Thursday, June 20, 2019

To Ebethron: 30 Encounters and 2 Mini-Dungeons for the Frozen North

Joe Manola, on his excellent Against The Wicked City blog a little over a year ago, posted a rather clever way of making encounter tables: taking a song's lyrics and writing an encounter for each line. He used The Clash's London Calling to make a post-apocalyptic table full of memorable - and highly gameable - ideas, and the concept has been on my mind ever since.

One of my favourite bands is The Sword, an American heavy metal group whose lyrics consistently conjure up images of the kind of sword and sorcery milieu that made up most of D&D's Appendix N. And one of my favourite songs of theirs is Ebethron - the last track from their first album, Age of Winters (which you'll soon see is very aptly named). I spent a few days idly writing up encounters for each lyric, and the result is a frozen wasteland, with the ruins of ancient titans, and the constant influence of a distant city ruled by vampiric elves - Ebethron itself.

Click here to listen to the song.

I first had the idea of writing this table back during winter, but never got around to it. Now it's the start of summer, and Ebethron's "realms of rime and of frost" are hardly fitting for the season - but role-playing, and fantasy in general, has always been about escapism to a certain degree. If your players ever decide to go north and just won't stop, or if you just want some arctic ideas to mine for your games, hopefully this will be of use.

THIS IS IMPORTANT WHEN ROLLING FOR ENCOUNTERS: There are 32 encounters, but two of them are miniature dungeons, detailed at the end of this post. (And I mean miniature, both very linear and with only 7 and 10 rooms, respectively.) So I've included two numbers in front of each encounter: the first is for if you want to roll for all 32, rolling a D4 for the first digit and a D8 for the second, while the second is for if you just want to roll for the encounters, not the dungeons, and simply requires rolling a D30.

In the spirit of system agnosticism, monsters are described in terms of Hit Dice, and all treasure is given a "cash" value, where cash is whatever your game's standard coinage is. The most unusual take is references to "sacks" of supplies, cribbed from the Ultraviolet Grasslands setting. Each one takes up the full inventory of a normal, 10 Strength human, who can carry a second sack if they don't mind struggling to do anything remotely physical, and holds a week of supplies. When in doubt, 1 sack = 10 inventory slots.

Ebethron awaits...

11 / 1: Black blades in their hands. A group of three ranging elves from Ebethron itself, armed with one handed swords made from a black metal no deadlier than iron but able to slice through things with such ease that armour has no effect on attacks made with them. The elves (3 HD each) will extort the party for their valuables if they feel stronger, or approach them in a friendly manner if the balance if skewed in the party's favour. Either way they will warn the party not to head to the city – whatever they seek there is not worth it.

12 / 2: Obey his every command. A caravan of wanderers, poor and haggard, four of the strongest carrying a palanquin adorned with silver and jewels. Upon it sits an old, half mad man named Ranulf, who in his madness has become able to cast the Command spell (force a creature to obey a one-word command that is not immediately suicidal) at will. The wanderers fear him as though he were a demigod, and he has grown too cruel and used to command to be controlled, even through threats. The palanquin would be worth 5,000 cash to someone in a richer land, but is difficult to move. If looted of just the ornaments, the silver and jewels are worth 500 cash and take up two inventory slots.

13 / 3: They search for that which was lost. A band of weary, armed travellers are scouring the snow in which their dog-sled's tracks can still be seen. They are headed south, but searching back up north, and will refuse to cooperate with the party and warn them off if they try to approach, even though they seem quite haggard and their supplies are clearly low. They have lost a small idol of pure gold, studded with diamonds, which lies somewhere on the trail they've left and is easily worth 10,000 cash.

14 / 4: Through realms of rime and of frost. A chill in the air, even colder than it already is, heralds a plain full of icy growths rising from the ground. They grower larger and greater in number as the party passes through the field, until, where the growths are as thick as a forest's trees, one reveals itself as an Ice Elemental (8 HD). Its attacks deal only D6 damage, but freeze the target solid if it rolls a 1 or 6 for damage. The ice is magical and will only slowly harm the creature in question (killing them in ten minutes), but breaking someone free requires dealing 10 damage to the ice. Fire/pickaxes deal double damage.

15 / 5: Where no mortal may pass. A few days before they arrive, the party sees a range of mountains rise out of the distance. There is a clear way over, an obvious pass they can see from far away. Upon arrival, however, they find a village at the base, and a wall blocking the pass, guarded by undead soldiers. Only the vampires of Ebethron, and their servants, may cross the mountain, while all others must take two weeks to travel around it instead. So much as grumbling in the town will draw the attention of smugglers who offer to spirit the PCs across the mountains, for a fee. If they pay, they are discovered halfway across.

16 / 6: Atop a dais of glass. An icy plateau rises from the earth, the air for half a mile around even colder than the air normally is. Although the ice is unnaturally blue, you can easily see through it, revealing a pile of dead bodies and the telltale glint of precious metals. The six corpses have been ritually sacrificed, and are surrounded by metallic offerings of gold worth 1,000 cash all together. When either bodies or metal are touched, the corpses rise as 2 HD zombies and attack. Any time someone misses a melee attack, runs, fires a gun, or is hit while on the ice, they must pass a Dexterity save or fall down.

17: Sits a sceptre of light. A stone tower stands alone, with no windows and a single door, topped with a brass dome which is in turn topped with a brass finial (an ornament on top of a building), which shines as if reflecting light towards the viewer's eyes no matter where they look at it from, and even if there is no light to reflect at all. Nearing the tower draws the attention of the finial, which fires a beam that deals D12 damage, ignores armour, and always hits (but only after it spends a round visibly charging the beam). It takes at least three rounds to sprint from the edge of the finial's range to the point at which the tower shields you from its attack. The Tower of Light is detailed at the end of this post.

18 / 7: A symbol of titan's might. A colossal stone statue, which one can see from miles away, coated in a thin layer of snow. At first glance it seems half broken, ravaged by time, but upon closer inspection the destruction of it is, in fact, a key element of the piece. The entire statue carved from a single stone block, with the decapitated head fused with the stone platform, rather than having fallen from the empty neck above. A small tent village has formed at the base, worshiping the statue as the obvious work of a god.

