AI QUIRK CREW MOOD SECRET
All AI responses are Something has replaced
printed out on thin ream Aggressive, rage, the surviving crew with
1-8 paper, boxes of it litter the belligerent. identical androids or
derelict. vacant hosts.

Welcomes players each Survivors admire the


9- time an airlock door is Defeated, depressed, Horror and are actively
16 opened, says good-bye gloomy. working to support it.
when they leave.

Regularly includes Some of the people on


17 - survivability probability Lost, desperate, hopeless. board are kidnap victims
25 when communicating. for human trade.
Highly pessimistic.

Changes voices regularly Evidence crew was being


to lighten or reflect the
26 - Curious, questioning, put through testing, were
mood. It’s programmed to
33 interested. they aware? Possibly
believe this helps crew genetic, alien, or narcotic.
sanity.

Short-term memory They know of the Horror


34 - Issues: Constantly seeks Euphoric, blissful, and have tried to hide the
41 identification or restates exhilarated. evidence of it - by any
facts about recent events. means.

Requests to be plugged
42 - Lonely, seeking, Have ejected some crew
into different or new
50 abandoned. out of the airlock.
devices often.

Single level of alarm: All Crew has been repeatedly


problems, from a messy replaced by exact copies.
51 - Disgusted, sickened,
cabin to an incoming Their memories are
58 repulsed.
asteroid, receive same housed in a vat, is it still
alert level. operational?

Perceived sentience: Will The derelict crew did


59 - Anxious, impatiently,
demand to be addressed anything to survive when
66 troubled.
as equal. their ship failed. Anything.

Order, there is always an


67 - Irritable, unsettled, Derelict was intentionally
order. Chaos reigns unless
75 grouchy. wrecked or abandoned...
this order is followed!

Unable to process human The Horror is a cover for


76 - Sad, heartbroken,
death. Why can't humans something worse the crew
83 sorrowful
just be rebooted? was/is actually doing.

Contraband and narcotics


Hyper focused on small
84 - are hidden throughout
tasks like cleanliness and Manic, crazed, deranged.
91 ship, its real source of
filing systems. income.

Overprotective, it will Regular blood sacrifices


92 - prevent humans from Bipolar, regularly switches made. Frequency increased
100 putting themselves into between different moods. when crew entered cryo.
danger.

12
SMALL-SCALE LARGE-SCALE
D100 INSIDE DECOR FURNISHINGS FURNISHINGS
Crude industrial: Exposed A two-story metal
pipes and brushed metal Named body pillow, love sculpture of a massive
1-9 halls. Wiring easily letters tucked inside. space battle with push-
accessible. button effects and lights.
Bobblehead dolls, Large sound stage with
Sleek with that new
10 - everywhere. Various multi-tier seating. Plenty
spaceship smell. This one's
18 conditions. Always of instruments and too
fresh from the builder. bouncing. many microphones.
Slapped together Employee of the Month
Mannequins set up at
19 - patchwork: Derelict was wall, contains multiple
table, waiting for dinner to
27 assembled from whatever photos of the same ship's
be served.
was available. pleasure unit.
Worn, well traveled: Model space ship bench Glass case filled with
28 - Paneling is aged, patching with model being made in medals and trophies, all
36 makes a large part of progress. Full array of are participation medals or
structure. modeling supplies. engraved Love Mom.
Various mummified small Wall-sized star map of the
Religious iconography,
37 - animals and pets, each has known galaxy. Push pins
statues and shrines set
45 its own little hat or item planted across different
everywhere. sewn on. star systems.

Hoarder's haven: piles of Pictures of crew members Shelving units contain


46 - random equipment attached to board, red countless specimen jars,
54 everywhere, unknown lines and strange scrawling each labeled with a
organization. thread between them. person's name on them.

Living plant-covered walls Crew member's bed has Holographic-projection


55 - and organic systems are been reshaped to feature a unit, plays low-quality 3D
63 interconnected throughout hastily knitted dragon renders of crew's personal
ship. head eating it. video logs.
A couch is jammed halfway
Art explosion: Cabin doors Animatronic robot(s) play
through one of the
64 - each painted differently, glitchy seasonal music
doorways, will not move.
72 halls vibrant with color whenever someone passes
Cushions missing, legs
and shapes. nearby.
removed.
Dried fish tank with Realistic-looking indoor
Minimalist design, bare
73 - crusted remains of forest, plants connect to
necessities only. Feels
81 something once kept the habitation unit and
empty, bare inside. inside. cycle the air.
Large mural embedded
Homely: Effort made to Small shrine-like area with with countless dog tags
82 - warm to cold metal action figures locked in and ID cards, a memorial
90 construction, filled with battle amongst electronic to every crew member that
relaxing earthy colors. candles. has died.
A holoprojector map of
Shipping crates and pallets
Somebody thought the ship, however it’s not
91 - live again as modified
“spaceship!” and installed THIS ship. Also, the “You
100 tables, chairs, and
carpeting, everywhere… Are Here” icon is in three
cabinets. places.
13
D100 SHIP WEAPONRY CRYO CHAMBERS DUCTS + VENTS
Weaponry in stand-by, will Cryo fuel ran out, but crew Labyrinth of vent systems
target nearest ship if never released from spiderwebs across the
1-8 central computer chambers. Now a horrific ship, difficult to navigate
interacted with. tomb. successfully.
Failure in warhead Extended cryo sickness for Hidden items and
9- construction, most - or all anyone who has used the contraband tucked into
16 - are duds. tubes. vents by derelict crew.
Weakened warhead Additional vent and sub-
Cryo fluid pressure has
17 - housing will lead to floor systems connect
caused body parts to swell
25 internal detonations if throughout ship, add
or soft tissue to rupture.
fired. numerous connections.
Deep stasis has completely Rat or insect infestation in
Guidance systems
26 - frozen user’s extremities vents. Constant scurrying,
ineffective, armaments
33 (fingers, toes, and waste and nests
randomly disperse if fired. appendages). throughout.
Body parasites did not Thick layers of dust clog
Weapon’s housing filled
34 - freeze in cyro process. the vents, making
with debris. Must be
41 Continued to feed once breathing difficult. Expect
cleared to use. they were in stasis. coughing and sneezing.
Faulty cylinder cycling Gas leaks from cryotubes Remote heaters in vents
42 - leads to lengthy reload leaves frozen pockets create hot spots
50 times. across chambers. throughout. Burn warning.
Decaying warheads leads Occupants have been in Metal bladed, high speed
51 - to toxic or volatile zones cryo for extended period, fans block hinder passage
58 across derelict. confused, lost, and scared. through vents.
Open-access weapon Long-term memory loss Sharp corners and
59 - systems can be accessed from cryo; loss of expertise unfinished edges tears at
66 throughout ship, easily or trained skills. clothes and pulls at straps.
programmable.
Software glitches cause
A secondary command Numerous vents
reanimation sequence to
terminal outside of everywhere, perfect for
67 - skip steps, like the
command must be small creatures (or
75 breathing tube being
activated simultaneously Horrors) to move
removed before tank
to fire any warheads. throughout derelict.
drained.
Firing any warheads Cryopods harvest dreams Old vents creak and groan
76 - causes temporary system from occupants, channeled when moved through,
83 malfunctions across ship to form ship’s AI easily heard when moved
due to power drain. personality. through.

Ship’s weaponry requires Occupants struggle Sensors installed in vents


84 - captain’s key, command, or believing they are awake in give updates on ship map
91 verbal authorization to be reality and not still of anything moving
used. dreaming. through them.

Caustic slime growing in


Heightened security Auto-stimpack injectors vents, oozes digesting
92 - measures or systems malfunction: Occupants acids that eat through
100 installed around ship’s are jittery, hyperactive, and armor. Burn or scrape
weaponry. addicted to stims. away.

14
EXTERNAL ACCESS + HALLWAYS +
D100 STAIRWELLS + LADDERS
DOCKING CORRIDORS
Clean connection, but Emergency lighting only, Slick with liquid or covered
1-8 docking chute starts to creating deep shadow in debris, using it is
detach as docking begins. pockets throughout. difficult.
Clean connection, but Hallways stretch longer Faulty: obvious cracks lead
9- something gets aboard or between rooms than to breaking or collapsing
16 infects the Crew’s ship. expected, disorienting. when used.
Sections are damaged, use
Clean connection, but Impassible: collapsed
17 - of explosives or intense
trapped with explosives. ceiling structure had
25 activity will cause it to
Detonates on release. closed off this access.
collapse.
A tight fit: a partial
Clean connection, but Floating particles in the air collapse or narrow section
26 - docking airlock locked lower visibility and reflect makes it difficult to
33 down. Hack or cut light. maneuver. It takes time to
through. get through.
It has collapsed, rope
Clean connection, but Sounds echo through the
34 - needed or jump to get
orbital debris in the area halls. Difficult to place the
41 down. No clear way to
may severe connection. source. climb up.
Clean connection, but Scattered debris makes it Attack point: players are
42 - unable to easily detach. impossible to quietly move assaulted as they are
50 Time and tools required. through the hallways. halfway up/down.
Several sections have
Poor connection, chute or collapsed, sealing off Door/access sealed at top
51 - maglocks require multiple direct connections or bottom, creating a
58 attempts to secure. between rooms. Find vents choke point.
or service hatches.
Poor connection as a solar Low points in corridors Heavy fog, gas or mist
storm batters the ships,
59 - have filled with dark water. obscures the top or
threatens to tear the
66 Add electrical charge or bottom, limiting player
docked ship’s connection hazard in the water. sight.
away.
A labyrinth of hallways
Main docking unavailable, connecting rooms, Dangerously sharp drop
67 - can only access ship confusing to navigate. No off. No railings or safety
75 through narrow direct connections lines, falling is a slip away.
maintenance hatches. between areas.
No visible docking, derelict Hallway lights triggered by A trap springs as a stair is
76 - can be accessed through motion sensors. Flash on stepped on or a rung is
83 large holes or breaks in when approached, turn off touched. Determine effect.
hull. when past.
No clean connection Heavy deformation or Multi-layered catwalks
84 - available, but a section of distortion of corridors: create a maze of stairs and
91 the derelict is open to Connect to Horror’s ladders through large
space. presence. areas.
Hallways warp or twist in Impossibly endless, they
No clean connection for
92 - orientation, changing seemingly take too long to
ship-to-ship docking, ship-
100 alignment of rooms and traverse or scale.
to-ship jump required. loss of equilibrium. Physically draining.
15
DERELICT MISSION/JOB
D100 DERELICT HOOKS SALVAGE AND LOOT
PRE-WRECK
Distress call, cuts off half Internal power systems or
1-6 Delivery of cargo or goods.
way through transmission. generators.
Active warning signal
7- Interplanetary Raw, high-value minerals
transmitting from derelict:
12 transportation of people. and ore.
*STAY AWAY.*
Missing Ship Report:
13 High-priority corporate Stacks of physical credits,
reward offered for cargo
-18 task. all counterfeit.
its carrying.
Ancient ship has floated High-end valuables,
19 - Evacuation or rapid
into occupied system after jewelry, clothing, furniture,
25 relocation.
countless years. and electronics.
Static through open
26 - Joy ride through nearby Wide range of personal
comms, however a clicking
31 system. effects and basic credits.
sound is Morse code.
Live broadcast feed (video
32 - Off-books, covert, or black Warp core, jump drive, or
or just audio) of on-going
37 ops assignment. fuel tank systems.
events on ship.
Distress call, but actually a Ship upgrades, like
38 - Salvage operation of
deception to draw the enhanced comms dishes or
43 another craft.
players there. reinforced hull plating.
Cosmic event, like a worm
44 - Exploration or recon Weaponry, armor, and
hole, rips ships into a
50 mission. military armaments.
specific location.
Escape pod from derelict Androids, android
51 - Counter-corporate
recovered with someone modification systems, and
56 operation.
or something on board. body accessories.
Flashing emergency or Derelict itself is the
57 - hazard beacons shine Research and observation. payout, can be restored to
62 through deep space. operational status.
Proximity alarms ring as
63 - Missionary or religious Engineered systems or
derelict suddenly enters
68 pilgrimage. high-tech devices.
player’s ship’s space.
69 - Corporate or government Training or educational Range of small vehicles
75 task assignment. program. and parts.
Logs of derelict found Pharmaceuticals and
76 - Military or direct-
embedded in another, application equipment.
81 intervention.
connected derelict. Both legal and illegal.
Preserved or frozen food
82 - Piece or section of derelict Star mapping or deep-
stores, including luxury
87 detected by sensors. space navigation tracking. products.

