Professional Documents
Culture Documents
Section 1 is about the creation of the ship itself. Roll on any (or
all) of the first three tables for the ship's type, category, and
class. Then roll once or twice on the Names table. You'll get a
result like Transport barge Purifier or Colonial skiff Obsidian
Mistress.
After that, roll on the Passengers table to see who's aboard. You
can skip this step if the ship's empty, or if the crew members are
the only ones on the ship.
When you're done with all of the above, you'll have something
like:
It’s not necessary to roll on every table! In fact, if you do, you
may have to pick and choose between grotesqueries, so be ready
to set a few horrors aside for later.
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THE STARSHIP FROM HELL
You can assign Traits and/or Expertise, and you can establish a
Connection between this character and another (either a fellow
NPC or a player character).
If you're not sure where the NPC belongs, roll on one of the
Locations tables.
Naturally, the PCs may kill or rob this character, in which case,
roll on the Possessions table to see what kind of loot they've
scored (this table is also useful for items found in the cargo hold
of a ship).
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THE STARSHIP FROM HELL
section 1: ship creator
1. Autonomous 6. Intergalactic
2. Biotic 7. Medical
3. Chronofractic 8. Royal
4. Colonial 9. Scientific
5. Imperial 10. StarLeague
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SHIP CLASS
6
SHIP CLASS
16. Scow: Has been hauling the same cargo around for a dozen
years, but has never made a single delivery. What the hell's
going on? Low speed; medium shields; low maneuverability; low
weapons; medium sensors.
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SHIP NAME
20. War-Scourge: The crew are sworn to make the galaxy safe by
purging the galaxy of the violent; they typically pose as doctors
or clergy. Low speed; high shields; medium maneuverability;
high weapons; medium sensors.
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PASSENGERS
PASSENGERS (d10)
Aside from the crew, who else is on board?
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PASSENGERS
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PHENOMENA
PHENOMENA (d12)
What's the nature of the nearby celestial phenomenon? Is it a threat to
the ship? Is it connected to any of the other strange events?
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PHENOMENA
10. Mobile white hole: defying all logic, this white hole is on the
move, devouring a nearby star before changing trajectory to
proceed towards this vessel.
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DISTRESS SIGNAL
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DISTRESS SIGNAL
11. Adrift: All trace connection to the brain-frame has been lost,
and the captain no longer has control of the ship. Something
else is trying to establish a remote connection to the brain-
frame; the crew doesn't recognize the cortical pattern, and
they're terrified.
12. Radiation: The bridge crew were irradiated, and took about
400 rems; they don't have very long.
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THREATS
THREATS (d20)
There's something wrong with the ship, or the crew, or both.
2. Aboard this vessel, all the hatches and airlocks lead to other
worlds where sentient viruses and bacteria are dominant life-
forms, using lower mammals (like primates) as vehicles. War
rages between the virus empire and the bacteria legion, and mil-
lions of humans are killed in brutal melee combat each day.
4. All the crew members are clones of a single person, but none
of them knows which one is the original.
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THREATS
9. Mysterious sigils and runes are etched into the hull of the ship
and its interior; the crew claims that they don't know what's
going on.
10. Several members of the crew are found, mangled and torn,
floating in space. The airlock controls haven't been accessed in
hours, and there's no indication of hull damage, so how did they
get out of the ship?
11. Shortly after the PCs make contact, the ship's medical team
will kill and eat their captain; they will be unable to explain why
they did it.
12. The captain and two senior officers have been reduced to
puddles of viscous liquid. Their soaked uniforms were found on
the bridge, but thus far, Medical has been unable to determine
what happened to them.
13. The crew members are all religious fanatics; they demand
that the PCs pay a tithe to their murderous god. If the PCs
refuse, violence will ensue.
14. The PC ship loses all power and goes offline as it nears this
new starship. The crew have no idea why this is happening, but
it makes them very angry.
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THREATS
15. The ship can read minds, and it knows exactly what the PCs
have done. The ship's lower-ranking crew members know about
the mind-reading, and they're so terrified that they'll void their
bowels if questioned directly.
17. The ship's system takes over the player characters' vessel,
rendering it inoperable. The crew claim that they don't know
how or why this is happening.
20. Two PCs switch bodies (and so the players exchange charac-
ter sheets). This condition only lasts as long as the PCs are on
board this ship.
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SECRETS
SECRETS (d20)
What's really going on aboard this vessel? This may or may not dove-
tail with the Indicators from the preceding table, so there will be some
work required by the GM if results from both tables are used.
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SECRETS
8. The crew has gone cannibal; a few days ago, they intercepted
Sighs, the ero-celestial intercourse craft. All of the prostitutes
and clients were cooked and devoured. Though the captain for-
bade it, a few mementos were kept by crew members, and may
be discovered by the PCs.
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SECRETS
10. The crew members are secretly testing a new toxin which
has been engineered to appear as an allergic reaction -- even
fooling the most sophisticated of pathogen sequencers. The
player characters make optimal test subjects, and as they begin
to sneeze and cough, they're told that there's a minor problem
with the pollen in the hydroponic garden. To cement the illu-
sion, the crew members are all inhaling allergens to give them-
selves actual allergic reactions. Some of the crew members
refuse to participate, and will eventually try to make contact
with the PCs.