21 / 8: He comes from cities of darkness. A lone dwarf named Ad'absam, with ivory white skin and a set of darkened glasses marches across the plains. He wears the leathers and furs of creatures you've never seen before, and claims to be from far beneath the surface of the earth. He believes the surface world is all like Ebethron's surroundings, that the world is flat, that local stories of southern lands are fantasies, and that the sun is only a few miles away. He offers to pay with cheap gems (has a bag of 7, worth 20 cash each) for the PC's knowledge of the world, but grows frustrated if the stories don't match his world view.

22 / 9: To suffer harlots and fools. A band of travellers with dog-sleds are headed the same direction as the PCs, and much, much slower. There are only two capable travellers in their party of eight, a husband and wife, while the rest are at best academics out of their element, at worse noble scions insisting on carrying all manner of luxuries that do nothing but weigh them down. They are only a week away from running out of supplies, but any offer of help will be refused and taken as an insult by all but the experienced rangers.

23 / 10: Loneliness is his raiment. A titan's corpse lies at the centre of vast plain. It was stripped to the bone long ago, nothing more than a skeleton now, and at the very centre of it there lies a single hut. A lone human lives within, a hermit and hunter who lives in self imposed exile. He has a 2-in-6 chance of being home when the party arrives. He will gladly share his stores of food, and explains he was cursed to be unable to deny others what they want of him, and so was ordered to head to an uninhabited place by those who loved him.

24 / 11: Solitude is his jewel. As the party climbs a hill, a single man crests it before them, close enough that they can see the horror on his face and the huge diamond in his hands before he turns and flees. The jewel is cursed, so that anyone who touches it with their body (even through clothes) is compelled to steal it and flee from civilization. Only a day spent without touching it will dispel the curse's influence – that, or breaking it, which will also dispel the curse's ability to enchant more people. If sold, it would be worth 4,000 cash, or 1,000 cash if shattered.

25 / 12: He's walked through valleys of solace. A lone man approaches from the distance, waving at the party from a long distance. The man, named Harald, has no supplies left, nor wealth which with to trade for them, and claims he has spent the past month utterly alone. He eagerly wishes to converse with the party, and share in their supplies, but is in reality a scout for a bandit gang. Only a day after he leaves, he will return with five allies, all of them hardened by the north (2 HD), unless the party clearly outmatches them.

26 / 13: Beheld the spires of sleep. A spire made of ice as blue as sapphires stands in a hilly region. As the party nears it, they will see a strange red flash come from the spire, and find themselves forced to make a Charisma save or fall asleep. The spire is an Ebethronian device that duplicates a spell's effects (albeit somewhat weakened) upon all who view it. The round after the spire shines, six 1 HD slaver and one 3 HD wizard – their leader – will charge over a nearby hill, hoping to use the party's confusion and sleep to their advantage.

27 / 14: He's fed the pyres of the fallen. A cloud of smoke is seen far before the source – a small wooden pyre, next to a small copse of trees. A man named Einar sits next to the fire, seemingly catatonic, but when he notices the party, he will draw a knife and charge them with a terrified face. He fights with surprising strength, as a third level fighter, but is impulsively suicidal after the death of his son at the hands of a sudden disease (it is his body he has just burnt). Einar is unwilling to kill himself, but if the party does not kill him, he will ask to fight with them so that he may die in battle.

28 / 15: And heard their widows weep. A large procession is slowly travelling north, mostly humans, but lead by elves returning to Ebethron. They have a large cart full of tribute, pulled by undead. Much of the human population is composed of families of the dead, who, by Ebethronian law, will be paid for the use of their family members' corpses, but only once they arrive at the city.

31 / 16: We come from cities in darkness. A band of heavily armed elves from Ebethron itself, heading south with one of their vampiric nobles. They have a few human slaves with them, bloodbags for the vampire, and will stumble upon the party after night falls (and when they are just beginning their "day's" journey). The vampire will insist the party wake and converse with him – he's quite harmless, but unused to any degree of disobedience, and prone to offending mortal creatures. He offers a pearl from the Northmost Sea, worth 200 cash, to each non-human and non-elf willing to let him taste their blood.

32 / 17: To conquer cowards and fools. A three step pyramid of stacked stones, each one the size of a house, looms over the horizon. Around its base a small town exists, with farms on the first layer of stones. The population live in fear of the "titan's voice", a booming voice that seems to speak out of the stone itself to issue commandments. Those who blaspheme the voice are chained on the second layer of the pyramid, and vaporized by a beam from above in front of watching crowds. Only priests of the voice are permitted on the top layer. The voice does not exist – anyone who speaks into a pit at the top can cause the voice to emanate, and the vaporization comes from a purple "ioun stone" they possess, which, if allowed to orbit one's head, grants access to the Missile spell (D8 damage) and an extra safe use of magic per day, even if the wielder has no other magical ability.

33 / 18: Loneliness is our payment. At the top of a hill, there lies an old stone fort, really just a squat tower. It is inhabited by four 2 HD elves from Ebethron. They will ask if the party is friend or foe, and make overtures of protecting the fort, but will invite them in at the drop of a hat. They have been "promoted" to this position, well-paying but excruciatingly boring, from their homes in Ebethron and it has been months since their last visitors. They speak fondly of the city, but gloss over the bloodier details. They can feed the party for a day, and sell them up to five sacks of supplies for the normal prices.

34 / 19: Solitude is our due. A large, crater-like depression in the earth – an alas – is surrounded by a low wall about the height of a man. Within the alas there lies a village, fifty people or so in total, with the wall manned day and night by two people who circle it, keeping themselves on the opposite side of their partner. They will allow the party into the village, but only if they allow themselves to be unarmed – and then they will refuse to let them leave, for fear of them telling raiders where they are. If the party does not agree to be armed, a group of ten villagers will follow and attempt to kill them.

35 / 20: Walk through valleys of solace. A huge valley is the only way forward, following a freezing river. After the first major turn of the river, each side of the valley is dotted with stone cairns, each and every one half ruined. A closer examination reveals that the cairns have all been dedicated to the dead, with dates that reach back centuries. There are no corpses, however. And every cairn is broken outwards, not inwards, as if something had forced its way out.