88 - Rumors in trade sectors or Diplomatic or cultural Ship’s AI processing and


93 among salvage teams. assembly. data units.

94 - Family connection to Biological distribution or Habitation equipment, like


100 member of lost crew. reintegration. oxygen recyclers.

16
ROADBLOCKS + CONSEQUENCES
Create quick drop-in challenges for your establishes the drawback for completing
players to overcome or resolve. it.
Roll on the table three times. Once to Consequences can be foreshadowed to
establish the roadblock or challenge, the create a meaningful choice for players, or
second to determine the Crew action unexpected to create sudden tension in
needed to resolve it. Finally, the third roll their mission.
D100 ROADBLOCK ACTION CAUSES THIS CONSEQUENCE
Misfiring Internal Security A hazardous material is released
1-6 Activate
System into the derelict’s interior.
Horror’s speed moving through
7- Faulty External Communications Restore the derelict is increased (seems
12 Satellite Dish everywhere at once).
13 - Starts major temperature swing
Seized Propulsion Exhaust Port Disarm
18 inside derelict, becoming lethal.
19-2 Uncontrolled Derelict Weapon Derelict droids become
Repair
5 Systems inoperational or hostile.
Constant manual operation
26 - Deteriorating Main Core Deactivate required, a player is forced to stay
31 Generator behind.
32 - Player escape route blocked off or
Clogged Vent Access Reprogram
37 sealed, a new route is needed.
Derelict hull integrity or external
38 - Overactive Environmental Bypass accesses damaged. Breach is
43 Controls imminent.
44 - Engines or warp core overheating,
Glitching AI Mainframe Vent
50 potential of meltdown.
Horror mutates or evolves,
51 - Flickering Emergency Lighting Overload gaining increased deadliness or
56 System an extra ability.
57 - Hyperactive Security Lockdown Main power needs to be cut,
Destroy
62 Procedures dwindling emergency power only.
63 - Derelict security system kicks in,
Overactive Gravity Drive Embrace
68 all are considered hostile.
69 - Breathable air removed from key
Inoperational Radiation Shielding Remove
75 areas.
76 - Malfunctioning Android Energy burst inside the derelict,
Replace
81 Maintenance Docks damaging or destroying an area.
82 Nonfunctional Elevator and/or Escalation effect is increased, less
Limit
-87 Lift Systems time to complete mission.
88 - Total system reboot required, all
Failing Emergency Power System Patch Up
93 systems go offline.
94 - Jammed External Access Points NPCs in derelict turn hostile or
Power On
100 (Airlock or Cargo Bay Doors) non-cooperative.
17
OBJECTS + INTERACTIONS
Develop an area or room by giving your Objects and items also provide an
players something to investigate or opportunity for players to learn more
explore. This encourages players to look about the scenario, the Horror, or the
around and examine their surroundings, non-player characters aboard the ship.
creating immersion in the adventure.
D100 OBJECT IDEAS
1-2 Audio clips or garbled calls picked up by party’s short-range radios.
3-4 Flashing computer terminal: *WARNING-WARNING*.
5-6 Weapon marks - like bullet holes or claws - cover the walls, floor, ceiling.
7-8 A door or hatch barricaded from the player’s side. STAY OUT hastily drawn.
9-10 Bits of gore and a long blood trail lead off around a corner or into a room.
11-12 Automated cleaning droid stuck on or repeatedly bumping into wall, corpse, etc.
13-14 Diary or journal: The pages with important information are partially torn.
15-16 Remains of an experiment or autopsy, key material or object missing.
17-18 Tools jammed into machine or mechanism, like an airlock or terminal.
19-20 Empty vaccsuit tethered to the exterior, bumping against a viewport.
21-22 Intentionally dismantled equipment, carefully laid out like an autopsy.
23-24 Medical or scientific records scattered. Parts are circled, crossed out, or torn away.
25-26 Crew audio logs, each more broken, sad, or altered than the last.
27-28 Alarms suddenly blare across ship, then go silent.
29-30 Mementos or tributes attached to crew bunk or cryochamber.
31-32 Small space anomaly where time, matter, or light bends and warps.
33-34 Fresh footprints or tracks through a dusty floor.
35-36 A pile of equipment - like medical scanners - all with the same component removed.
37-38 A body part: human, android, or other. Fresh, but limited gore.
39-40 Egg clusters, shells, or shed skin - evidence something hatched or molted.
41-42 Meal tray, cold, with evidence something erupted OUT of the congealed food.
43-44 Spent fuel casings, bullet shells or the remains of other equipment use.
45-46 Damaged android head or upper body, logs can be accessed or it can be repaired.
47-48 Empty medical supplies or pill bottles found stashed from sight.
49-50 Sparking electrical wiring or electronics, possibly to a key system on a ship.
51-52 Broken cybernetic component forcibly or violently removed.
53-54 Strange sounds or noises picked up by ship’s comms.
18
55-56 Dropped or discarded emergency beacon, still active.
57-58 Destructive plant growth from vents or wall seams, reveals hidden area.
59-60 Torn or hastily removed clothing mounded in a pile. It’s all there.
61-62 Obvious staining to the walls, floor, or ceiling. Stain is growing in size.
63-64 Large cracks or breaks in floor and walls. Damage is structural.
65-66 Bioscanner detects one additional, or one fewer, life sign around the party.
67-68 Broken sample container or test tube, contents bubbling or has crawled off.
69-70 Clear tapping sound echoing in ship’s pipes, gets louder the closer it is to the source.
71-72 Motion sensor cameras or lights trigger in empty area.
73-74 Discarded armor or clothing has been intentionally left behind.
75-76 Power fluctuates when attempting to use a ship’s system.
77-78 Makeshift living area found in an unusual spot, like the vents or bathroom.
79-80 Sounds of movement within the walls, under the floor, or through the ceiling.
81-82 Encrypted file in ship’s computer, password needed.
83-84 Partially open vent: bent as something went through it or has screws missing.
85-86 Display screen with live video feed of the current room, but something is off.
87-88 Garbled transmissions from across the ship, language unrecognizable.
89-90 Meal or ration pack half eaten, wrappers scatters across the area.
91-92 Indistinct scuttling sounds, source constantly shifts throughout area.
93-94 Hastily scrawled graffiti on the walls, door or mirror written in blood, paint, fluid…
95-96 Room has been sterilized, recently. The smell of bleach lingers in the air.
97-98 Door keypad announces ACCESS DENIED to an empty hallway.
99-100 A flashing button, labeling has worn away from use.

19
ESCALATION IDEAS
Escalating events give the module a way Escalating events also provide a way to
to feel alive to the players. It can create a increase tension with the players and
sense that the derelict is changing or encourage them to keep pushing forward,
reacting to their presence and actions as or facing increasing consequences.
the module becomes more challenging. Escalation should happen over time in
This escalation may tie directly to the order to build tension, not as an all or
Horror, the derelict (setting), or both. nothing switch.

D100 ESCALATION IDEAS

HORROR SPAWNING OR GROWING IN POWER. The Horror itself changes over the course
of the module, constantly getting stronger.
1-7 Escalation Ideas: Show/describe changes in Horror’s appearance and deadliness.
Give evidence of changes, hatched egg sacks or shed skin.
Ways for Players to Slow Escalation: Attack Horror as its mutating, remove source
of power/energy, destroy Horror’s ‘base,’ or manipulate environmental controls.

RIVAL SALVAGERS INCOMING. Your players aren’t the only ones interested in the
derelict. A rival crew - corporate, mercs, rogue salvage teams - want the ship as well.
8-14 Escalation Ideas: Incoming hailing messages or proximity alarms. Weapons fire or
the derelict shakes on docking.
Ways for Players to Slow Escalation: Jam incoming ship’s radar or view screens,
threaten, bargain, or warn (truth or lie), or launch engines to evade or hide derelict.

GEAR MALFUNCTIONS. Electrical fields or dead zones, possibly changes in gravity,


temperature or pressure cause gear, armor and weapons to malfunction.
15-22 Escalation Ideas: Noticeable changes to the environment, have players see gear
issues before entering area. Small glitches or weapon jams increase in frequency.
Ways for Players to Slow Escalation: Clear the cause of the field, or discover ways
to modify gear/weapons to resist the effects, like insulation or field dampeners.

TOXINS IN THE AIR. Toxic chemicals or biological contaminants spread through the
derelict. Effects increase in intensity as players become more contaminated.
Escalation Ideas: Effects of toxins cause mind-altering effects, players lose grip on
23-30 what’s real; or players become poisoned, causing increasing damage or disadvantage
on Skills and Saves.
Ways for Players to Slow Escalation: Vent the ship or reset the habitation controls,
find oxygen tanks, or hazmat suits. Seal off contaminated sections to prevent spread.

WARP CORE BREACH OR FUEL DETONATION. Damage to the ship’s engines - intentional
or from failure - leads to the derelict’s impending destruction.
31-38 Escalation Ideas: Warning lights and alarms, a countdown announced across ship’s
comms, automatic controls unresponsive, or manual reset is required.
Ways for Players to Slow Escalation: Drain ship’s fuel into space, seal bulkheads
limiting explosion damage, or jerry-rigging, like diverting fuel or power.

PAYOUT REDUCTION OR DETERIORATION. The longer the players take, the more the
payout loses value. This could be set by the mission provider, as a resource being
consumed by a feature of the derelict, or destroyed by an environmental factor.
39-46 Escalation Ideas: Players have a way to monitor the payout’s value and can see it
decline. Players see the event - like a fire - that is causing it to lose value.
Ways for Players to Slow Escalation: Make further deals with the mission provider,
slow, divert, or stop the environmental factor.
20
SURVIVORS DISAPPEAR OR CHANGE. Discovered or rescued survivors provide
interesting role-playing moments. Use this connection and have the Horror kill them
off, or alter them - like a body swap or mind control scenario. Do this slowly or one
by one to build tension.
47-54
Escalation Ideas: Survivor’s behavior and personality changes, memory gaps, or has
wild mood swings.Players find evidence they’ve been taken, like signs of a struggle.
Ways for Players to Slow Escalation: Players find safer locations for the NPCs or
discover a way to change NPCs back or stop further changes.

DRIFTING TOWARDS DESTRUCTION. Black holes, gravity wells, asteroid belts, or gravity
from a nearby planet or star mercilessly drags the derelict towards its doom.
55-62 Escalation Ideas: Parts of the ship break away or are destroyed. Warning alarms
blare and airlocks seal off sections of the ship.
Ways for Players to Slow Escalation: Restart or repair the engines, find a way to
alter the derelict’s trajectory, or change ship’s alignment.

THE RISING WATERS. Water flooding the ship, fluid leaks, or sewage spills cause
sections of the derelict to slowly become sealed off or impassible.
Escalation Ideas: Rising waters begin to make movement difficult, players have to
63-70 submerge to cross between rooms, floating debris, aggressive creatures, or electrical
charges make the water dangerous to enter.
Ways for Players to Slow Escalation: Find ways to drain sections of the ship
(potentially cutting off other areas), or stop the flow of the flood (place shut off
valves in tough to reach places).

SELF-DESTRUCT COUNTDOWN. Classic sci-fi, total-ship-destruction countdown, the


effects can destroy not only the derelict, but the player’s ship as well.
Escalation Ideas: Countdown blasted through ships comms, a visual timer could be
71-78 used as well. Areas of the ship start breaking apart, bring on the gouts of flame that
chase players through the ships halls!
Ways for Players to Slow Escalation: Find the override password, controls or
failsafe. Eject the cause of the danger (may still cause damage to the derelict).

INCOMING SWARM. All-consuming nanobots or masses of voracious alien creatures


create an encroaching total-destruction event the players must escape from.
Escalation Ideas: Show evidence of what happens to those caught in swarm, show
79-86 visuals of the swarm moving on a ship’s map, or let the players encounter small
pockets of the creatures.
Ways for Players to Slow Escalation: Find ways to divert the swarm’s progress,
create barriers or construct walls, or trigger defense systems designed to
temporarily stop the swarm.

ENTER THE HIVE. The further the players go into the derelict, increase the evidence of
the Horror altering the environment and giving it more places to hunt/hide.
Escalation Ideas: Describe changes to the walls and floors, like goo or hardened
87-93 chitin. Lights become blocked, decreasing visibility. Air changes quality, add smells,
humidity, or toxins.
Ways for Players to Slow Escalation: Seal sections of the derelict off, modify the
ship’s environmental controls, or burn affect areas with fire!

