Garuda
Named
for the legendary mount of the Hindu god Vishnu, Garuda are
genetically engineered birds with internal antigravity plates,
designed to carry passengers as they fly.
By Moebius |
The
largest birds in Earth's history had wingspans of around twenty four
feet, around seven and a third metres. The largest living ones are
albatrosses, with wingspans of eleven and a half (three and two
thirds). On alien worlds, with denser atmospheres and lower
gravities, the largest wingspan yet found is the thirty feet of M.
lindberghii,
native to the Company colony of New Kinshasa.
But even on these low gravity
worlds, the dream of the flying mount was just a dream, and nothing
more. Until Company analysts started to send surveys to the rich and
powerful. It was slow going at first – advertisements are for the
unwashed masses, after all – but once they started getting
responses, the idea was floated and positively received.
Each Garuda is more wing than
body, and their brains are simple, unable to do anything but fly at
their jockey's command. Garuda "feed" on a high energy
predigested slurry, which is pumped into their bodies by connecting a
hose to the creepy metal nozzle they have in place of a throat. The
slurry is filled with nutrients, energy, and oxygen, capable of
sustaining them for days of flight and weeks of downtime between
feedings. Their legs are merely vestigial, and they rest on rotund bellies softened with fat
not for their comfort but for their rider's, so that landings are
cushioned.
By James Gurney |
You might be thinking: "Hey,
I know this is scifi, but how on earth were they able to design a
flying mount?" Well, that's because their designers cheated.
Every Garuda is filled with artificial gravity plates. The smallest
models might have a single one just to keep them afloat, but larger
types have several, as much an agrav* with an organic shell as they
are an actual animal. They are still propelled by muscle, of course,
but pedants are quick to complain that you might as well cover an
agrav with feathers and say it's a beast as well.
The smallest Garuda are designed
to carry a single rider and little else. The largest, often referred
to as "sky-whales", have multiple sets of wings and entire
rooms built on their backs and bellies, or even into their bodies.
The newest "Leviathan" models have a single spiral
staircase that can take you from a viewing dome on the top to another
on the bottom in less than a minute of walking.
While initially designed and
mostly made for luxury purposes, Garuda have found some limited use
in search and rescue, exploration, and military roles. Their use of
agrav plates doesn't require that they hold up the full weight of
what they carry, and as they are mostly organic, the weight they do
have to support is much less than that of a metal vehicle. On worlds
where supply lines are non-existent, such as backwater colonies or
uncharted systems, the expense of a Garuda can be worth taking one in
place of an agrav. In terms of weight, carrying slurry tanks is more
efficient than carrying fuel or batteries, making them well suited to
situations where recharging from a generator is not a reliable
option.
*An agrav is a vehicle which makes use of antigravity or artificial gravity plating to fly. Some ground vehicles or conventional planes and helicopters use agrav plates to support themselves, but an agrav vehicle is one that is fully dependent on their use.
Muninn
Intelligent – though only
protosapient – crows with recording and tracking devices embedded
into their bodies, as well as chameleonine feathers and the ability
to speak and even hold simple conversations. They are named for one
of the two ravens of the Norse god Odin, who were said to fly across
the world at dawn each day, returning to the god at dinner to recite
what they had learned in their travels.
By Darko Tomic |
Their species implies their most
common use, which is to hunt, tracking quarry via a "third eye"
camera set between their two true ones. It can show them images in
infrared, light amplified, and just generally magnified forms. Most
of their extra brainpower is devoted to understanding the nature of
tracking, to be able to predict where a target will go even when they
can't see them.
A Muninn's feathers are capable of
changing colour like a chameleon's scales. They use this ability
mostly at a distance, blending in with the sky before shifting to a
normal colour when they perch alongside other birds. Crows are among
the most common Earth transplant species in the human sphere,
ensuring they blend in on most planets. For those worlds where they
don't, specially made non-crow versions are available.
Because Muninn are, aside from
their camera and brain augmentation, functionally identical to a
crow, they are difficult creatures to track. In extreme situations
such as after EMPs or when communications channels are being
monitored or jammed, a Muninn can function without their implants or
without radio connection. In fact, most Muninn "run dark"
by default, only transmitting recorded information via a physical
connection to prevent their communications from being tracked. Or
just by talking. Did I mention they can talk?
Huginn and Muninn, Odin's raven
scouts, were granted the ability to speak. The modern Muninn is no
different. Talking pets have been around for centuries at this point,
and the general agreement has been that anything that isn't an uplift
– and therefore not a pet – is boring at best, unsettling at
worst. Because speech is not typically necessary for animals, and is
expensive and slow to augment into a creature, it is rarely granted.
But Muninn can make use of it, both to transmit the information
they've received and to carry messages of their own.