36 / 21: Ascend the spires of sleep. A set of three thin, towering spindles of ice rise into the sky, blue and supernatural. At the top of each a humanoid figure can be seen within the ice, revealed on closer inspection (which will usually require climbing a spire) to be a naked elf with green tattoos and gold necklaces worth 1,000 cash each. They claim to have been imprisoned there for rebelling against Ebethron, and offer to journey with the party. This is true for two of them, but one of them was imprisoned for legitimate crimes, and will act cruelly and betray the party the moment they are given a good chance.

37 / 22: Ignore the warnings of prophets. As the party sleeps, they dream of a great plain of a checkerboard pattern, from which rise crystal spires. Shifting, geometric shapes speak to them through telepathy, urging them to "trust not the poisoned flesh of earth". The next day, the party will come across a large growth of lichen, which smells sweet and causes them to salivate. The lichen is perfectly harmless and, in fact, will "overheal" each person who eats it fresh so that their HP is equal to their max HP, +1 per level. The spirits that spoke to them are evil ones, who sought to give them false and harmful prophecies.

38 / 23: And for your children I'll weep. A small village is settled on the slope of a tall hill, built around a small iron mine. Despite being well off and well defended, the whole town seems to be caught in a state of depression. They are unwilling to speak about it, but if you press the issue or ask the right people, they'll reveal that the town was extorted by Ebethronian elves for their children. The elves are less than a week away, travelling slowly, and tribute missions are not known to turn around even if robbed – if someone could steal the children back, there would be no retribution from the elves.

41 / 24: Skies blackened with crows. A herd of reindeer have strayed to close to a cliff, which suddenly gave way under their weight and caused a few dozen to plummet to their deaths below. There is a near limitless supply of meat there – as many sacks of meat as the party can take – but there are already at least a hundred crows feasting on the bounty. More will arrive every few minutes, so the party must work fast if they do not want the crows to begin harassing, then outright attacking them as they work.

42 / 25: Shadows on winter snows. A pair of huge vultures nears the party. Each is the size of a horse, with 4 HD but weak claws that deal only D6 damage. However, they fly themselves into the path of the sun's rays, causing them to be functionally invisible, before diving down and targeting the party's ranged attackers. Each successful attack knocks the target to the ground, making them unable to fire at the vulture before it returns to the cover of the sun. Their targets are heralded a round before they attack, as they shade them slightly from the sun, letting the target fire blindly at them at no penalty, if they think to do so.

43: Within a temple of ice. A long temple sits atop a hill, abandoned and, at first glance, seemingly made out of lapis lazuli. In reality, the blue structure is made of supernatural ice, that chills the air with such intensity that the surroundings feel as cold as night in the middle of the day. Once inside the temple, the temperature feels merely cool, no matter how warm the character otherwise is. The Temple of Ice is detailed at the end of the post.

44 / 26: Priestesses perform the rites. A town is situated around a tall, stone tower, on top of which lies a smoky bonfire that burns day and night. The tower is a temple of fire worshipers, who have come north to praise the sun in the month long days, and act as a beacon in the month long nights. Each priestess – for they are all female – blesses the townsfolk at request, but this is just for show and superstition. Their true popularity comes from the spells they cast, with which they protect the town from raiders, making it the place to trade even for people who live weeks away.

45 / 27: Witness the setting of suns. As the sun sets, the party comes across a large, snowless plain, the edges of which are dotted with lichens, small trees, and even flowers. At the centre of the plain, however, nothing grows, and skeletons dot the ground. When the sun passes over the horizon, a distant sheet of ice will reflect and focus the sun, blasting the dead zone with intense heat, setting everything inside it on fire, and the living area around it with minor heat, dealing D6 damage that ignore armour.

46 / 28: The darkest days have begun. As the sun rises, it turns in the sky, prevented from ascension by the dark enchantments of Ebethron. For a month, days shall be as dark as dusk, dark enough that vampires can walk about without fear of harm, and the land shall cool so much so that PCs will not heal overnight, instead taking 1 damage per level, unless truly powerful (and often magical) methods are used to keep them warm. (IE you have to keep a campfire fed all night, and sleep right next to it.)

47 / 29: Let the seers come forth. A trio of women – a maiden, a mother, and a crone – stand in the party's path. They are, in fact, the avatar of a single god, the Triple Goddess. They say that if you offer your heart to them (a symbolic but supernatural ritual that reduces your Strength by 2, permanently), they can offer one boon to the subject, depending on who you offer your heart to. The maiden sees the future, and grants you a single "luck" point, which you can spend at any point in the future to turn a failed save into a success. The mother sees the present, and grants you internal change, swapping any two stats of your choice. The crone sees the past, and grants you retroactive healing, healing any injury you've suffered as if it had never happened in the first place.

48 / 30: At morning's light we ride north. As the sun sets, the party comes across a small settlement made much larger by a field of tents surrounding it. Though they will be stopped if they approach, the town will gladly welcome them – and, in fact, refuse to let them leave that night. The tents belong to visitors from nearby settlements, which have banded together to march on an Ebethronian outpost to the north, well defended and full of tribute from the surrounding region. The PCs will not be allowed to leave lest they be spies, but they will be asked to join the warband and gain a share of the loot.

Mini-Dungeon #1: The Tower of Light
Please forgive my lack of artistic skill and ambition.
A stone tower stands alone, with no windows and a single door, topped with a brass dome which is in turn topped with a brass finial (an ornament on top of a building), which shines as if reflecting light towards the viewer's eyes no matter where they look at it from, and even if there is no light to reflect at all. Nearing the tower draws the attention of the finial, which fires a beam that deals D12 damage, ignores armour, and always hits (but only after it spends a round visibly charging the beam). It takes at least four rounds to sprint from the edge of the finial's range to the point at which the tower shields you from its attack, giving it three rounds to attack you. The Tower of Light is detailed at the end of this post.

Room 1: Light
The door to the tower lies rotting and collapsed, and the edge of the first room, a foyer, has clearly laid abandoned for decades at least. A spiral staircase sits at the centre of the room, surrounded by a translucent wall of light. Several animal skeletons lie draped across the boundary. Touching the light with your person (body or worn items, but not what you hold) paralyzes whoever touches it until they are removed from the light, either by being pulled back, or pushed forward to the other side.