METEOROID SHOWER, SPACE STORMS, OR DEBRIS FIELDS. The derelict is fragile, and
these external hazards threaten to destroy the derelict.
94- Escalation Ideas: Visible on horizon on arrival, holes punched through hull (small
100 breaches), loss/damage to critical systems like communication dishes.
Ways for Players to Slow Escalation: Fire the engines to alter the ship’s trajectory
or alignment, or fire ship’s weaponry to (temporarily) disperse or destroy debris.
21
DICE DROP AREA GENERATOR
This dice drop method of room
generation is chaotic, but gives great D10 MAIN AREAS
layout variations to each of your
derelicts.
All you need to generate the derelict are 1 Crew Quarters
some d10s, and a pencil and paper to
record your rolls and layout.
2 Living Areas
STEP 1: GATHERING DICE
Use a number of d10s equal to the
number of areas you want on your
derelict. Select one dice to act as the 3 Science Lab
Command Center (or use a different
numbered dice to easily spot it). Scoop
them all up into your hand.
If you plan on adding other floors, leave 4 Armory
some of the dice out.

STEP 2: CHOOSE A SHIP LAYOUT


5 Life Support
From the common ship area layouts on
the next page, select a design.

STEP 3: NOW DROP! 6 Engine Room


Shape your hands into the form of the
layout you want as you let them and the
cupped dice hit the table.
7 Command
STEP 4: ASSIGN AREAS AND HALLS
Draw a small box around each dice and
assign their area based on their value. 8 Cargo Bay
The Command Center dice is a good
starting point when mapping. Use the
table to the right to determine what area
corresponds to each number. 9 Medbay
Add connecting hallways between your
areas in the pattern of your choosing.

STEP 5: ASSIGN AREA VARIATIONS 10 Main Airlock


For variations of each of the Main Areas,
use the chart on pages 24-25 to find
variations of each type of main area.

AI Core +
Hallway Escape Pod Systems

Cryo Comms Vent Access


Chamber

22
DICE DROP SHIP DESIGNS
Below are four common layouts when out once you’ve rolled them.
using the dice drop area generator. The Reroll or substitute rolls as needed, this
blue lines give rough guides to shape is not a fixed system!
your derelict and where to space the dice

Offers:
Clustering of
Offers: main areas,
Simple, linear with
design. Easy to separated
map. branches.
Can be limiting to Creates
player movement. limited access
Consider adding points
vent passages, between
secondary separated
hallways, or more areas.
than one external Ensure main
access in the cluster has
design reasons to
leave and
return to.

Offers:
Creates open space
for a range of area
layouts. Offers:
Can give too Allows clearly
many options defined sections
for area with limited
connections, access.
find a flow
when Limited access
placing must be natural
hallways. to ship design,
the areas in each
section should
relate to each
other.

23
AREA VARIATIONS
Each of the areas listed across the top of The areas listed below these are different
the table are the more common versions variations of the common version to help
that could be found on a space ship. flesh out your derelict and add variety to

1 - CREW 2 - LIVING 3 - SCIENCE 5 - LIFE


D100 4 - SECURITY
QUARTERS AREA LAB SUPPORT
Mess Hall, Lounge + Maintenance +
1-8 Galley, + Grow Range Battle Bridge
Breakroom Utilities
Cafeteria

9- Additional Theater + Sanitization + Training + Oxygen


16 Crew Quarters Gaming Sterilization Shoot Range Generation

Security
17 - Bathrooms + Chapel + Isolation Checkpoint + Hydroponics
25 Showers Reflection Chamber Scanner

Security
26 - Cryo Gym + Examination + (Internal) Air Circulation
33 Chambers Recreation Dissection Weapon + Refreshment
System

External
34 - Education + Data + Waste Disposal
Observation Brig + Prison
41 Classrooms Working Area + Recycling
Area

Conference
Personal Area, Emergency
42 - Room, Offices, Incinerator + Food + Fresh
dedicated to Evac Area (add
50 + Working Disposal Water Storage
ship NPC Escape Pod)
Area

Store, Shop, + Cleaning


51 - Observation + Munitions +
Locker Room Vending Equipment +
58 Clean Room Tactical Gear
Machines Storage

Derelict’s Greenhouse +
59 - First Class + Library + Data Storage + Armament Botanical
66 VIP Quarters Archives Refrigeration Access + Gardens
Storage

Electrical Fuses
67 - Android Kitchen + Food Chemical Panic + Safe + System
75 Maintenance Prep Laboratory Room Controls

External Emergency
76 - Pet Housing + Bionics + Laser Grid or
Observation Power
83 Play Area Cybernetics Security Wall
Area Generators

Fire Detection
84 - Cryo Recovery Art Gallery + Failsafe Armory + Safety
91 Chambers Cultural Hub Containment Systems

Chief Chief
Personnel Bar, Pub, Dance Security
92 - Scientist’s Maintenance
Officer’s Hall, + After Officer’s
100 Personal Personal
Quarters Hours Club Quarters
Quarters Quarters

24
the types of areas that can be found on a or pick from an area’s variants when
derelict. multiple of the same numbers are rolled.
When generating a derelict’s layout, roll
6 - ENGINE 10 - MAIN
7 - COMMAND 8 - CARGO BAY 9 - MEDBAY
ROOM AIRLOCK

Loading Dock + Examination


Fuel Tanks Briefing Room Internal Airlock
Receiving Area Room

Workshop + Tool Diagnostics +


Comms Hanger Escape Pod
Storage Imaging

Secondary
Machine + Utility Drone Patient Recovery Stairs, Elevator,
Command
Repair Bay Storage + Rehab + Level Access
Center

Temperature-
Hydraulics Triage +
Piloting + Helm Controlled Vent Access
System Emergency Care
Storage

Data Banks + Small Storage Walkway +


Gravity Drive Maternity Care
Black Box Closets Hallway

Deep Space
Reactors, Warp + Personal Crew Behavioral + Secondary
Navigation
Jump Drive Storage Mental Health Docking Point
System

Solar Sail + Emergency Hidden


Safe + Protected,
External Power Back-Up System Surgery + Compartment +
Reinforced
Generation Housing + Operating Room Contraband
Storage
Controls Controls Hatch
Coolant +
Thermal Storage + Hidden Room +
Control Room Cleanroom
Maintanance Freezer Sector Access
Systems

Derrick (Crane)
AI Core + Intensive Care + External Crew
Thrusters Access + Cargo
Systems Monitoring Access Point
Equipment

Searchlight
Jump Drive or Refrigeration + Pharmaceutical Access Shaft +
Controls +
Warp Core Venting Ducts Dispensary Jefferies Tube
Housing

Ship-Wide
Funnel + Ship Strapping and Simulation + Emergency
Lockdown
Exhaust Cable Storage Training Theater Airlock
System

Medical Officer’s Bulkhead


Chief Engineer’s Captain’s Foreman’s Personal Lockdown
Quarters Quarters Quarters Quarters Section

25
ADDITIONAL AREA VARIATIONS
COLONY + MEGACHURCH
FACTORY + MINING +
D100 TERRA- + SALVAGER
ASSEMBLY RESOURCES FORMING MONASTERY
Gathering
1- Raw Material Blasting Algae Bloom Foyer + Hull Scrapper
8 Storage Furnaces Tanks Congregation Controls
Area

Assembly + Soil Seeding + Ship-to-Ship


9- Vehicle Hoists Shrine + Small
Processing Fertilizer Tether Storage
16 + Repair Holy Area
Line Production and Winches

Pneumatic and
Milling,
17 - Drill + Mining Climate Hydraulic
Boring, + Altar + Apse
25 Equipment Buffers Tanks +
Grinding Controls

Ossuary + Retrieval +
26 - Automation Mineral + Atmospheric
33 Control Center Resource Bin Processor Reflections Carrier Drone
of the Dead Storage

Extra Energy Secondary


34 - Welding + Extraction Sanctuary +
Generation Engine + Fuel
41 Fusing Lines + Lift Haven
Units, Storage Housing

Headframe Arc Welder


42 - Coloring + Library +
Platform Turbines Housing +
50 Detailing Sacred Texts
Rigging Fuel

Survey Quick
Pollutant
51 - Tool + Droid Scanner and Audience Habitation
Scrub +
58 Shed Mineral Chamber Generator +
Filtration
Detection Hoses
Hazardous
Packing + Worker Environment Artifacts + Waste
59 - Specialized Elevators and Equilibrium Reliquary Containment +
66 Storage Cages Detectors Museum Fire
Suppression
Conveyor Explosives and Specialized
Seed + Critical
67 - Belts + Charges Acolyte Tool, Mech, +
Animal
75 Material Shaping + Dormitories Equipment
Cryogenics
Transportation Storage Storage

Inspection
76 - Crusher + Cloud Seeding Pillared Halls Stabilizers +
Area +
83 Sorting Gears Canons and Paths Side Thrusters
Cameras

Maintenance Magnetic Ship


84 Droid Access + Water Storage
Automation + Inner Sanctum Grapplers +
- 91 Refurbishment + Purification
Supplies Line Housing

External
92 Automatic + Waste Head
Habitation Salvage
- Manual Processing + Minister’s
Supplies + Operations
100 Testing Dump Chambers
Storage

26
DERELICT FRAMES
Stuck for a build? derelict dressing.
The following are a series of derelict Use the Dice Drop Generator to create a
designs that offer a frame for your quick area layout, or pick through the
adventure building. Each comes complete Derelict Designer tables to further
with hooks, challenges, NPCs, and develop the frame as desired.

MILITARY BREAKER
PITCH: SUGGESTED SURVIVE:
An ancient military cruiser floats through Hazard: The corporation has dispatched
dead space, no signs of life. The a salvage or recovery team to the
tech on board is highly valuable, if ship. The countdown is on, the
the crew can survive the ship’s players must grab what they can
internal defense systems. and escape, or be purged by the
incoming crews.
SETTING: Horror: Internal defense
Brutalist military design systems spin to life, unleashing
features darkened metal death. Turrets open fire, doors
walls and cold corridors. slam closed on crewmembers,
Large propaganda murals oxygen is cut off to different
cover common areas, the sections. The ship is a hive of
stares of long dead traps and automated defense
dictators glare down at the systems.
skeletons of the crew.
POTENTIAL SOLVE:
AREA IDEAS: Source of Failure: What
Armory: Highly-tuned caused this warship to go
military tech line the walls, dark? Evidence of corporate
a gun-nuts paradise. infiltration is scattered
Quartermaster android across the ship, including a
uses every weapon against final explosive gift lodged in
intruders. the ship’s ballistics storage
area.
War Room: Long
conference table, ancient Disable AI: Unless the AI’s
human remains around. A central core is found and
fire fight broke out here. disabled, the system will
Steadily degrading continue to punish the
propaganda video players. However, its
endlessly loops. housing isn’t identified on
the ship’s maps.
POSSIBLE PAYOUTS: POTENTIAL NPCS:
Scavenge Tech: Military
tech and artifacts fetch a Liberty, Ship’s AI:
pretty penny on the black Military ship’s central
markets. computer intelligence,
spews time-worn military
Star Maps: The ship’s slogans against the
trajectory is valuable, players. Monotone
showing star maps overbearing voice pumps
through previously through echoing halls.
uncharted sectors.

27
PLEASURELESS CRUISE
PITCH: reward to get to the ship.
On an exotic craft designed for maximum Data Download: Many VIPs use this
comfort and delights, gratification turned ship. Video feeds and personal
to tragedy for all on board when a information could fetch a pretty price for
parasite was passed around. The engines those who might exploit it.
have been sabotaged and toxic levels of
mood enhancers are being pumped SUGGESTED SURVIVE:
through the ship.
Hazard: Pumped throughout the ship,
the mood enhancers create greater
SETTING SUGGESTION: states of connection and glee. Over
Ornate and inlaid décor with accents of indulgence causes hallucinations, wild
real treated wood and polished stone. mood swings, loss of control (mentally
Naked statues and suggestive artwork and physically), and increased affection
portrays pompous luxury. Stretches of or aggression.
carpeted floors and video walls show Hazard: The ship is locked down mid-
outdoor scenes and sunsets. session, sealing exits and limiting
movement throughout the ship.
AREA IDEAS: Horror: A small leech-like creature, the
Mood Enhancer Control and Storage: parasite infects a greater and greater
Controls the mild narcotics pumping number of survivors. Enters through the
throughout the ship. Controlled by an ear and burrows into the base of the
automated AI system, its housing is skull.
locked tight. Only the captain and senior Horror: Hosts are strangely interactive
crew can access it with a retinal scan. and appear drunk, which would be easier
The Hive: Goo-covered eggs line the to spot if the mood enhancers weren’t
shelves and walls of this area. Originally present. Hosts bring uninfected one-by-
the boiler room, the humid air has a one to the hive for infection.
strange funk as the heat warms the off-
colored eggs. POTENTIAL SOLVE:
Source of the Horror: Can the crew find
POSSIBLE PAYOUTS: the hive, or will new creatures continue
Repair Engines: to be spawned and infect the remaining
Hired as passengers?
contractors to Sabotage: Fixing the engines reveals the
fix the ship, damage was intentional. Someone
this payout wanted this ship to lose power in deep
is an space.
initial
POTENTIAL NPCS:
Kingston Evans, Ship’s Captain: An old
drunk, he’s in over his head. Attempts to
pass off major decisions to others or
retreat to his quarters to drink.
Savvas Panayi, Recreation Director:
Quirky and awkwardly charismatic,
Panayi inadvertently brought the parasite
onboard. Now under its control, he’s
sabotaged the engines and is slowly
infecting the crew and passengers.