By Front 404 |
The supernatural elements of
Mothership give hope that there may be psychics, souls, and even
afterlives in the setting (there certainly are in mine), but at least
in our reality, entropy always wins. If something can be spied on, it
will be spied on. No defense is impenetrable, and so even the most
secure lines of communication can be monitored, bugged, and recorded.
Forget your enemies – the Company will gladly spy on anyone they
think it could be worth watching.
Muninn help escape this problem.
There's no phone to be bugged, no databank to steal and crack. The
crows aren't intelligent enough to understand the messages they're
carrying, or be bribed or tortured into revealing them, and, as of
yet, the organic brain proves impossible to read via technology. (In
those few places where psychics are starting to become exploited,
animal brains are actually harder to read than human ones.) They can
carry a message, unseen and unheard, and even elaborate on it. They
can record a response and return to their owner with it. Due to their
organic nature, they can even fly for days, weeks in some rare cases,
to carry a message "as the crow flies".
A
Muninn can be killed by a firm punch, but landing one is not easy.
Hitting an unaware Muninn requires a normal Combat test, but hitting
a Muninn that's actively moving requires a critical hit. Hitting an
aware, flying Muninn at anything but the closest ranges is an
exercise in futility, and requires a roll of exactly one. If you hit a Muninn, it has only 3 HP.
The
Lady In White
A celebrity bodyguard for those in
high society. No one knows what she looks like or even what she
sounds like, as she always wears the same white bodysuit with a mask
and voice scrambler. The only part of her anyone can see is her snow
white hair, always worn in a bun. She favours close-range combat, and
carries a katana, kris, and Scholz and Vogel "Fafnir"
plasma pistol.
In addition to being a fashion
statement, branding image, and easy way to stand out in do or die
situations, the Lady's suit is also a highly advanced piece of
armour. Despite being almost skintight and highly flexible, the suit
has been shown to block bullets and blades in the several recorded
fights she has been in. Her aversion to being hit indicates it isn't
able to always block such strikes, but there are purchasable models
of armour roughly comparable to what she wears. If you had millions
of dollars to spare, at least.
Everything she wears, and every
weapon she wields, is coated in a superthin layer of a highly
hydrophobic substance. This gives it a brilliant sheen, but more
notably causes blood to slip off of it in a few short seconds. By the
time she sheathes her blades, they and her clothes are as white as
they were before, leaving her immaculate and untouched.
The Lady has become notorious as a
mysterious figure of uncanny grace. Clients hire her as much for her
ample skill as for the status of being protected by her, and those
who have the fortune of speaking to her describe her as cold,
sarcastic, but ultimately an interesting person to talk to. But make
no mistake: the Lady does what she does for the thrill of the fight,
not for a place in high society. At the slightest sign of threat, she
jumps from casual conversation to active combat in the blink of an
eye, before returning without so much as acknowledging the combat
once the all clear is sounded. Or not returning, if she was finding
the conversation boring.
She prefers to take contracts she
expects will have a high chance of seeing actual combat, and as a
result tends to guard the kind of executive PCs will want to kill or
manipulate. The Lady has developed a reputation as a duelist,
challenging those who insult or rival her to legal duels, and
offering herself as a champion to those challenged by someone or
someone with a champion she wants to fight.
Combat
67%
Armour
3 or 2
Body
40%
Speed
50%
Instinct
33%
Health
60 or 15
Attacks
Katana:
3D10 or D6+1, 2 Hands
Kris:
2D10
or D6, 1 Hand
Plasma
Pistol:
D100 or D6+2, Armour Piercing, Close range, 3 shots, 1 Hand
Special
When
the Lady in White would be brought to 0 HP or below, she instead
remains at 1 HP, but is stunned for a round – she has never had her
armour broken before, and so the feeling of blood seeping into her
suit and sight of the growing red stain shocks her. If this happens
again in the future, she will again be stunned, as she is not used to
the pain.
A
short, lithe woman in a white bodysuit with a featureless white mask
and snow white hair tied in a bun. When she speaks, the voice is
clearly not her own, and slowly morphs to another voice over the
course of her conversation. She carries a sheathed katana, kris, and
holstered plasma pistol, and walks and talks with the utmost grace.
The Innocent
Mothership is very clearly based
on Alien and Aliens. There are other inspirations, and you could use
the game to run a non-horror game just fine (although at that point
it might be better to use a different system like Traveller or Stars
Without Number), but it's the Alien series, and especially the
original two, that seem to be the main source.
The classes in Mothership are
Teamster, Scientist, Android, and Marine. The only one that doesn't
have a clear inspiration in Alien or Aliens is the Scientist, and
even then scientists practically dominate the rosters of later
installations like Prometheus or Alien: Covenant.
But there's one classic character
left out: Newt.