Room 2: Void
The staircase up is narrow and ends at a closed door. Opening it reveals nothing but a air-filled void beyond, except for another portal ten feet in front of the first one. If you cross the void, the portal back to the real world opens from the side of the tower, revealing a storage room with no staircase going down, only one around the edge going up. Most of the supplies have rotted into uselessness, but even a cursory search reveals a potion of Cling (which allows you stick to anything at will for ten minutes) and a potion of Flight (which allows you to fly as fast a bird for up to a minute).

Room 3: Laboratory
This room is full of long since decayed laboratory equipment and scribbled notebooks, though someone familiar with magical research can find some useful (and fragile and heavy) equipment they can sell for 100 cash total. Examining the notes reveals no useful information, but suggests the builder of the tower was an aeromancer, skilled in the arts of light manipulation and teleportation. A spiral staircase going up sits at the centre.

Room 4: Gravity
This room is a library full of rotted books and decaying bookshelves around the edges, as well as a desk in the corner. There is a book seemingly stuck to the ceiling. The centre and edges of the room are normal, but there is a concentric ring of reverse gravity between them, pulling those unprepared for it ten feet up, and ten feet down if they leave it. The desk has a glass scrollcase on it, holding a scroll with the Blink spell (teleport up to Close distance away) written on it. A staircase going up takes up a quarter of the room's wall.

Room 5: Garden
A room full of overgrown plants, growing out of planters and overturned pots, with spilled dirt covering most of the ground. The air is thick with moisture, so much so that the room is full of a fine mist that leaves dew on everything. The plants are mostly ingredients for magical purposes, and can be collected for two sacks of supplies, each sack worth 50 cash if sold to an alchemist. A spiral staircase going up sits at the centre.

Room 6: Portals
Two stone slabs the size of large doors stand on either side of this otherwise nondescript room. One has a glowing, swirling, blue vortex on it, beneath the word "exit", while the other has nothing but the stone, beneath the word "entrance". Touching the blue vortex allows you to push past it into a green, warm field in a distant and far more agreeable land. However, if you push you and everything you carry past it, you will not be able to return through the portal. A staircase going up is nestled against the room's wall.

Room 7: Study
This room is a finely decorated bedroom and study, with a brass roof. A ladder leads up to a hatch in the roof which allows access to the tower's brass dome and the enchanted finial, which loses all magic if severed from the dome. The finery, if looted, is worth 500 cash and takes up the space/weight of a sack of supplies. Easier to loot are a chest full of 300 cash and 9 moonstone gems worth 50 cash each (450 total), a silver statuette of an angel sitting on bedside table worth 400 cash, a potion of Sublimation in the bedside table (which turns you into a cloud of mist for ten minutes), and a scroll of Light (summon a floating orb which casts light as a lantern) on a desk.

Mini-Dungeon #2: The Temple of Ice

A long temple sits atop a hill, abandoned and, at first glance, seemingly made out of lapis lazuli. In reality, the blue structure is made of supernatural ice, that chills the air with such intensity that the surroundings feel as cold as night in the middle of the day. Once inside the temple, the temperature feels merely cool, no matter how warm the character otherwise is. The Temple of Ice is detailed at the end of the post.

Room 1-1: Entrance
A statue sits in the corner, holding a silver sword out as if presenting it. (Worth 200 cash, counts as a one handed sword that can harm incorporeal/silver-weak creatures.)

Room 1-2: Collapse
A single huge pillar stands in the centre of the room, or rather stood, as it has since collapsed. The roof above sags menacingly, slowly melting and dripping water down.

Room 1-3: Skeletons
A set of stairs in the corner go down to room 2-1. Five 1 HD skeletons have been frozen into the walls. By the time the PCs return to this room, they will have just freed themselves.

Room 1-4: Pool
A hole has opened in the roof, filtering light into the room. Six pillars stand close to the walls, engraved with images of titans walking amongst (and towering over) mountains. The room has a small layer of sapphire blue water, which radiates extreme cold and freezes anyone who touches it for D4 damage per level. Making steps across it is easy, however.

Room 1-5: Scrolls
A corpse sits in the corner of the room, dressed in a wizard's robes and surrounded by scrolls. One contains the Freeze spell (freeze a door-sized area of water, or deal D10 damage to a wet creature, ignoring armour).

Room 1-6: Engraving
A large stone – not ice – engraving lies against the far wall, detailing a group of humanoids worshiping a crowned titan. The humans and titan are coated in silver, the titan's crown in gold. Unharmed it would be worth 5,000 cash, but is very hard to transport. Scraping the silver and gold off will net 500 cash that can be carried in a moderately sized bag.

Room 2-1: Draugr
A single, armoured corpse lies against a wall. It holds a sword in one hand and a silver statuette of a crowned titan worth 200 cash in the other. It is actually a standing 3 HD Draugr, not a lying corpse, and will attack anyone who touches it or its gear.

Room 2-2: Wight
A silver chess board worth 200 cash, the pawns humans, the other pieces titans, sits on an altar in a corner of the room. If taken, a 2 HD Wight will materialize. Its attacks, while weak, ignore armour and always hit, and it can only be harmed by silver weapons.

Room 2-3: Swords
A set of five iron two-handed swords worth 50 cash each hang from large icicles hanging from the ceiling. Wrenching each one free has a 1-in-4 chance of causing the icicle to drop and deal D8 damage if a Dexterity save is not passed.

Room 2-4: Heart
A golden statuette of a titan sits on an altar against the far wall, worth 1000 cash. If taken, the entire temple will begin to melt. It takes a round (10 seconds) to go from one room to the next. After six rounds/one minute, the temple will begin to collapse, dealing D8 damage to everyone still inside each round for another six rounds/one minute, at which point it will collapse outright, killing everyone still inside.

Saturday, March 23, 2019

Psychics and Cybernetics for Sci-Fi Into The Odd

There are no classes in Into The Odd. With some newer versions of the rules, there aren't any levels either. Characters get more interesting through experiences, becoming weirder or getting their hands on magic items and wealth they use to fund crazy ideas.