28
OVERRUN RESEARCH LAB
PITCH: infected with caustic
chemicals to contain
A corporate science vessel overtaken by spread.
the very experiments it was designed to
run. Horror: An evolving
experiment stalks
the ship,
SETTING: unrelentingly
Sterile: All the décor is functional and hunting down
joyless. Off-putting pale walls and color anything living
throughout, nothing eyecatching. Several to add to its
sets of airlocks seal sections of the ship, frame.
key cards needed or hack through. Horror: Swarms
of small
AREA IDEAS: nanobots
The Lab: Ripped apart, broken hypercharged to
equipment throughout. Something cleanse the body.
massive has caused chaos. Samples and Any contact with a
hints of the horror found amongst living person leads
wreckage. to their
deconstruction for
Speciman Storage: Vats lined row upon purification.
row - some empty, some full - with
strange creatures within. Cryo fluid
covers the floor, spilling from several POTENTIAL SOLVE:
cracked vats and one where something Initial
has broken out from. Contamination:
Sample Collection: Large mechanical What caused the
arms snatch living creatures and force breakout? Science lab
them into specimen containers. Players and captain’s records
must act quickly or be plunged into the help nail down a
embalming-like fluid. timeline of where things went wrong.
Stem the Infection: Without
POSSIBLE PAYOUTS: containment, the infection will spread
beyond the ship. Find the sterilization
Retrieve Data: Central system is procedures to ensure infected are
corrupted, needs to be repaired before cleansed, or the players risk taking it with
system can be accessed. them.
Sabotage: Get in ahead of a retrieval
team, disrupt equipment or plant faulty POTENTIAL NPCS:
data. Their arrival is imminent.
Leo Serdar, Lead Scientist: Head
Snag a Specimen: Contain the researcher, has barricaded himself in
experiment, its intact mutation is valued clean room and awaiting rescue. Helpful
for further study. if aiding in regaining control of ship.
Emir Dinov, Test Subject: An escaped
POTENTIAL SURVIVE: human subject, has knowledge of the
Hazard: Biocontainmination has spread vent systems to skirt around the ship.
through sections of the ship. Requires Highly distrustful.
hazard suits or an environmental purge, Alena Mk. 2, Research Assistant: Torn
otherwise infection sets in. apart when the horror escaped, this
Hazard: Sterilization protocol has been helpful android is slowly piecing itself
enacted, flamethrowers spew fire to back together (poorly) from available
cleanse airlocks or hose those possibly material. Logic circuits misfiring.
29
MINING MADNESS
PITCH: waiting for new victims to feed on. Is he a
simple serial killer or something more
Vessel HK-1372: Contact lost after sinister? His careful planning has sealed
reported motherlode deposit uncovered the ship into a death trap, a vibechete is
on nearby asteroid belt beyond his weapon of choice.
controlled space.
Horror: Mining drones with
hulking drills and heavy clamps
SETTING SUGGESTION: have been reprogrammed and
Ship is industrial and worn. Brutalist corrupted, and now assault anyone
architecture and utility focused who passes through the mining
spaces. Luxury and comfort a distant and cargo sections of the ship.
dream for soft people.
POTENTIAL SOLVE:
AREA IDEAS: No Response: Comms circuit
Orbital Ore Pass: Potential board has been sabotaged, no
ingress/egress point. No gravity messages out or in. Reads
and passing ore fragments make as functional, but local
crossing hazardous to access inspection reveals bypasses
the airlock. installed. Someone has
Loading Dock: Connects the rigged system to appear
larger ore storage operational.
compartments with the ship Mutiny and Crew Status:
interior-proper. A cargo crane, lots Heavy evidence of violence
of steel cable, and various other throughout ship, blood and bodies.
equipment are secure, but can be Video logs of fighting crew being
operated. Corrupted mining drones ejected into space through cargo
scour the area. doors. Sole survivor (the Horror)
sealed himself in cryo.
POSSIBLE PAYOUTS:
Geological Location Data: Exact POTENTIAL NPCS:
location and disposition of rare Iov Volle, Ship’s Technical
mineral asteroids. Companies will Engineering Troubleshooter:
pay a pretty penny to get more Android-like calm and matter-of-
than a single salvaged shipload of fact communication. Acts shell-
these materials. shocked. Claims the crew
took on some kind of
SUGGESTED SURVIVE: pathogen or parasite from
the asteroid and began to kill
Hazard: Narrow razor wire and eat each other. Uses
weaves across the main divide-and-conquer tasks to
corridor access to isolate players and claim
engineering/drive section. victims.
Hard to spot, very sharp, and
difficult to avoid in zero-G. Demrash-2, Systems Maintenance:
Sectioned apart and left as scarp,
Hazard: Main power is offline - Demrash-2 has triaged its fluid
zero-G throughout the ship. leaks to cling to potential rescue.
Reactivating power ignites an Witnessed Volle’s actions, but
engine overload sequence; time is needs repairs to access these
of the essence ahead of total memories. Speaks in pitched,
meltdown. broken words. Afraid to go
Horror: The last of the large crew, permanently offline.
crewmember Iov Volle sleeps in cryo,
30
A SIGNAL FROM BEYOND
PITCH: equipment.
A deep space comms relay ship has gone
silent after a final transmission about SUGGESTED SURVIVE:
background noise from a nearby nebula. Hazard: Pumped through the internal
Exposure to this cosmic resonance has comms of the ship, the deep-space noise
led to strange mutations in the crew, and cracks the sanity of any who hear it as
the Chief Comms Officer is nowhere to they begin to mutate. The crew has
be found. already become lethargic under its
reverberations.
SETTING SUGGESTION: Hazard: Exposure to the resonance has
Sleek in design, fresh out of the shipyard broken the crew, leading to failing
with top-of-the-line gear. Numerous bays systems across the ship. Habitation
with listening and relay boost levels are dwindling, leaving
ports tucked across the low oxygen pockets
ship. Crew areas cozy across the derelict.
among the narrow, Horror: The sound
twisting corridors of changes those
the ship. exposed to it,
eventually
AREA IDEAS: mutating their
forms into a host
Main Comms for a horror from
Relay: A beyond this
sweeping series dimension. In its
of comms boards final form, the
and flashing data host splits from
lights cover the its human form to
walls. Brutalist feed and grow.
runes and geometric
symbols carved into the
relay board around only POTENTIAL SOLVE:
active signal. A pair of Cut the Signal:
headphones is plugged Communication systems
directly into this line, are locked or their
hanging from the soiled interfaces are destroyed.
officer’s chair. Find a way to stop the
Chief Comms Officer’s Bunk: incoming signal, or continue to
Area in chaos, furniture overturned be corrupted by the sound.
and smashed. Unintelligible markings and Counter Tone: Those under heavy
writing covers all the walls. Blood-soaked exposure may be lost to the noise, but a
skin piled on the floor, as if the entire contrasting signal could be broadcast to
body was pulled out of it. save those clinging to the edge of their
sanity.
POSSIBLE PAYOUTS:
Restart the Signal: Corporate operations POTENTIAL NPCS:
in this sector require heavy use of this Hayden Rath, 2nd Comms Officer:
comms relay. Find the ship, and reboot Normally lively and personable, she has
the signal relay. lost herself in the relentless noise. She
High-Tech Ship’s Upgrades: A deep has started work on a counter signal, but
salvage opertation provides the its frequency and wavelength calculations
possibility for high-quality ship upgrades, are fading alongside her sanity.
specifically comms and satellite dish
31
HELP AND HARM
PITCH: SUGGESTED SURVIVE:
The medical triage starship Hazard: Leaks in the antiseptic system
Reprieve VI goes dark after have created hazardous sprays across the
conducting a mass planetary ship. The concentrated, caustic fluid
evacuation. Something’s burns lungs and eyes, and any contact
got onboard, turning with it leads to serious chemical burns.
salvation into slaughter. Hazard: Security doors, originally
Survivors cling to the designed to keep medical areas secure,
fading hope they’ll be have malfunctioned and slam shut as
rescued. they’re used. Anyone unlucky enough to
get caught, gets crushed. The heavy
SETTING SUGGESTION: doors then self lock, trapping victims
Warm, stale pastel beneath.
coloring throughout. A Horror: It looks human, but the skin
range of medical triage never fits exactly. Something alien lies
suites and surgery beneath the borrowed exterior, and it’s
stations mix with found a prime feeding ground to hunt
pockets of comfort for silently among the injured onboard. With
recovering patients or each fresh victim, it grows in number.
off-duty personnel. Horror: Sharp scalpels, bone saws and
other metallic instruments finish the
AREA IDEAS: arms of the surgical bots. Get to close
Automated Triage and become caught in its anesthetic
Response Center: cloud, falling into a final sleep for easy
Mess of robotic carving.
surgical arms and
bloody operating POTENTIAL SOLVE:
tables. Something Spawning Ground: Cutting one of the
has reprogrammed horrors down won’t stop them, their food
or taken control of supply is too plentiful. Find their
the surgical droids, spawning ground and destroy it to finally
now all patients are stop their horrid hunt.
targeted for immediate
sedation and surgery. Survivor Locations: Scattered
throughout the ship are small pockets of
Incinerator Morgue: Piles of bodies line survivors, cut off by the hunting horrors
the area as the incinerator sits dark. moving through the ship. Short-range
Something has been feeding on the signals or hidden messages provide clues
corpses. Shed alien skins show multiple to their hideouts.
creatures got onboard, or their number is
growing.
POTENTIAL NPCS:
POSSIBLE PAYOUTS: Solomon Nayan, Chief Medical Officer:
A blunt realist, he’s trying to keep
VIP Extraction: A corporate suit survivors alive. Ordered the lockdown of
demands immediate evac, and is willing the ship when he was attacked by a
to pay handsomely to make it happen by surgical droid. Bleeding, but stable.
whatever means.
Danna Kokaeva, Colonist Leader:
Colony AI Blackbox Interface: The core Collected, but trying to put out too many
of the colony was extracted during fires and has become stretched. Losing
evacuation, preserving the operational hope. She knows her people and can spot
data for future missions. Highly valuable someone who doesn’t belong.
for corporate expansion into the sector.
32
BLACK HOLE BLUES
PITCH: unnatural state of undeath. Consider The
Forgotten (see Horrors section) as a
A hulking heavy container transport drop-in antagonist.
recorded lost 20 years prior, has been
detected orbiting the accretion disc of a Horror: Worker drone with blunt tools
supermassive black hole. float through hallways, controlled by
corrupted AI festering in the Robotic
Outposts.
SETTING SUGGESTION:
Primarily automated systems supported POTENTIAL SOLVE:
by sparse crew locations. Cold metal
walls with scattered pod lighting creates Escape Vector: Lodged within the
shadowy pockets and dark corridors. navigational data, there is a complex
system of coordinates and firing
procedures to break free of the black
AREA IDEAS: hole’s gravitational orbit.
Robotics Outposts: Nestled throughout
the ship, these small control centers POTENTIAL NPCS:
provide manual controls for the ship’s
many automated systems, like robotic Domer, Android-Crew
hoists and arms, drone deployment, and Liason: Programmed as a
droid rearmament. deep-space companion,
Domer’s human-
Control Bridge: Meals half-eaten, entry interaction files have
logs left unfinished. Flickering screens failed from the space
intermittently display cargo breach distortion of the black
warnings and a failing orbital trajectory. hole. It
routinely
POSSIBLE PAYOUTS: forgets what a
Mother Load: Fully loaded when lost, human is,
this cargo carrier holds are packed with offering service
valuable equipment and machinery for to anything
the taking. that moves.
Sproket-5,
SUGGESTED SURVIVE: Cargo Services
Assistant: Built
Hazard: Small gravitational anomalies as part of a
pop up throughout the ship, causing long line of
havoc as they rip everything into their service droids
intense gravitational core where its working about
crushed into infinitesimal size. the ship,
Hazard: Strange time dilations caused by Sproket-5 is the
the ship’s proximity to the black hole sole surviving
cause the players to replay moments in member. It
the past or live future echoes. carries
mementos from
Hazard: Ship’s engine failure or its fallen
shutdown causes it to lose orbit and brethren,
begins its final descent into the black beliving it
hole. The players need to act fast or face needs to
certain death in the black hole’s survive to
singularity. properly
Horror: Broken remains of this ship’s honor their
former crew litter the broken halls, mechanical
forced to relive their final hours in an memory.
33
34
MODULE
MACHINE
VARIANT
MODULE HOOK
All communication has been lost to the THE
cargo hauler Polbrok. The ship is
transporting an items considered a POLBROK
priority to the corporation. Your crew is
closest in proximity to its last known
whereabouts and are being dispatched to
retrieve Fragment 8753 from the ship's
cargo hold.
As payment for retrieving the Fragment, CREW
full salvage rights have been approved. MAIN SECTION
Recovering any surviving crew is a CREW
secondary objective. Do NOT remove DOCKING
fragment from containment or attempt
to directly engage with the object. CREW
The Polbrok's flight trajectory has been ELEVATOR
uploaded to your computer.