Isn't she adorable? - From Aliens |
Not everyone in the depths of
space is there to kill or be killed. Well, everyone can be killed,
but not everyone signed up to do a risky job. Sometimes, people find
themselves in the strangest situations through no fault of their own,
or tag along on the journeys of others with no intention of taking
part in the difficult work.
But they are far from useless.
Their optimism and presence grounds those around them to their
humanity, reminds them of what they have a chance to be a part of.
When facing inhuman monsters and impossible odds, amorality and
nihilism cling to humans like a disease. If you gaze into the abyss,
the abyss gazes back – and with the number of monsters the average
adventurer fights, it's all too easy to become one themselves.
And innocent does not mean
incapable. Where other characters have strong weapons and sharp minds
to protect them, the Innocent must stand against their foes alone.
They have their friends for sure, but to stand alongside
larger-than-life characters without running in fear requires even
more courage than them. And because everyone gains the same skills
and stats each level, the Innocent will eventually be as strong as
their allies.
The Innocent are orphaned kids
picked up from lost colonies and the significant others of
crewmembers. They're therapists and priests. They're artists and
philosophers and free thinkers. They're all the people we think are
useless but couldn't do without. When a Marine takes a life, he does
it to protect them – when a Scientist makes a breakthrough, her
knowledge will improve their lives. We are what we fight for, and we fight for them.
Stats:
+5 Speed, -5 Combat
Saves:
30 Sanity / 60 Fear / 20 Body / 30 Armour
Stress:
Spend a round to calm someone down and let them reroll a Fear save or panic check.
Skills:
Rimwise, +3 Points
The
Goddess of Lost Things
In a setting with explicitly
supernatural elements, however rare and unknown, religion is not
something so easily shed. Most sci-fi settings tend to push it to the
background, making characters with faith often zealots or aliens (or
both).
But in the depths of space,
society diverges from the norm. Lost colonies can go decades or even
centuries before being recontacted, and in that time, a small initial
population can rapidly expand. New religions develop, as do new takes
on old ones. It's human nature to push the boundaries of what is
normal, and a predominantly atheist or agnostic civilization will
only have its religious members gravitate to the fringes, fringes
where communication delays and unnatural living conditions promote
new ways of thinking.
From Netrunner - by Yog Joshi (the art, not the game) |
While all but the most ancient and
venerable religions tend to stick to their systems of origin, one
faith – if you can even call it one – has spread far and wide.
The Goddess of Lost Things, patron of travellers, explorers, and
refugees.
Her worship does not demand that
she be praised before any other. Indeed, she has no priests or
priestesses, no holy books or commandments. Her temples are hostels,
her prayers meant to inspire hope, not devotion. Countless people who
have no doubt that she does not exist pray to her all the same.
The Goddess of Lost Things is
worshipped by those far away from home. Travellers and explorers, but
also refugees and, naturally, the homeless. She requires
nothing, but offers subtle intervention in return for prayer and
sacrifice. Many who "worship" her are completely atheist,
only making the prayers for their own comfort. Having something to
have hope in, even if you know for certain it's unreal, can make all
the difference.
Her favour is purported to come in
many forms. Simple things like safe journeys and interesting
expeditions, or large things such as finding new homes and escaping
hostile pursuers. Her most ardent worshipers are not wanderers, but
rather the once homeless or displaced who, after praying to her,
found a way out of their situations and feel the need to repay her
through continued worship.
While they are her most zealous
followers, her most common ones are travellers. Deep space explorers,
Company couriers, and interstellar haulers offer her prayers and
build shrines on their ships. They hope for safe, quick travels, but
more than that, the religion offers them something to focus on on the
long journeys between the stars.
For those with more faith, the
closest thing to a structured church she has are the Temples to Lost
Things. They tend to be found in and around starports and other
places where travellers congregate. Each is more or less a glorified
hostel, run by those faithful in the Goddess and designed to be as
cheap as possible. All profits are put back into funding the temple
or towards charities that help the homeless and displaced – those
in great need of shelter, like refugees or runaways, are often
allowed to stay for free.
At the centre of every temple is a
Shrine of Lost Things. (The Goddess' followers aren't the best at
naming things – with so many languages they encounter, fancy names
are eschewed in favour of easily translatable ones.) Those who wish
to curry her favour, or pay what they feel is a debt owed, leave
things of value to themselves. It is generally believed that this has
more to do with internal value than external measures like price.
By Moebius |
As a result, her shrines are full
of the strangest items. Stuffed animals and favourite books up to
priceless antiques and life-saving weapons. Anything someone might
consider valuable. But more than that, the most externally valuable
things are taken, because the shrine's items are open for the public
to claim. People who abuse this are refused the right (many temples
impose a one-item-per-person rule), but over time, items of any
degree of value are taken away, leaving only the eclectic and unusual
behind.