The most obvious way to upgrade a classless and levelless character is to give them better gear. Another is to tie character upgrades to actions they make. That way, a character who's new is in theory the same as one someone's played for dozens of sessions, but the older character will have more and more powerful ways of dealing with things. As it happens, sci-fi has two tropes that fit each of these approaches neatly: psychics and cybernetics.

CYBERNETICS
Robot parts people install to replace or enhance parts of their bodies. As it happens, we already have working ones. In a sci-fi future, however, they're cheaper and more versatile - enough that it's both cost effective and possible at all to upgrade and not just replace.

The main barrier to entry to cybernetics is price. I'm okay with this for two reasons: one, I like the idea of a Warhammer 40K-style setting where the rich and powerful are loaded to the brim with custom cybernetics, and two, wealthy characters are going to be more powerful than poor ones by definition. If the players ever get lost in what they want to do, having them be rewarded for making money ensures they always have that as a goal they can fall back on.

Most cybernetics should cost 5G. This puts them at about the same price range as ship upgrades, so the party has to choose between one upgrade for their ship or two for two members of the crew. Since part of the cost is paying for installation I would let cybernetically-inclined characters make a friend out of a cyberdoctor or install a cybernetic installation room on their ship for a discount of 1G per cybernetic, making them cost 4G. I'd say that's how much it costs for just the cybernetic, if that becomes relevant.

The main drawback for cybernetics is that they cause a character to become more and more distant from reality. This isn't entirely realistic, but more machine = less human is a fairly common sci-fi trope. For each cybernetic a character installs, they lower their CHA by 1, permanently. Uninstalling a cybernetic is costly and leaves the character worse off than before they installed it (I'd say 10G and some injury or stat loss from the removal), but does increase their CHA by 1 to heal the previous loss of humanity.

CYBERNETICS LIST

Airtank: Provides internal air for an hour. You can survive 5 minutes with air in vacuum.

Atmosfilter: Filters toxic air, including inhaled poisons, smoke, and tainted air.

Autodoc: Instantly stabilizes Critical Damage, once. Requires a Medical Kit to recharge.

Cyberears: Greatly enhances hearing sensitivity, clarity, and range.

Cybereyes: Magnifies and clarifies vision and provides fuzzy nightvision.

Cyberlimb: No stronger than an organic limb, but far more durable and free of pain.

Cyberarm - Vladislav Ociacia

Cybervoice: Perfect voice control, near-perfect mimicry, and higher decibel limit.

Headjack: Direct neural interface with computers, required to use most heavy vehicles.

Holdout Cavity: Hides a pistol-size object from almost all inspections and scanners.

Hyperadrenal Gland: Make an instant, free action when you take STR damage while at full STR.

Immunofilter: Filters almost all poisons and diseases, regardless of their source.

Internal Comms: In-brain radio that allows silent transmission/reception of information.

Melee Implant: Retractable melee weapon, from claws to knives to whips. (D6).

Plating: Subdermal armour placed over crucial organs, granting +1 Armour.

Psi-Boost: Enhances psionic ability, granting an extra use per day.

Psi-Crown: Subdermal shield blocks all but the strongest direct psionic effects.

Ranged Implant: Retractable ranged weapon, typically a pistol. (D6).

Synthnerves: Improve reflexes, granting first action whenever order is in question.

Mechadendrite: A single metal limb, of impressive strength and reach and flexibility.

Tech-Priest - by Mike Smith

PSYCHICS
While psychic powers are distinct from magic, psychics do largely serve the role of a "caster" in sci-fi settings. The plus side about Into The Odd is that any psychic rules are going to be placed on top of the core rules, and not made an inherent part of the game - so it's very, very easy to just say "there are no psychics in my game" and leave it at that.

Balancing magic has always been hard in classless RPGs. You don't want everyone to be a caster (not always, at least), but the balancing act nearly every class-based game does is to simply give the magic-user nothing extra except for their magic, or even penalize them. (I.E. B/X D&D giving them the smallest hit die size.)

But that gives me an idea - why not make learning new powers penalize the character? They don't get strictly better, just weirder, and not every player and character will find the costs worth the rewards.

There are ways to learn psychic powers on your own but they are long, arduous, risky, and unlikely to work. Once someone has learned a power on their own, almost all who come after them will be taught it by them or someone they taught. Learning a power requires a teacher who knows it and a few months of education. Not everyone can learn powers and not everyone who can learns them at the same rate, but for simplicity's sake all PCs can. (They are protagonists, after all.) Getting such an education is easier said than done, requiring either costly tuition fees or convincing a master you're worth teaching.

If the time spent is relevant, have the training PC make a CHA save at the end of each month. Once they pass two saves, they've learned the power they were being taught. Otherwise, assume it takes about three months.

Each time you learn a power you must roll a D6 on the Psychic Drawback Table. If you roll a drawback you already have, gain the next one down the list instead, wrapping back to number 1 if you already have number 6. PCs can never learn more than 6 psychic powers - any NPCs who do are either savants or masters with decades of training. If you roll number 6 as your first drawback, take number 1 instead.

Psychic Drawback Table
1 You can no longer gain Armour points from any source.
2 Your ranged attacks are all Impaired.
3 You no longer enjoy luxuries and only recover CHA damage after a Long Rest.
4 Your STR score is cut in half, permanently.
5 You require an open hand and subtle motions with it to use any of your powers.
6 You gain an extra use of your powers/day, but can never use the power you were taught.

You can use your powers as many times per day as you have powers. "Per day" means between restful sleeps. You can use any combination of them. If you know four powers you could use one of them four times, or each of them one time.

Psychic powers should always work unless the player is really pushing the limit with how they're using them. Some characters are immune to direct psychic effects, such as those wearing Psi-Crowns - if a psychic wears a Psi-Crown, they can't use any of their powers.

PSYCHIC POWERS
The powers below don't have to be the only psychic powers out there, but they're more than enough for a full campaign. Most psychics willing to teach powers will know three or four.

1 Telekinesis
You can move things with your mind, usually up to the weight of a human. You can move many lighter things, or weakly move a heavier thing. You don't have complex control.