TIMELINE + BACKGROUND
A tale of greed, mutiny, and a mysterious
object.
Knowing the corporation was CARGO
transporting a high-value item, the BAY
Polbrok's Foreman Isaak Heuser and his DOORS
assistant Almas Sol set to steal it. First,
they sabotaged the ship's engines and CARGO
deep-space communications, then the SECTION
pair then attempted to extract
Fragment 8753 from its containment.
However, as they were about to extract
the strange object, the ship's Captain
Saida Bridges and crewman Pyry Reeves
intercepted the thieves. As the Fragment
was removed from its containment, all
hell broke loose.
The Fragment released a massive pulse
of energy, twisting and mutating the EMPTY
ship's androids. Their new horrid forms ESCAPE POD
(piecemeal androids) turned on the DOCKING
crew. In the ensuing chaos, Heuser killed
Bridges, Reeves fled, and the Fragment
was absorbed into one of the still
35
mutating androids. Sol ran to the escape
pod, but it launched with only half of him FRAGMENT
inside.
Heuser made it back to the FORWARD 8753
CREW SECTION of the ship to find the Description: The size of a baseball, it sits
Polbrok's android AX-Is mutating and in a static field. Surprisingly heavy and
attacking the remaining crew. Evading dense, its origin is unknown. Further
the piecemeal android, he sealed himself research necessary.
in COMMAND. Distress beacon sent, Effect: Fragment 8753 creates an
Heuser has sat waiting in dead space for anomalous effect on androids and other
help, hoping to find an opportunity to intricate electronic devices. Creates
retrieve the Fragment and escape. corruptions in programming and
Fragment 8753 has fused into the stimulates amalgamation and electronic
twisting frame of a Piecemeal King assimilation between systems.
Cluster and continues to periodically Fragment Corruption: Like a moss or
pulse its unnatural energy across the mold made of reforming circuits and
Polbrok, causing further mutations to the mechanical systems, this corruption
ship's droids, and electronic and causes systems to malfunction, stop
mechanical systems. working, or fuse together.
ARRIVING AT THE POLBROK If contact is made with fragment
corruption, make a Strength Check
As the player's ship arrives, they receive (disadvantage (-) for Androids) or it
a short wave transmission from Isaak sticks until removed. It will begin to
Heuser, the Foreman aboard the Polbrok, spread across the body until it’s covered
calling for assistance and encouraging completely (about 3 rounds). Each turn,
them to dock at the MAIN CREW AIRLOCK. those covered take 1d10 DMG as they
are broken down into the mass.

ISAAK HEUSER
Seasoned foreman. Attempting to steal Fragment 8753.
Behavior: An opportunist. Will lie, manipulate and take the
necessary means to get what he wants.
Motivation: Profit and to escape the ship.
Secret: Killed the captain after he was caught stealing
Fragment 8753.

PYRY REEVES
Long serving ship hand. Joined Captain in confronting
Heuser, injured but escaped when Captain killed and
androids went psycho. Been hiding in a storage container
since incident.
Behavior: Hard worker, capable. Grown jumpy and
paranoid (freaks out if androids in Crew). Reacts to every
sound as a threat.
Motivation: Stay alive.
Secret: Will abandon Crew at the first sign of a threat.
36
Pulses - A Ticking Clock: Every 30
min to an hour of playing time, or to
increase the pressure, the Fragment
pulses. Forecast this as a build-up of
energy only the androids can sense
or feel.
Roll on the Pulse Effect on Ship
table, and any Android player must
make a Sanity Save. On a failure,
increase their Pulse Effect by 1 on the
Pulse Effect on a Player Android.
To keep players on board the Polbrok,
extend the effects of the pulse to the
player’s ship as well.
Current Location: The Fragment has
been absorbed by the piecemeal king
cluster into its misshapen form.
Containment: Successfully sealing the
Fragment into its containment will
prevent further pulses. Pulse effects will
degrade over a few hours.
Use of the Dissonant Harmonizer will
temporarily mute the Fragment’s pulse spear-sized device resembles an enlarged
effects. When active, nearby systems tuning fork with various magnetic
aren’t affected by fragment’s pulse. This systems and speakers across it.

PULSE EFFECT ON A PLAYER


D10 PULSE EFFECT ON SHIP LEVEL ANDROID

From the fusion of electronic Witness, Taste. Scattered


systems, a piecemeal android processing. Strange visions,
is created from fragment 1
data, light, and sensory
corruption. Roll a d10, the overload. Momentary
1-3 shutdown (1 round) as
lower the number, the closer
the piecemeal android is systems attempt to reset.
created to the players’
location. Attach, Grow. Your form is
weak, expand and assimilate.
Player androids must enact Find nearby computerized
their current condition 2 devices and attach them to
4-6 your body, whatever the cost.
immediately. Sanity Save to
resist. Small corruptions secure them
to you.
A system on the Polbrok gains
fragment corruption, for Overwhelm, Embrace.
example: elevator stops Unceasing, scattered
7-9 information assaults you. Find
working, the ship's lighting 3
shuts off, or habitation comfort in the chaos.
systems begin to overheat. All skill and saves checks made
at disadvantage (-) for 10 min.
Enact two effects from the
pulse. Roll a d10 again, use the Conform, Become. The
10 other two effects from the one Warden takes control of your
rolled. If a 10 is rolled again, all 4
character as you become a
three effects occur. piecemeal android.
37
LOWER CREW SECTION LOWER CREW
MAIN CREW AIRLOCK. External ship's cord SECTION
allows for easy docking to ship. A
vaccsuit hangs in a locker inside.

HALLWAY. Long hallway winds through command


crew section, large dents and tears in Life
steel walls (from a piecemeal android) Support
throughout hallway. Heavy sounds of Systems
escape
movement from UPPER CREW SECTION from pod
the piecemeal android.
Main
crew
LIFE SUPPORT SYSTEMS. Industrial airlock
crew
habitation generators and air recyclers cryo
pump away. Trace evidence of fragment hallway
corruption across some of the advanced
electrical systems. See information on p.
36 if contact is made with it.
Large air vent can be opened to access Stairs A
COMMAND. Lockers Stairs B

COMMAND. Heuser has locked and barred

to cargo
Elevator
Hull Frame
the door to Command, and is eager to Shaft
engage with players to use them to
retrieve the Fragment. He won't unlock continued
the door unless the players deal with the In cargo
section
piecemeal android in the UPPER CREW
SECTION.
system auto-targets nearest habitable
Across Command is a full compliment of planet.
consoles and screens to operate the
Polbrok. Various warning messages and Small access ladder to CAPTAIN'S QUARTERS
light flashing: "ELECTRONIC SYSTEMS on the UPPER CREW SECTION.
MALFUNCTION - ERROR - ERROR."
Additional messages tell of the ship's CRYOCHAMBER. 12 Cryopods, various
damaged engines and cargo holds. conditions. Three have been smashed
apart with crewmembers still inside;
The following commands can be blood everywhere.
accessed:
Heavy evidence of fragment corruption
• Access Polbrok’s ship map across all the cyropods. See information
• Restart Gravity drive for Cargo on p. 36 if contact is made with it.
Section
• Control Hull Frame Shaft Elevator STAIRS A + B. Steel stairs crudely built
into ship’s frame. Sections indented, as if
• Captain’s Override Required: Access something large and heavy moved across
Engine status and damage logs them. Blood spray on walls.
COMMAND ESCAPE POD. Two-person LOCKERS AND ELEVATOR ACCESS. Airlock to
capacity, several weeks supply of living access an elevator docking bay takes up
necessities, its computer navigation most of the area, elevator not present.
Controls unresponsive until released in
DOORS. Unless otherwise indicated, all COMMAND. Small external hatches can be
areas of the Polbrok have simple used to climb the length on the HULL
touchpad-activated sliding doors. FRAME SHAFT. Lockers line the room,
These can be locked, tampered with or containing a vaccsuit and a series of
hacked. small personal effects.
38
UPPER CREW STAT BLOCKS. Information for the
SECTION piecemeal android and piecemeal
king cluster can be found on page 53.

Living emergency escape hatch leads down to


area the COMMAND ESCAPE POD.

FOREMAN HEUSER'S QUARTERS. Standard


Captain’s
room attire, though all personal effects
Crew
quarters
quarters and items are gone, like someone has
moved out.
foreman’s
quarters
CREW QUARTERS. A large 10-person
Stairs A dormitory shared by the crew, bed and
storage closets destroyed. Piecemeal
Stairs B android is assimilating a variety of
personal electronics that are scattered
throughout the quarters.
HULL FRAME SHAFT. Long trusses Several bodies lay in the wreckage.
connect the fore and the aft sections of
the Polbrok. A transport elevator
connects the building-sized length CARGO SECTION
between sections, which is sealed and GRAVITY STATUS. This section starts with
pressurized. Emergency ladders span its gravity drive disengaged, meaning all
either side of the elevator shaft for areas are currently in zero-G. In an area
maintenance or in an emergency. that changes with no gravity, it will be
marked as Zero-G with an alternative
description.
UPPER CREW SECTION
GALLEY AND LIVING SPACE. Emergency ELEVATOR ACCESS. Double airlock leads to
lighting, several shattered bulbs. Large open elevator, which takes up most of the
open cafeteria-style space with several area. Small external hatches can be used
corporate-labeled vending machines to climb the length on the HULL FRAME
dispensing pre-packaged food. Visible SHAFT.
signs of destruction throughout, and
something large has ripped electronic CARGO BAY CONTROL ROOM. Crude
devices out of the walls. Bodies, shredded industrial control room, faded gray
amongst the debris. monitors and a range of colorful buttons,
switches, and flashing lights. Heavy
CAPTAIN'S QUARTERS. A small arms case - evidence of fragment corruption across
pistol and bullets taken - left open on the the controls. Large, sealed windows look
bed. into CARGO BAY DOCKING.
Captain Bridges logs speak of: System can be accessed/hacked to:
• Her unease about the cargo, "What • Access camera systems throughout
corporate nonsense requires that the cargo bay.
kind of shielding?" • Remotely control and lock any door
• Her personal override code to access throughout the CARGO BAY.
privy information or systems. • Open the CARGO BAY DOCKING doors.
• Crew issues: Complaints about • Captain’s Override Required:
Foreman Heuser changing crew Retrieve shipping and containment
details and alternating cargo instructions for Fragment 8753.
storage.
Through a hidden panel in the closet, an
39
CARGO CRANE AND CARGO EQUIPMENT.
Industrial-sized crane for shipping
SECTION containers sits silent among its many
continued
In crew
tracks along the roof. Car-sized clamps
section hang off reinforced wiring, connects
using heavy-duty electromagnets.

Elevator
to crew
Hull Frame Anyone or anything caught in the
Shaft clamps takes 4d10 Blunt DMG as its
crushed.
Can be moved or used in any of the
Droid service
station
CARGO BAY areas, except the SEALED BAY,
and can be used in zero-G. Operated by
a small control room above the crane
Cargo crane Cargo Bay lines, which is accessed by a drop-down
housing Control room ladder.
machine
shop
Body of crew member, smashed into
ground meat, across floor and walls.
Cargo Bay
Docking WORKER DROID SERVICE STATION.
Numerous docking/charging
mechanisms for the Polbrok's cargo
droids under extreme fragment
corruption. See information on p. 36 if
contact is made with it.
Chemical
shipment Masses of partially assimilated
electronics and mechanical systems
pulse with strange animation, several
worker droids spark and spasm under
its effects. Three corrupted worker
droids attack anything that enters the
Main
cargo area.
Bay
Food
Shipment CARGO BAY DOCKING. Holds massive
cargo bay doors, large enough to fit a
small vessel through, and a landing pad.
Doors require 10 minutes to fully open
sealed Bay or close. If opened, warning sirens will
trigger through Cargo Bay Docking area
and all airlock access points to other
sections will seal. Outfitted to link with
escape
driod pod another cargo ship or space station for
Engine
Shipment
Room direct ship-to-ship cargo exchange.