Envolant, the Flying City of Hostages
What's the best way to show off
your unimaginable wealth? One is to build a flying city.
I swear, you could take anything made by Moebius and turn it into a gameable concept. |
But, even ignoring the colossal
expenditure of energy and capital, both to build the city and to keep
the agrav plates running, the idea just doesn't work. Whenever and
wherever possible, people prefer to use ground-based vehicles. It's
safer and more efficient. Agravs and garuda are for those flush with
cash and in desperate need of speed and all-terrain movement. There's
a reason 90% of agravs are military or industrial vehicles.
Cut the power and your flying car
doesn't sputter as you pull over to the side of the road. It tumbles
out of the sky, in spectacular and catastrophic failure. A floating
city only exacerbates the situation. Failure doesn't kill you and
anyone unlucky enough to be beneath you – it kills you, anyone
beneath you, and everyone else in the city.
Of course the engine of industry
that can fund the creation and maintenance of such a city has the
means to keep it safe. But no one would be comfortable living on one,
at least not in such numbers you could make it a meaningful
settlement. There are plenty of floating houses out there, owned by
executives on low-grav worlds. But there's only one floating city –
Envolant, the city of hostages.
Initially, it was built as a kind
of uber-folly, and much smaller than it is now. A couple of Company
CEOs, friendly rivals, pooled their money to create a proof of
concept for a merger between two of their subsidiaries, both manufacturers
of agrav plating. They built it on a low-grav ocean
world: Proteus, among the earliest human colonies, but by far the
least successful. The local life is farmed and fished, but as far as
breadbasket planets go, it's neither an exceptionally tasty,
profitable, or productive source of food.
When Envolant was first finished,
they struggled to get anyone to inhabit it. Getting someone to live
on a floating town was tough enough, but on a backwater world so
close to some of the oldest and most developed colonies, and above an
endless expanse of water no less? They managed to get some Company
artists, and a research lab, but much of the settlement went
abandoned, beautiful architecture that was nothing but dead weight.
They were only a few months away
from finally giving up and having it dismantled when it happened.
They would have broke it down sooner if it wouldn't have looked bad –
it was a folly, but a monument that stands for a day is no monument
at all. But then one of the CEOs took a hostage from a rival, as
assurance he wouldn't betray him. It was his only daughter her took,
a child the man loved more than anything else in the world, and from
a rival who was exceedingly likely to try to steal her back.
He couldn't keep her locked up in
a cell, nor could he place her anywhere she could possibly be stolen
from. Despite their hostility, he intended to keep the rival around
for a while – if his daughter spent her time away in captivity, it
raised the chances he would seek revenge in the future. The captor
had to place her somewhere near the centre of human space, out of the
way but close enough to keep an eye on her, somewhere she could roam
free without having a means of escape.
Envolant was the answer. There was
a community of moderately successful (which, on an interstellar
scale, is incredibly successful by modern standards) artists, a safe,
inoffensive, and interesting laboratory, and more beautiful sights
than you can shake a stick at. And it was all impossible to leave
without being monitored. Anything brought to the island had to pass
through a rarely visited system, and head towards an otherwise
meaningless part of a rarely visited planet, and directly land on a
difficult to approach object.
From Studio Ghibli's Castle In The Sky |
Envolant's new purpose was an
instant success. The daughter found the city charming, and the rival
could visit her in a relatively short journey compared to the trips
to the deep space blacksites and deathworld prisons other hostages
are dumped in. But at the same time, the city's precariousness
constantly reminded both of them of the power its owners had: at any
time, the city's engines could be dumped into the sea, bringing it
down with it.
Today, the city has expanded and
grown. It's no longer a town but rather a full-fledged city, if a
small and densely packed one. It's full of artisans and luxuries, and
is as much a resort for Company executives as it is a place to hold
their hostages. But it does hold them. They number in the hundreds,
celebrities likely to run away and the children of rival CEOs. The
city keeps them happy and content, and unable to flee. Countless
groups have tried to bust people out, and there are dozens of
failures for every rare success.
But it is possible. Envolant
wasn't built as a prison and wasn't really adapted to one. The
fisheries of Proteus still regularly ship supplies in and food out.
The Company, greedy as always, couldn't help but turn it into a
vacation destination. You can't fool the scanners or blend in
unnoticed – but you can disguise yourself, or slip away into the
city's streets, or bribe the right people with the right price (which
is harder than you'd think).
There are hundreds of hostages in
the city. Some have been there for decades. In the complex network of
the Company, there are entire worlds whose ownership hinges on who
holds what hostage. Break the right person out, and you could change
the fate of entire systems, or make allies of some of the most
powerful people in the galaxy.
Just be careful you don't fall off. - from Castle In The Sky |