2 Telepathy
You can read the emotions of others and probe their thoughts with extended contact. You can also sense the presence of creatures near you.

Reading emotions is subtle. Probing minds is anything but.

3 Empathy
You can alter the emotions of others and even force them to obey brief commands. You cannot use this to make a creature do or feel something they would never do or feel.

4 Clairvoyance
You can sense the presence and locations of things and creatures known to you. This allows you to track nearly anything, nearly anywhere, as it has no known range limit.

5 Biokinesis
You can perform a single feat of superhuman skill, like jumping great distances, lifting heavy objects, or deflecting incoming ranged attacks.

6 Healing
You can transfer your health to another creature, giving them your HP or STR one for one to heal them. You can also cure someone of an illness, injury, or poison by suffering it yourself.

7 Teleportation
You can transport yourself or a willing companion to a location you can see. This travel is instantaneous and without range limit.

8 Pyrokinesis
You can start a fire on an object or creature you can see. You can also control existing fires, putting them out or moving them around.

9 Precognition
You can see glimpses of the future before you make a choice. If opening a door would lead to combat, you would see glimpses of combat, but not of what with.

10 Psychometry
You can touch an object to see glimpses of its past. The most important events in its history – such as murders committed with it – are shown to you in murky visions.

11 Synaesthesia
You can create false images that creatures perceive as real, but don't fool machines. Such illusions can also be used to hide things so long as they remain still and silent.

12 Harming
You can deal D8 AP damage to a creature you can see, ignoring armour and without a range limit. This damage causes heads to explode if it kills.

IN SUMMATION
Cybernetics
  • Cost 5G, 4 if you get them installed for free.
  • Reduce your CHA by 1 each time they're installed.
  • Easy to install, hard to remove.

Psychics
  • Learn up to six psychic powers from teachers.
  • Suffer a drawback for each power learned.
  • Can use them as many times per day as you have powers.

BONUS: SCI-FI BACKGROUNDS
I'm working on a sci-fi supplement for Into The Odd. I've never been great at getting work done, but as slow as it's going I've been working on it far longer than most other projects I try to commit to. Aside from the stuff above, I'm currently writing a table of perks/drawbacks to randomly generate alien PCs, and a big table of Bastionland-style backgrounds.

Here are three, two based on the Cybernetics and Psychic rules from above and another based on the marines from Aliens. You roll a D6 for your starting HP and credits, and depending on what you roll you get different items/quirks.



CYBERNETICS ENTHUSIAST
Enthusiast is an understatement.
You won't be satisfied until you're more metal than flesh.

SPECIAL: You gain D6 HP the first two times you install cybernetics, not from taking damage.
You Get: Smartgun (D4, D8 if linked to your brain with a Headjack), -1 CHA
Names: Chip, Ronaldo, Tsumi, Chromeboy

HP  WHAT IS YOUR FIRST (AND SO FAR ONLY) CYBERNETIC?
1hp Hyperadrenal Gland: When you take STR damage while at full STR, you immediately take         an action for free.
2hp Internal Psi-Crown: You cannot be directly targeted by psychic powers.
3hp Cybereyes: You can see much further and clearer, and with fuzzy vision in the dark.
4hp Holdout Cavity: You have a hollow box in your stomach that can hide an object no larger             than a pistol. Only the most invasive scans and investigations find it.
5hp Headjack: Lets you link with computers. Necessary to pilot many forms of heavy machinery         and strictly necessary for piloting mechs.
6hp Cyberarm: No stronger than a "real" arm, but very durable and tireless.

CR WHY ARE YOU SO OBSESSED WITH CYBERNETICS?
1c  You want full control over what your body is like.
2c  You think of it as the best way to improve yourself and in turn your life.
3c  You always wanted to be a cyborg instead of an organic creature.
4c  You belong to a religion that commands its followers to "upgrade" themselves.
5c  You have minor but constant pain all across your body. Only cybernetics stop it.
6c  You have a single goal you religiously pursue, and cybernetics are part of the plan.


PSYCHIC MONK
You were taught the ancient and mystic arts of psionicism.
With your master(s) dead, you walk your own path.

SPECIAL: You start with one psychic power and one psychic drawback.
You Get: Staff (D6, Bulky), Psychedelic Drugs
Name: Wei, Durran, Angie, Teth

HP  WHAT POWER HAVE YOU LEARNED?
1hp Precognition: Start with a Deck of Cards.
2hp Telepathy: Start with Rope.
3hp Teleportation: Start with a Gravchute.
4hp Pyrokinesis: Start with a Fire Extinguisher.
5hp Telekinesis: Start with Juggling Clubs.
6hp Healing: Start with a Medical Kit.

CR WHAT DRAWBACK DO YOU SUFFER?
1c  You can no longer gain Armour points from any source.
2c  You ranged attacks are all Impaired.
3c  You no longer enjoy luxuries and only recover CHA after a Long Rest.
4c  Your STR score is cut in half, permanently.
5c  You require an open hand and subtle motions with it to use any of your powers.
6c  You can no longer gain Armour points from any source.


COLONIAL MARINE
You were sent to distant colonies to put down alien infestations and plucky rebels alike.
Now that you're discharged, you have trouble staying frosty.

You Get: Assault Rifle (D8, Bulky), Military Armour (1 Armour)
Sample Names: Anderson, Banerjee, Wong, Silva

HP  WHAT WAS YOUR ROLE IN YOUR SQUAD?
1hp Flamer: Start with a Flamethrower (D6, Bulky, Blast).
2hp Gunner: Start with an LMG (D10, Bulky, must be set up before use).
3hp Sniper: Start with Binoculars and a Sniper Rifle (D6, Bulky, very long range).
4hp Grunt: Start with a Grenade (D8, Blast).
5hp Medic: Start with a Medical Kit.
6hp Officer: Start with a Cool Hat and a Sabre (D6).