MACHINE SHOP. Heavy equipment for


mechanical repairs line the area, with a
wide array of equipment and debris
scattered across the floor. Can find a
hand welder, rigging gun, and a
crowbar amongst the various tools and
machinery common to this type of area.
Corrupted Worker Droid A crude, mechanical exoloader is
C: 40, I: 30, W: 2. Slam: 1d10+1 Blunt damaged, but operable. Needs battery
DMG, spreads Fragment corruption on hit. pack installed (can be found in this
Crude cargo drone, human-sized. area).
Disintegrating under Fragment’s corruption.
40
dried and rehydratable instant meals
CARGO BAY SIZES. Each cargo bay is litter the ground, rats skitter through
vast, requiring time to get through. area. Several containers have fallen
Focus on describing the echoing space, against the entry to the MAIN CARGO BAY,
the cold air emanating off the preventing access unless moved or cut
containers, and the dull lighting. through. Polbrok crewman Pyry Reeves
is hiding inside one of the containers, and
RANDOM ENCOUNTERS. If needed, roll a will loudly cry for help if the players move
d10. On a 1-3, this number of into this area.
corrupted worker droids move
nearby. On a 4-5, worker droids are Zero-G: The broken shipping containers
cleaning a spilled container, their float through the open space, requires
activity drawing the attention of the Speed checks to avoid being crushed or
piecemeal king cluster. knocked about.

SEALED (BREACHED) BAY. Heavy vault


MAIN CARGO BAY. Polbrok's immense door hang open, the area still vibrates
primary cargo bay, spans the size of a with lingering energy. Area is vehicle-
stadium. Seemingly endless rows of sized. The body of Captain Bridges lies in
cargo containers create mazes a pool of blood, several gunshot wounds.
throughout the area, disorienting to The containment unit is lined with a
navigate through. If opened, shipping strange metal barrier. Lettering
containers contain general goods for a "Fragment 8753 Containment " on side
colony, like tools, clothing, and small walls with various warning symbols,
machinery. labels, and containment procedures.
Unable to access FOOD SHIPMENT, unless Containment unit has been cut open with
zero-G is active (see Food Shipment) a welding torch. Fragment 8753 is not
inside.
The piecemeal king cluster starts here,
absorbing the computational system Pieces of droids scatter the area, torn
from several worker droids under the apart, visible fragment corruption on
continuing corruption from the them. See information on p. 36 if contact
Fragment. is made with it.

CHEMICAL SHIPPING. Massive vats and


cylindrical containers with painted
warning signs across them. They contain
a range of industrial solvents and
chemicals being shipped to a
manufacturing colony. Several containers
have been breached, and now large
caustic pools cover the floor. Players can
take time to safely navigate the area to
avoid the stepping or falling in the
spills. If contact is made, 1d10 Fire/
Explosives DMG and armor
destroyed.
Zero-G: Globs of acidic solvent
float through the area, can be
easily seen in light. Speed
Check required to avoid.

FOOD SHIPMENT. Heavy


shipping containers have
been knocked about, their
steel secure structure
bent and twisted. Freeze-
41
A dissonant harmonizer can be found EXTENDING BEYOND
secured to the wall.
Heuser’s unknown buyer… Who set
DROID SHIPMENT. Sleek freight containers Heuser on his task? A rival corporation
bearing shiny corporate logos. The or private interest will seek payback if the
shipping crates have been pulled apart players stop Heuser.
like presents on Christmas, the droids The origin of the fragment… Where did
and high-end electronics warped into a it come from? Is it an alien artifact or a
mass of thrumming fragment strange ejection from the well of a
corruption. See information on p. 36 if supermassive black hole? Players may be
contact is made with it. sent to where it was discovered to find
A piecemeal android lurks amid the another if they are unable to successfully
masses of broken equipment and retrieve the fragment.
discarded droid parts.

ENGINE ROOM. The massive generators ALTERNATE SETUP: THE HEIST


and turbines are all silent, the reactor A rival corporation wants Fragment
core powering the thrusters maintains a 8753. Knowing the Polbrok’s navigation
stagnant hum. path, this rival corporation hires the
players to board the Polbrok and steal
If examined, there is clear evidence of the Fragment when the ship is on a
sabotage that will need time to repair to cooldown cycle between deep space
allow them to function again. jumps.
The Man Inside: Heuser has been
ESCAPE POD. Body split in half, legs feeding the rival corporation cargo logs
remain, at sealed airlock. Flashing screen: and navigation data. Heuser will aid the
"Escape pod launched." Revolver and ID players as best he can, but ultimately he
tag for Almas Sol - Foreman Assistant wants his payday.
found in blood-soaked pants.
Broken Containment: The containment
for Fragment 8753 was not designed to
ENDGAME be moved and Heuser has paid little
attention to its containment
The crew manages to successfully requirements. When the players attempt
contain the fragment… A big payday to extract the Fragment, it releases a
awaits! However, Heuser’s unknown massive pulse and everything goes to
buyer may send a team to assault the hell.
Polbrok to retrieve the fragment as the
players pilot it away.
The fragment is lost… Whether ALTERNATE SETUP: PIRATES
destroyed or fired into space, the The players are part of the crew onboard
corporation that hired the players will the Polbrok when a mercenary company
not be pleased. There will be harsh assaults the ship in search of the
consequences… jail time, heavy fines, a fragment or a cargo-raiding payday.
high mortality mission, or a hit against
the players may be in their future. Rise and Shine: The players are roused
from cryo sleep as the attack happens,
Discovering and retrieving a secondary waking to alarm bells and a ship-wide
fragment is in the players’ interests. alert about incoming hostiles.
Heuser escapes with the fragment… A Ticking Time Bomb: Knowing the
The corporation that originally hired the danger tucked away in the sealed cargo
players wants Fragment 8753 back, and bay, the players and crew must organise
it hastily dispatches the players to find a defense of the fragment’s sealed bay to
its current location. The players won’t be avoid disaster if its opened.
welcome back in the corporate sphere
unless they are successful.

42
HAZARDS
Hazards create obstacles, risks and hazard's presence gives players an
challenges in the environment that must excellent opportunity to roleplay,
be avoided or overcome. Such dangers problem solve, and choose how or even
abound in derelict vessels and deep whether to risk the danger.
space. Most importantly, consider WHY your
Unlike traps, hazards are not designed to players would brave this risk. Are they
be simply shut off or disarmed. Their being chased? Is the payout/objective
effects may be skirted or minimized, but just beyond the hazard?
they cannot be stopped without Give your players a reason to put
substantial and persistent effort. themselves at risk, and an alternate route
When using hazards, consider with different challenges that they might
foreshadowing the danger to your opt into using instead. Tough choices are
players. Providing clues and cues to a the most rewarding to work through.
ABRUPT GRAVITY WELL
Description: A short-lived surge of warped space pulls objects, people and anything not
nailed down towards its origin. The stronger the well, the more violently the objects are
ripped towards the well’s center to become crushed together.
Trigger: Can be triggered from a malfunctioning or damaged gravity drive, or the effects
of a nearby black hole or astral anomaly.
Effect: Successful Strength Check allows a player to cling to something solid, but failure
to grab or hold on leads to a host of consequences. Those unfortunate enough to get
pulled in are smashed into the other incoming objects as they are crushed under intense
gravity. For small wells, they affect a Close area and deal 3d10 Blunt DMG to anyone
pulled into the center. For a larger gravity well, anything in a Long area can be pulled in,
suffering 5d10 Blunt DMG if it hits the well’s center.
Ways to Foreshadow: Small objects are pulled towards the surge, players may feel a
sudden pull or begin sliding along the floor themselves as the well’s pull builds.

DEAD SPACE
Description: A void in space - a smothering darkness - where light fades and energy
drains. These hazards hold no set size, covering a derelict’s hallway or engulfing an entire
section of a ship.
Trigger: Its origin is unknown, but these dead pockets are reported in deep space or in
systems nearby cosmic anomalies, like a dying star.
Effect: Visibility drops to zero and the darkness seems to absorb any light shone into it.
Energy or power-based weapons and objects begin to lose power and die, their cells
drained. Those unlucky enough to encounter dead space report incoherent voices and
discordant sounds, which linger in their minds long after exposure.
Ways to Foreshadow: Light sources fade against the wall of darkness, evidence of power
drains or anomalies within a ship’s power structure.

CHEMICAL LINE TEAR


Description: Highly corrosive and toxic chemicals pumped throughout the ship eat
through their tubing and spray unsuspecting explorers.
Trigger: Blunt force damage to a shielding panel, or cutting into the hose causes the
pressurized chemicals to spray out. Restarting a habitation system (or any key system)
on an aging derelict can also cause these hoses to rip and burst, presenting an
unexpected danger.
43
Effect: Caustic chemicals eat through metal, even damaging hazard suits in heavy
concentrations. Players covered in the liquid take 2d10 Fire/Explosives DMG, and an
additional 1d10 Fire/Explosives DMG per round until its removed from skin. For added
effects, these chemicals may be highly flammable and could ignite if they contact an
open flame.
Ways to Foreshadow: Visible areas on ship eaten away from caustic spray, burning
sensation in the lungs from inhaling the fumes, or signs of mist in the air from the spray.

EMP BLAST
Description: An electromagnetic event knocks out all electronics (unless shielded).
Trigger: A massive electrical generator malfunction or solar event (like a solar flare).
Effect: Electronic items, like computers, HUDs, and communication equipment, are
rendered useless (unless shielded). Being near the source of the EMP blast will requires a
Body Save, becoming Stunned for d5 rounds on a failure.
Ways to Foreshadow: Build-up of an electrical charge in the area, electronic equipment
starts to glitch, a generator begins to overcharge or there’s an energy build-up in a star’s
surface.
HULL BREACH
Description: The outer shell of the derelict’s hull is punctured or breaks from rust and
degradation, creating a rapid decompression in the area as the air is sucked out into the
vacuum of space.
Trigger: Any sized puncture of a ship’s outer hull, possibly from a firearm or explosion.
Effect: Objects and people are dragged towards the breach, to be sucked out into space.
Oxygen is drained from the area, and anyone pulled into space without a vaccsuit (or
similar protective clothing) takes 2d10 Fire/Explosives DMG a round as their body boils
from cosmic radiation. They also have no oxygen to breath.
Ways to Foreshadow: Creaking and groans from the outer hull, small cracks will cause
air pressure to change in the area.

JAGGED METAL MAW


Description: The site of an explosion, collapse, or catastrophic event, this twisted
opening of warped and twisted metal appears as a mouth of countless teeth that tears
at suits and equipment to dire consequences.
Trigger: Entering through a torn metal breach or moving past shrapnel jutting from walls
allows the tearing metal shards to cut through armor or punctures players. While moving
slowly through the area will provide safe passage, one wrong step spells disaster.
Effect: A Speed Check is required to move through at pace, or else twisted metal deals
1d10 Bleeding DMG (AA) and they become hung up on the metal teeth. On a critical fail,
they take double damage as the teeth tear into their skin.
Ways to Foreshadow: Smoke hangs in the air from the destructive event, the metal
teeth can be seen menacingly sticking out, or clothing is pulled on by small metal debris.

MICROMETEOROID SHOWER
Description: A spray of tiny debris or rock fragments punch holes and damages anything
it collides with.
Trigger: Exploding ships or asteroids, moving through an asteroid belt, or entering a
debris field. Can be a small spray or a massive hail of stones hammering an entire ship.
Effect: 2d10 Blunt DMG per round for anything caught the storm. This can destroy
oxygen tanks, damage external systems like satellite dishes or punch holes in ancient
44
derelict hulls. The noise created from the micrometeoroids as they endlessly hammer
against a hull is deafening to those inside, Body Save or become stunned for one round.
Ways to Foreshadow: Ship sensors warn of the incoming danger, the players witness the
cause (like a ship’s destruction), or hearing the building sound as more and more impact
against the hull.