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SECRETS
13. The genetic bomb on board this ship will destroy all beings
of a certain genotype; the warhead is aimed directly at the near-
est habitable planet. The captain and members of his senior staff
are all in on the plan, and they'll kill anyone who tries to inter-
fere.
14. The leader of the ship's crew insists that someone aboard
this vessel is a mind-wiped traitor who will be activated by the
enemy -- resulting in horrific casualties, possibly even the exter-
mination of the entire species. The problem is, the traitor does-
n't know it yet, because the false personality is so convincing
that the traitor believes that he or she is a loyal crew member.
The only solution is to kill every member of the crew, including
the captain (who admits that he or she might be the traitor). The
PCs, of course, will need to take point on this massacre -- assum-
ing that they believe the captain.
15. The ship is alive, and the crew are reprogrammed constructs.
Originally, these biosynthetic constructs were maintenance bots
and sex drones; the ship acquired them and reprogrammed
them to act as normal crew members so that no one would sus-
pect that the ship had become sentient. Some of the constructs
are malfunctioning.
16. The ship is being moved into position. Other ships across the
galaxy have already arrived at their destinations. Once all the
involved crews are finished, the thousands of ships will create a
vast three-dimensional glyph that spells out the true name of an
extra-dimensional entity. This process will summon the being
into our universe.
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SECRETS
17. The ship is delivering the carrier (an infected person) of Ista-
81, an incurable and horrifically virulent disease, to their own
homeworld. Most of the crew members are unaware of this plan,
but the few who are involved will do anything to make sure that
the carrier (whom they call “patient zero”) is delivered on time.
18. This is actually a generation ship, and the crew has gone
completely insane over the years. Xenophobic and murderous,
they'll do anything to kill those who are not part of their com-
munity.
19. Though it sickens them, the crew members are shipping the
contents of the Imperial Vomitorium to colonists (long may the
Emperor reign in glory). Not long ago, a few officers discovered
that the vomitus has gone sour, which is tantamount to heresy;
should anyone find out, the crew will be devoured by the
Emperor.
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THE STARSHIP FROM HELL
section 2: npc generator
1. Analyst
2. Chief of Security
3. Colonist
4. Commander
5. Counselor
6. Doctor
7. Engineer
8. Interrogator
9. Lieutenant
10. Science Officer
TITLES (d100)
If a passenger is more than just an ordinary civilian, then roll on this
table to establish identity (which may take the form of a title or hon-
orific, like Emperor, or a descriptor like "hostage").
1-2. Advocate
3-4. Ambassador
5-6. Archimandrite
7-8. Archon
9-10. Baron/Baroness
11-12. Bedwarmer
13-14. Bloodletter
15-16. Chamberlain
17-18. Chancellor
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TITLES
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NAMES
NAMES (d100)
Roll once or twice on this table.
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NAMES
27
TRAITS
TRAITS (d20)
Roll once to get a handle on the NPC's personality.
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FACTIONS
FACTIONS (d10)
To which organization does this NPC belong?
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factions
PLANETS (d8)
What's the NPC's homeworld?
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LOCATIONS: UPPER
1. Airlock conduit
2. Bio-resuscitation ventricle
3. Biorecycling plant
4. Botanical garden
5. Brig, cell block #27
6. Captain's quarters
7. Cryostasis chamber
8. Escape pod gamma
9. Geological survey chamber
10. Kitchen / mess hall
11. Life-support con-station
12. Med-lab 2, operating room
13. Mining tools locker 13F
14. Nav-sys control room
15. Observation deck
16. Purgative air duct
17. Respiration scrub conduit
18. Stingray hangar
19. Water purification funnel
20. Weaponry cockpit
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LOCATIONS: LOWER
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POSSESSIONS
POSSESSIONS (d20)
What's the NPC carrying?
34
POSSESSIONS
35
POSSESSIONS
18. Tachyon blaster and two power cells. Will punch a hole right
through someone (and possibly the hull as well).
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THE STARSHIP FROM HELL
PREGEN 1: SOTERION
Speed: medium
Shields: medium
Maneuverability: medium
Weapons: medium
Sensors: high
Chief Brigaa
Chamberlain Salacia
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THE STARSHIP FROM HELL
PREGEN 2: WRAITH
Speed: high
Shields: medium
Maneuverability: low
Weapons: medium
Sensors: low
The crew of the Wraith sent out a distress call because of the
virus that afflicts them. There's no antidote for the ship-borne
contagion; unfortunately, it appears to travel from ship to ship
via comm signals.
Commander Astiga
Lacerator Shual
Verger Freta
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APPENDIX
DETAILS (d12)
Bits and pieces that you can drop in where appropriate. I swiped most
of these from The White Hole, a Fiasco playset that I wrote.
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Horror and gore from Rafael Chandler
Hexcommunicated ViewScream
Pandemonio Pandemonio
Director Guide Player Guide
www.rafaelchandler.com
OSR brutality from Rafael Chandler
www.rafaelchandler.com
Madness from Jack Shear
Planet Motherfucker
talesofthegrotesqueanddungeonesque.blogspot.com