CR WHAT BATTLE HAUNTS YOUR DREAMS?
1c  Bertram's Rest: Uneventful and relatively bloodless. You're not sure why it haunts you.
2c  Thalidae Drop: Your pod got hit on the way down. It's a miracle you survived.
3c  Covan-2a: The enemy was violent, unrelenting, and looked exactly like children.
4c  Alesia-4: It wasn't until after you landed that the civilian presence became known.
5c  Solo Nobre: The Company owns your homeworld now. They paid you well for your aid.
6c  Tannhauser Gate: You were in your lifepod for weeks. You thought they forgot you.

Thursday, February 14, 2019

Into The Void: Starships for Into The Odd

Starships are characters. Anyone who enjoys a lot of sci-fi can tell you every good starship has its own feel. Unfortunately, most RPG rulesets make ship-building, well, ship building. This is fine when you're playing a game like Traveller where there is a certain degree of realism as a design goal, but for most OSR games, the idea of building a character is anathema. And if ships are characters, ship building should be anathema too.

Now, the reason games tend to let PCs build their ships is because a ship is, after all, an object and not a person. With the exception of transhuman settings, a PC born with 3D6 in every stat very plausibly has no ability to change them except through leveling up, and maybe not even then. A ship, on the other hand, is built to exacting specifications. It's realistic that PCs have random stats – but it's also realistic that ships have chosen stats.

But is buying a ship really so common in sci-fi? And are bought ships really bought to specific taste? The first time the Millenium Falcon shows up in Star Wars, it's meant to be underwhelming. The Rocinante from The Expanse is a top-of-the-line Martian stealth ship, but not only is it stolen, it's stolen thanks to a combination of luck and desperation. Its crew didn't choose it.


Does this really look like anyone's first choice of starship?

When ships aren't beat-up, they tend to be the military cruisers of Star Trek or (again) Star Wars, or the realistic science ships of Interstellar or 2001. These are not the kind of ships that plucky adventurers acquire. Furthermore, bought ships are often bought on the cheap, from second-hand or unscrupulous dealers.

So. When the PCs get their hands on a ship, there is a good chance they will not get to decide what is and isn't on it. They're not in much of a position to argue. But a ship is still easily upgraded once you've got one – after all, it is a machine. I think this is why most games will let the players design their ships. But why not randomize their creation, and let them upgrade it as they see fit afterwards?

Into The Void
This assumes you've read Into The Odd by Chris McDowell before. It's a quick read with good ideas. If you haven't/won't/don't have the time here's the rundown: three stats, roll equal or under to pass tests, attacks automatically deal damage (but don't automatically "hit" per se – this goes into more detail), there are no classes or races, and magic is handled through magic items rather than learned spells. Personally, I think this fits sci-fi a lot more than it fits fantasy.

Bastionland, the in-development setting book for Into The Odd, starts every game off by having the PCs in monumental debt, and they start adventuring to pay it off. This fits sci-fi games well. A ship costs 100G to purchase, but the PCs start with one anyway, but they owe 1G per month to their debtholders until the debt is paid off. Running away to the rimworlds or beyond is a totally valid strategy, but bountyhunting is a common profession, and debtholders will double the price of the debt owed if you willingly dodge paying.

STATS
Starships have four stats, rolled 3D6 in order. When you roll for Shields, write down the results of the individual D6s - they'll be used later to generate ship quirks.

Hull (HUL) is their structural integrity, resiliency, redundancy, and general stability. You test Hull to crash safely, smash through things, and resist Critical Damage.

Engines (ENG) is their speed, mobility, agility, acceleration, and general movement. You test Engines to outrun enemies, dodge obstacles, and perform tricky maneuvers.

Systems (SYS) is their hardware and software systems, sensors, and general intelligence. You test Systems to scan things, resist hacking attempts, and run computer programs.

Shields serve as a ship's HP. They're never tested but they're used to resist damage, and recharge if the ship is given time to do so.

FUEL AND TRAVEL
Default ships have 4 Max Fuel capacity and start with a full tank. Fuel costs 1G and can only be purchased from well-equipped starbases and fuel refineries.

Things like moving between planets, dogfighting, maneuvering past obstacles, etc, don't cost any Fuel. The same "gravdrive" which provides a ship's artificial gravity is also used to move the ship through space, applying gravitational force to it and dragging it from location to location. Making course corrections requires a pilot.

Interstellar travel costs 1 Fuel per week of travel, and it takes a week to go from one hex to another (which in most games will be the equivalent of 1 light year). The ship's "hyperdrive" pushes the ship out of our dimension - Realspace - and into a higher dimension - Hyperspace - where the distances between locations are smaller and ships can travel faster. A ship can only enter Hyperspace safely if it is outside the gravity well of a planet.

Taking off from a planet takes an amount of Fuel based on the planet's gravity. Standard gravity worlds require 1 Fuel, while high gravity ones require 2 and low gravity ones don't require any. It doesn't cost any Fuel to land on a planet safely.

LIFE SUPPORT
A ship can support a number of people equal to its SYS + 2 indefinitely. Food, air, and water are all recycled although eventually the crew will be eating nutrient paste. This can last a ship for months, years if carefully rationed, and a ship's stores can be replenished easily on any habitable world. Standard life support systems have backup generators that allow them to run even if the ship's reactor is disabled or destroyed.

If Life Support is damaged or the crew reroutes the backup power to other systems, they have supplies left for one week per person the ship would normally be able to support. Ships with crews smaller than their capacity can go longer without life support being online.


Hydroponics by Eddie Mendoza

COMBAT AND DAMAGE
Ships start with standard weaponry (D6 Damage) and no armour (0 Armour).

In combat, attacks land automatically, but the damage is reduced by a ship's Armour. A ship's Shields absorb damage until they run out and damage starts being dealt to the ship's HUL instead. Shields recharge to full if the ship goes for ten minutes with its power running but without doing anything of note – remember that objects maintain their momentum in space, so you can keep it moving while doing so. Firing a ship's weapons requires a gunner.

Each time a ship takes HUL damage, they have to make a HUL test with their new HUL. If they fail this roll, the ship isn't taken out of combat, but instead the party must roll a D12 on the table below. The system listed is disabled and the consequences are listed beside it.