RADIOACTIVE DUST CLOUD


Description: Highly reactive particles hang in the air, causing burns, breathing challenges
and damage the mental capacity of anything living.
Trigger: A warp core generator breach, the effects of natural space radiation on a long-
abandoned and decaying ship, or the result of broken or damaged radioactive material.
Effect: 1d10 Fire/Explosives DMG per round for anything caught in its cloud. Prolonged
exposure also requires a Sanity Save. Failure leads to a loss of a skill for 1d10 hours.
Ways to Foreshadow: The ever-increasing noise from a Geiger counter, light reflecting
off the particles in the air, and signage warning of radioactive material in the area.

SEWER GAS EXPLOSION


Description: The build up of sewage in a faulty or broken environmental processing unit
causes highly explosive gases just waiting for a spark.
Trigger: A spark of any kind near the gas, like matches, gunfire or welding.
Effect: 3d10 Fire/Explosives DMG to everything in the area close to the gas leak. In
addition, the explosion causes widespread destruction to equipment in the ship as it
travels back up the sewer pipes.
Ways to Foreshadow: Smell of rotten eggs (gets stronger closer to leak), burst pipes
spray the gas into the area, gurgling sounds coming from drains or toilets, or lens flare
around lights from the discolored haze around them.

SOLAR STORM
Description: Powerful waves of ionized particles traveling at high-speed toss ships and
spacewalking personal around litter in storm-surge.
Trigger: A cosmic or superheated event of any kind like a star/solar flare-up, a starship
exploding, or a weapon detonating.
Effect: Crew is slammed into objects (1d10 Blunt DMG), and has to dodge objects
hurtling towards them. Biggest danger is being swept away to float helplessly in space.
Ways to Foreshadow: Small or unsecured objects are swept away, crew outside the ship
feel a growing force pushing against them, and derelict begins to rattle and vibrate, or is
whipped around in the building solar wind.

45
TETHER OR DOCKING TEAR
Description: High-tensile ship-to-ship tether cord tears or breaks from its anchor,
causing ships to drift apart into space.
Trigger: Extending too far, wear, tears, or age causes the cord or anchor to break.
Effect: High tension before the break causes the cord to whip around, dealing 3d10
Blunt DMG. It may also damage either ship or cut other tethers. The greater risk of a
broken tether is the ships or a person drifting away into the darkness of space.
Ways to Foreshadow: Visible wear or damage on the tether anchor point, fraying cord or
bending metal as it starts to break, or groans within the ship originating at the tether.

THERMAL BATTERY BURST


Description: Failure in a derelict’s power storage leads to a chain reaction of detonations
that ignite across the ship.
Trigger: An old, degrading power storage is damaged, its casing is ruptured, its over-
charged or recharged too quickly (like restarting an aging power system), or its exposed
to a high heat event (like being blasted with a flamethrower).
Effect: Corrosive chemicals ignite and spew from the battery, dealing 4d10 Fire/
Explosives DMG to anyone Adjacent or Close, and an additional 2d10 DMG at the
beginning of each turn until the liquid is scrapped off. Equipment and machinery in the
area is damaged or melted.
Ways to Foreshadow: The generator begins radiating incredible heat, visible cracks in
the battery’s casing, or there is a low, building hum that builds as the power storage fails.

WALKWAY COLLAPSE
Description: Metal walkways breakdown from use, neglect, and rust, leading to collapse.
Trigger: Heavy weight, pressure or impact will cause the walkway’s structure to giveway,
spilling whatever or whoever was on it at the time.
Effect: 1d10 Blunt DMG for a Close fall, 3d10 Blunt DMG for a Long fall. A collapsed
walkway also cuts off access between two points on a ship.
Ways to Foreshadow: Walkway may shift, groan, or drop a little when first taking
weight. The popping sound of bolts sheering loose, or screeching of over-stressed metal.
Obvious signs of rust and/or stress fractures along the walkway.

WARPCORE RUPTURE
Description: Highly radioactive, the energy produced by these engines warps and tears
the fabric of reality as it spills throughout the ship.
Trigger: Breaching or damaging the warpcore’s containment system. The older the core,
the more likely the core will rupture if damaged.
Effect: 1d10 Fire/Explosives DMG each round if the player has no radiation shielding.
Increase damage by 1d10 the closer the players get to the warpcore.
In addition to damage, the leak may create dimensional and temporal effects. Consider
adding effects like time shifts (for example they enter a room, then describe them
immediately re-entering the same room), tears in reality for something to emerge
through, or extreme heat causing equipment to malfunction or melt.
Ways to Foreshadow: Cracks along the warpcore, waves in air where reality is warping,
burned out geiger counters or empty radiation pill bottles, remains of vaccsuits and
hazard suits, external flare-ups spewing from the core, or warning messages in
Command or Engineering areas of the derelict.

46
TRAPS
Designed to hinder or harm, traps are intentionally set by those onboard the derelict.
When using traps, give them a purpose. Were they set to protect something? Were they
designed to injure or kill? Were they set to warn the trapper? Deploy traps with a
purpose to give the danger they create meaning, not simply as a punishment for the
players triggering it.

COMMS BLAST DROID DEMOLITION


Description: Overcharged comms Description: An android arm freshly
equipment creates a piercing noise that removed hides an explosive implanted
overwhelms speaker levels in short-range inside.
comms, causing speakers and eardrums Trigger: Interacting with the arm causes
to burst. it to spring to life and grab the nearest
Trigger: Manual, automated or timed player, Speed Check to avoid. Add
trigger built into the ship’s comms, this additional tension by giving the players a
sonic trap can even be set off remotely. chance to react as the charge builds
before it explodes.
Effect: Anyone wearing short-range
comms or with one built into their Effect: The explosion causes 2d10 Fire/
equipment must make a Body Save Explosives DMG to all Adjacent to it.
(unless they have stated their comms are Detection: A player might see the
closed). If successful, they are stunned explosives protruding or the arm twitch
for one round. On a failure, they also go as they near.
deaf for 1d10 minutes. Speakers in
affected comms are destroyed.
Detection: A soft static is continually
heard over short-range comms. When
activated, a sudden buildup of volume is
heard, giving a fraction of a second to
react.

CRYO FUEL BOMB GRAV DRIVE CHARGE


Description: A cryo fuel canister is Description: A grav drive unit has been
refitted to a pressure plate, causing it to hacked into a crude, compact form and
eject its volatile liquid as a spray. fitted with a pressure plate. Designed to
incapacitate or delay.
Trigger: Putting pressure on the plate
triggers the canister release all its fuel. Trigger: Applying body weight to the
The plate can be as small as a rigged foot-sized pressure plate causes the
button or a section of flooring. device to fire.
Effect: Causes 3d10 Fire/Explosive DMG Effect: Upon ignition, the device emits a
(redress as severe frostbite) to powerful anti-gravitational charge that
everything Adjacent to the bomb. This propels everything away from the device
blast damages armaments and at high speed. Slamming into Adjacent or
equipment caught in the blast radius. Close walls deals 1d10 Blunt DMG and
the victims must make a Body Save to
Detection: A player might see the plate, avoid being Stunned for one round.
as it could be discolored or off-aligned to
other objects around it. They may also Detection: The pressure plate may sit
see where the cryo fuel canister has been above the rest of the floor or may appear
installed behind the plate. as a misaligned tile. A player may also
sense a slight gravitational pull from the
jerry-rigged grav module.

47
LASER SENSOR COLLAPSING DOOR contact with the stuck picker suffers the
effect of the trap as well.
Description: Embedded within a heavy
sliding door’s frame, this laser trip-wire Detection: A player might see wires
trap is designed slam shut and crush. exposed around the lock, or slight sparks
from within the lock.
Trigger: Breaking the beam of the laser
causes the doors to violently close.
Effect: Standard ship doors cause 3d10 TRICK AMMO OR MAG
Blunt Force DMG to whoever is caught Description: A tampered piece of
by the door. Ship docking doors - like in a modified ammunition is hidden among
cargo bay - can catch a passing ship or functional ones. Similar destructive
cause fatal damage to a person, though modifications can also be made to clips.
their closing speed is much slower.
Trigger: The ammo immolates when the
Detection: A player might see the laser modified piece is struck by the weapon’s
briefly in fog or dust, or a blood pool or firing pin (or similar firing effect). If its a
remains from the trap’s last victim. clip, it ignites when the clip is fed into the
weapon.
SHOTGUN DISPENSER Effect: The ammo ignites in a burst of
blistering flame that destroys the gun.
Description: Jerry-rigged into a food With volatile ammunition (like a
dispenser, vending machine, or similar flamethrower), a Body Save is required to
device, a sawed-off shotgun is rigged to avoid the intense heat. On a failure, the
fire when the appliance is used. wielder suffers 2d10 Fire/Explosives
Trigger: Activating the dispenser, like DMG.
punching in an order or inserting credits, Detection: The modified ammo may not
activates the trap. sit flat in the clip, or looks different upon
Effect: The blast destroys the front panel inspection. For a modified clip, the
of the machine, and the player in front of magazine’s locking mechanism appears
the dispenser takes 3d10 Gunshot DMG. tampered with and the ammo inside may
not be threaded correctly.
Detection: In its design, the front panel
of the machine will appear tampered
with, or there may be visible wires from VACCSUIT SPIKE TRAP
the panel to the rigged shotgun’s firing
mechanism. Description: Worn, but ordinary looking,
vaccsuit (or similarly sealed suit) holds a
nasty surprise. Series of large metal
SUPER-CHARGED DOOR LOCK teeth sit inside one of the suit’s legs that
pierce into the wearer’s thigh.
Description: Wired directly to the
derelict’s power grid, this electrified door Trigger: Sealing the suit engages the
lock fries anyone unfortunate enough to trap’s mechanism, causing the spikes to
attempt to pick it. lift and bite into the leg.
Trigger: Using an electronic tool set or a Effect: Triggering this trap causes 1d10
lockpick set on the door controls Bleeding DMG to the wearer, this
completes the circuit, electrocuting the damage is taken every round until
picker. removed. Attempting to pull out of the
suit requires a Body Save, taking 2d10
Effect: Triggering this trap requires a Bleeding DMG on a successful save or
Body Save, causing 2d10 Fire/Explosives max damage on a failure.
damage (redress as electrical burns) to
the picker on a failed save, half damage Detection: Examining the suit, a player
on a successful save. A critical failure can see the metal banding added to one
means the picker is stuck to the lock, and of the legs or the small added couplings
gets electrocuted continually until they around the helmet that activates the
are removed. Anyone who makes direct trap.
48
HORRORS
CRYOLEECH
Combat: 40, Instinct: 40, Wounds: 3
Damage: 1d10 Bleeding (AA)
SPECIAL ABILITY:
Tearing Penetration. If the cryoleech damages a creature, it
latches on it its target. If its still attached at the beginning
of its next turn it forces itself through the wound and into
the body. The cryoleech must be removed within an hour,
or the creature becomes a Cryoleech
Host.
Aquatic. Cryoleeches are at home in
the water, cryofluid or passing
through a body; anywhere they can
undulate and slither. Any
Combat or Speed Checks
made by the leech in these
environments are made at
advantage (+).
Swarms. Rarely on their own,
cryoleeches are found in groups
of 3 to 5.
Long and milky colored, with
more teeth than needed. These
snake-sized parasites infect cryo
tanks, getting plenty of time to
consume their living victim while in stasis.
Once a system is infected, it must be entirely
purged, or risk immediate outbreak again.
Survivors claim they wake to an endless
nightmare, unable to defend themselves from the
horror they are sealed with.

CRYOLEECH HOST
Combat: 60, Instinct: 40, Wounds: 2 (10)
Damage: 1d10 Blunt
SPECIAL ABILITY:
Bile Spray. Body Save or Speed Check or the target is covered in vomit containing
cryoleech eggs. The larva hatch almost immediately and wriggle into any opening they
can find where they begin to feed and grow.
A Final Gift. On death, the cryoleech controlling its host wriggles free of the body to
seek a new host to feed upon.
Cough, vomit, infect. Cryoleech hosts are completely overrun with the creatures.
Cryoleeches rip control their hosts, overtaking their mind and motor functions. The hosts
become drawn to cryo fluid where they discharge cryoleech eggs for further infection, or
they seek out isolated victims, who are assaulted by cryoleeches swarming from their every
orifice.

49
DERELICT ROT
Spawns in ships left unclean during deep-space travel. Forms into dense layers - like a
moss - as it spreads and grows. Heavy sterilization or purification methods needed to
effectively remove it.
Derelict Rot Spores: Airborne spores enter the lungs, quickly multiplying and spreading
through the body. Body Save each time exposed or if continually in an infected area,
increasing infection level by 1 on failure.
INFECTION LEVEL EFFECTS
EARLY SPREAD: Coughing, sneezing, like a bad cold. Mild headaches and joint pain. Skin is
1 endlessly itchy.
SIGNS OF INFECTION: Fever, visible sweating. Headaches feel like an ice pick in your skull.
2
Small, dark, and bumpy lesions form on the skin.
INFESTATION: Fatigue, muscles don’t function correctly: Disadvantage (-) on Body Saves and
3 Speed Checks. Skin legions grow in size, small fungal growths develop on them.
BECOME: Character is overtaken by infestation of Derelict Rot. Character dies and
4 transforms into a Rot Husk over the next 1d10x10 minutes.

SHAKER SPORE
Combat: 30, Instinct: 30, Wounds: 1 (5)
Damage: 2d10 (AA) Fire/Explosives. Self-
destructs and damages everything in a Close
range. Leaves a cloud of rot spores hanging in
the air for 1d10 minutes. Body Save or
increase your Infection level by 1.
Resembling greenish-orange flesh stretched out
like a balloon, Shaker Spores grow in heavily
contaminated areas to disperse the rot to new
locations. Drawn by warm generators and body
temperature, they self detonate when nearby
heat sources. Is said to rattle before exploding.

50
ROT HUSK
Combat: 30, Instinct: 30, Wounds: 3
Damage: 1d10 Blunt.
SPECIAL ABILITY:
Wounded Dispersal: When damaged, the Rot Husk’s body ejects spores from its body.
Adjacent targets must make a Body Save or increase Infection level by 1.
As if hollow on the inside, its once human body is held together by layers of rot. Any
impact send spores streaming out of its mouth or any open orifice. Long tendrils and
shoots grow off the skin.

51
THE FORGOTTEN
Combat: 50,
Instinct: 40,
Wounds: 3 (15)
Damage: 2d10
Blunt Force
SPECIAL ABILITY:
Scream of
the Dead.
Channeling its
moment of
death, the
Forgotten
unleashes a
paralyzing
sound that
overwhelms
those nearby.
Anyone
Adjacent or
Close to the
Forgotten
must make a
Sanity Save, or
become stunned
for d5 rounds.
A New Operator.
Any stunned or
dead crew are
pulled into the suit
in two rounds. Any
damage done to the
Forgotten is split 50-
50 with those trapped
inside the suit.
Death is Temporary.
If the Forgotten is
killed, it will reanimate
in 1d10 minutes. Only
completely destroying
the suit - like using
explosives - will fully kill
the Forgotten.
Salvaging is deadly, those
lost often left behind.
Reanimated suits haunt
the cold halls of
forgotten derelicts. Corpse
often included.

52
PIECEMEAL ANDROID
Combat: 50, Instinct: 40, Wounds: 2 (20)
Damage: 1d10 Blunt Force
SPECIAL ABILITY:
Absorb Electronics. Upon a hit, the Piecemeal Android tears away an electronic device
as part of its attack. If the player hit has multiple electronics, roll to randomly determine
what is lost. This Horror will target androids primarily, attempting to ripe off sections of
their body to add them to its own twisted form.
Variable Form. Each piecemeal is different, roll on the variations table below to
determine its form.
Warped processing and corrupted AI have rendered these automatons akin to electronic
zombies. Their only goal is to assimilate electronics into their tortured frame, a futile
attempt to extend their existence further.

PIECEMEAL KING CLUSTER


Combat: 70, Instinct: 50, Wounds: 5 (25)
Damage: 3d10 Blunt Force
SPECIAL ABILITY:
Absorb Electronics. Upon a hit, the Piecemeal King Cluster tears away an electronic
device as part of its attack. If the player hit has multiple electronics, roll to randomly
determine what is lost. This Horror will target androids primarily, attempting to ripe off
sections of their body to add them to its own twisted form.
Variable Form. Each piecemeal is different, roll on the variations table below to
determine its form.
Hurl Mass. Launches a twisted mass of electronic components, dealing 2d10 Blunt Force
DMG. A piecemeal android is formed where the mass lands. Remove a wound from the
piecemeal king cluster when this ability is used.
A hive of horror, this electrical abomination is a mass conglomeration of android
components and scavenged electronics fused together.
d5 PIECEMEAL ANDROID VARIATIONS
SPEAKERS: Blares broken songs, sounds like a record player warming up. Screams broken,
1 incomprehensible words as it hunts. Sanity Save, or become stunned for one round.
BLINDING LIGHTS: Various bulbs and light fixtures protrude from its unnatural shape.
2 Electronic surges produce an intense strobing effect from the lights. Looking directly at
the android gives disadvantage (-) on attacks or skills.
STATIC SHOCK: Absorbed batteries or generators create arcs of electricity off its disjointed
3 frame. All beings within in Adjacent or Close Range take 1d10 DMG at the start of the
Round.
SUPER-HEATED: Various heating elements and burners have been integrated into its broken
4 limbs, melting any materials it strikes. Attacks do an additional 1d10 DMG, on hit Body
Save or set on fire (1d10 DMG per round)
REINFORCED: Heavy assimilation of different components into its frame have created a
5
heavy-duty shell and strike. Gains AP 3 and attacks do an additional 1d10 DMG.

53
SALVAGING A SHIP
Salvaging a ship can provide a massive Cleanse-Assess-Repair-Extract (CARE)
payday, an incredible bonus on top of steps below as a framework.
surviving its horrors. Don’t be afraid to let players work out a
The work required to salvage a ship or plan, then narrate how it plays out. Use
sections of it can take weeks to months Skill rolls to determine the success of any
(game time), so keep the salvage process high-risk operations.
engaging and interesting. Don’t let it This helps players get their payout from
devolve into an accounting exercise. The the derelict, while also moving your
better prepared the players are, the campaign along to the next adventure.
easier this challenge should be. Use the
Simple steps for a salvage operation:
A derelict is a dangerous place. The players’ first priority should
Cleanse be clearing hostiles and braving horrors to eliminate threats on
board, or at least the ones preventing their salvage operation.
Discover payout possibilities and overall damage to the ship. Is
Assess the whole derelict salvagable, or is the biggest payout from
extracting key systems? Can the ship even be moved?
Once the salvagable items have been identified, repairs need to
be completed before they are moved. Attempting to move a
Repair crumbling derelict will lead to it breaking apart, same holds true
to a cracking warp core. In both cases, this would be disasterous.
The derelict is ready to go, or the components are ready to be
cut out of the ship. In either case, the players move their loot to
Extract a ship salvage yard, which can usually be found orbiting major
space stations or habitable planets.
MACHINERY SALVAGE
Carve the important components from a starship, saving the need to pull or repair the
ship being salvaged. Provided are suggested prices for the major machinery or key
systems found in most starships that would be valuable to salvage. For larger Class ships
(3 to 5), double the value of the salvageable part.
SALVAGED PART EXAMPLES VALUE (NEW)
AI Processor Hard drives and processors, personality banks. 10 mcr
Cryopod Single deep-space sleeping device. 10 kcr
Data Black boxes, navigation data, comms feeds. 10 kcr
Escape Pod Quick-fire pod with deep-space survival functions. 5 mcr
Fuel Jump drive, warp core, or engine fuel tanks. 10 kcr
Gravity Drive Gravity generation unit or ship system. 5 mcr
Habitation Generators Air recyclers and purifiers, food/waste processors. 500 kcr
Hangar Machinery Cranes, clamps, tethers, cargo movers. 100 kcr
Jump Drive or Warp Core Engine unit(s) of a ship, thrusters included. 10 mcr
Medical Equipment Large medlab equipment like scanners, diagnostics. 100 kcr
Radiation Shielding Layers of reinforced plating on the hull. 2 mcr
Reactor Large radioactive generator. 3 mcr
Satellite Dishes Deep space comms, navigation, targeting. 100 kcr
Science Lab Equipment Examination/isolation tanks, incubators. 100 kcr
Weaponry Missile tubes, laser housing, turrets. 3 mcr
Condition Value Modifier: Good: 75% Alright: 50% Poor: 25%

54
ARMAMENTS AND EQUIPMENT
12-HOUR ENERGY STIM Modified from industrial applications, the
NRK-5 Plasma Thrower spews a ball of
Get that extra shot of energy when you liquid fire that’ll burn through most
need it! Gain advantage (+) on Strength materials. Highly volatile, the fuel tanks
or Speed Checks and Body Saves for the are known to explode if pierced or
next 1d10+2 hours. Each time you tap superheated (damage effects to all in
into this energy, gain 1 stress after its Close range as above).
first use.
After tapping into this energy five times, POWER-PACK PORTABLE GENERATOR
make a Panic Check at disadvantage (-).
Cost: 2kcr
BREACH HAMMER This portable generator is capable of
powering the basic electrical system of
Cost: 1kcr any derelict, perfect for restarting ship
Range: Adjacent systems or temporary power to heavy
Damage: 1d10 DMG machinery. Heavy; requires an
interchangable fuel tank to operate for 1
Wound: Blunt Force hour. Can operate in oxygen-less
Special: Heavy, two-handed. If used environment by attaching a fuel tank to it
against an object, like a door, Strength (consumes 2 tanks an hour).
check made at advantage (+). Sputteringly loud when in operation.
Can be loaded with a shotgun-style
explosive cartridge. If DMG dealt, the RHINO SKIN PATCH
cartridge will detonate and deal an
additional 2d10 Fire/Explosives DMG. Cost: 100cr
This feature must be reloaded after each Repairs torn or damaged sealed suits
use. (like hazard or vaccuit suits). Restores up
to AP 5 (does not restore a higher
GTFO PACK amount than suit’s original AP).
Cost: 5kcr Lasts 1 hour, then sealant releases and
suit loses any benefits of this patch.
For a quick getaway in low-gravity
environments, this simple backpack
jetpack attachment provides d10 ZERO-G SCRAP SUIT
minutes of rapid propulsion (50 km/h) Cost: 12kcr
from its low-burn thrusters. Single use, AP: 5
2d10 DMG to anyone Adjacent if
destroyed. Can be refueled and refitted Oxygen Supply: 2 hrs
for 200cr. Speed: Normal
Disclaimer: Not intended for traveling Special: Includes short-range comms,
through deep space. headlamp, and radiation shielding. Built-
in exoskeleton provides (+) on Strength
PLASMA THROWER checks and Body saves. Damage
Reduction: 3. Decompresses in 1d10+1
Cost: 5kcr rounds if punctured.
Range: Close Designed for dangerous environments
Damage: 1 Wound, or 3d10 DMG during deep space salvage, this suit offer
Shots: 4 enhanced protection against punctures
and tears, along with a range of
Wound: Fire/Explosives equipment to get the job done quicker.
Special: Disadvantage (-) on Wound
table rolls.

55
RANDOM SEARCH TABLE
D100 DERELICT RANDOM SEARCH TABLE
1-3 Gas mask and oxygen tank, Scent Free written across mask.
4-6 Spork the Spaceman action figure with working kung-fu action.
7-9 Real paper journal - brand new - with personal dedication written inside.
10-12 Heavily stained sleeping bag, damp.
13-15 Short-range comms unit with built in music system, playlist preloaded.
16-19 Half a pack of ship-safe cigarettes. Taste like mint.
20-22 Reusable syringe crudely disguised as a pen.
23-25 Stimpack with the words, Up and At Em’ printed on the side.
26-29 Series of well-thumbed pamphlets containing unionist propaganda.
30-32 Infrared sunglasses with a deck of marked cards.
33-35 Worn locator beacon (location/owner of receiver currently unknown).
36-39 Pouch of premium tobacco, best for pipe smoking.
40-42 Vial of Grandma Olden’s Anti-Aging Serum, with a bill for a monthly subscription.
43-45 Well-traveled rucksack, always has a bit of sand in the bottom.
46-49 Cache of ancient video discs, all pornography or home movies.
50-52 Dehydrated MREs, well past their expiration date (possibly edible).
53-55 Plug-in air freshener, smells like fresh grass after a rainfall.
56-59 Handheld gaming unit cleverly disguised as a bioscanner.
60-62 Synth-blood packs, expired ages ago.
63-65 Pocket watch with unknown star map engraving.
66-69 Single mag-boot. Other one might be found somewhere else in the derelict.
70-72 A vial of Real Earth Soil!
73-75 Heavy work gloves, made from real leather.
76-79 Starships and Space Dragons booklet and a d20 dice.
80-82 Flag from a known, but long abandoned, terraforming colony.
83-85 Vintage oscilloscope.
86-89 Heavy coil of salvaged copper wiring.
90-92 Small flute, needs to be cleaned.
93-95 A copy of Radiation Sickness and You! with a Geiger counter.
96-99 Bottle with Neurotoxin hastily written on lable. Just concentrated alcohol.
100 Explosives and detonator with a crumpled resignation letter.
56 MADE IN CANADA

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