1 Jumpdrive: The ship cannot travel through Hyperspace and therefore between stars.
2 Gravdrive: The ship loses gravity and the ability to move at more than a snail's pace.
3 Targeting: All weapon attacks are Impaired and require manual aiming.
4 Fuel Pods: The ship loses half its Max Fuel, and any Fuel over the new maximum.
5 Sensors: Aside from what you can see out of the windows, you're flying blind.
6 Life Support: The ship has one week of supplies left for each point of SYS, plus two.
7 Shields: The ship's shields are reduced to 0 and will no longer recharge.
8 Bridge: Everyone in the bridge must test STR or suffer Critical Damage.
9 Cargo: Everything in the cargo bay is shunted out into space.
10 Quarters: Everyone in their quarters must test STR or suffer Critical Damage.
11 Computer: Everything in the ship must be done manually. The PA system is offline.
12 Reactor: Everything except for life support is deactivated.

If a ship hits 0 HUL, it is only a matter of time before it is destroyed. Roll a D6. In that many rounds, the ship's core will go nova, exploding the ship, killing everyone still on board, and rendering it little more than scrap metal. As long as the ship's computers aren't disabled, the time left will be loudly declared at the start of each round. Moving from one section to the ship to another, getting into and launching a lifepod, putting on a vaccsuit, and exiting the ship via an airlock all take one round each.

Repairing a ship's HUL requires a week of repairs in a starbase and 1G per HUL repaired. Repairing a subsystem also requires 1G. You can perform repairs outside of a starbase, but this will also take a week and will require cannibalizing parts from other systems, ships, or even the ship's maximum HUL score.

GENERATING SHIP QUIRKS
Remember when I told you to write down the individual D6 rolls for Shields? This is why. The result from each D6 gives the ship a quirk, with higher numbers having worse results. The higher your Shields are, the more negative quirks the ship will have, but the lower they are, the more positive ones they'll have. This fits in nicely with Into The Odd's system of giving PCs with low stats better starting gear.

6 Absent Weapons: This ship starts with no weaponry installed.
5 Flickering Shields: If an attack against this ship deals max damage, it bypasses Shields and directly damages HUL.
4 Cracked Hull: -1 Max HUL. There's a huge gash in the side of the ship.
3 Thick Hull: +1 Max HUL, -1 Max ENG. The ship has a much thicker hull than normal.
2 Armour Plating: The ship's Armour is increased to 1.
1 Reinforced Bulkheads: +2 Max HUL. The ship's internal walls are made of a strong alloy and the doors are difficult to force open. Boarding it is a tactical nightmare.

6 Faulty Jumpdrive: After exiting hyperspace, the ship's reactor is disabled for D6 times ten minutes. This leaves only life support and door controls online.
5 Missing Fuel Pods: -2 Max Fuel.
4 Laggy Gravdrive: -1 Max ENG. The ship moves a few moments after it's told to.
3 Huge Drives: +1 Max ENG, -1 Max SYS. The jump- and gravdrives are oversized.
2 Antigravity Plating: It costs 1 less Fuel to take off from a planet's gravity well.
1 Cloaking Device: The ship has a cloaking device onboard, which can be activated to turn all systems offline, but make the ship undetectable to all but the strongest scans.

6 Adware Beacon: The ship constantly and loudly broadcasts advertisements.
5 Eccentric Systems: The cost of all upgrades on this ship are increased by 10%.
4 Computer Glitches: -1 Max SYS. Computers are always messing up slightly.
3 Redundant Systems: +1 Max SYS, -1 Max HUL. There's two of every subsystem.
2 Intelligent Ship: The ship has an agreeable AI controlling it. They have 9 + D6 CHA, no STR or DEX, and can perform one task a PC would normally have to do per round.
1 Payment Error: The ship's total debt or cost is reduced by 25G, once. If stealing or salvaging a ship this quirk is meaningless.

It costs 10G and a week of work to remove a negative quirk. For the ones with positive and negatives, only the negative part is removed.

UPGRADING SHIPS
The rules above should do a good job at generating patchwork ships to start off the party. Buying better ships once the PCs hit it rich is beyond the scope of these rules. However, by the time a party can afford it, cost shouldn't be a problem unless they want a ship to have 18 in every stat and tons of upgrades. Either their wealth can buy it easily or their demands are so high it's beyond their reach and should be acquired through an adventure, if at all.

But what about upgrading a ship? Fixing the problems of a ship are, in a way, just another kind of upgrade. It's not too hard to extrapolate fixing the fuel pods into adding more.


Ship Repairs by Mark Zhang

There are two kinds of upgrades: stat upgrades and subsystem upgrades. Stat upgrades simply raise one of the ship's four stats by one to a maximum of 18. The first time a stat is upgraded it costs 10G, the second time 20G, the third 30G, and so on until it reaches a cost of 100G at which point it doesn't increase any more.

Subsystem upgrades instead add a new subsystem to the ship, giving it more potential or increasing the efficiency of existing systems. A ship can have as many upgrades installed as it has points of SYS. A list of example upgrades is given below. Upgrades with asterisks next to them can be taken more than once, up to a number of extra times equal to the asterisks there (so two asterisks mean an upgrade can be taken three times).

These should all cost 10G, but they are by no means the only upgrades out there, nor is 10G the set cost in every system. There may be better subsystems available for steeper prices, or which can only be acquired through salvaging alien/ancient/ancient alien technology. And of course, not every starbase will be able to sell you every upgrade.

BASIC SUBSYSTEMS
Advanced Weapons**: Increase the ship's damage die one step. D6 > D8 > D10 > D12.

Armour*: Increases the ship's armour by 1. 0 > 1 > 2.

Fuel Pods*: Increases the ship's Max Fuel by 2. 4 > 6 > 8.

Hydroponics: A large room sized garden. Doubles the ship's life support capacity.

Smuggler's Hold: The ship has a small, hidden cargo hold that can hide a few crates or few people from most inspections. You can use this space to found an Enterprise aboard your ship, but it only gains both income and losses while in systems that buy contraband.

Cargo Bay: The ship's cargo bay is expanded and can hold lots of material including a few vehicles. You can use this space to found an Enterprise aboard your ship, but it only gains both income and losses while in systems that buy bulk supplies.

Rec Room: A comfortable room with a nice TV, gaming systems, VR equipment, bar, kitchen, and other assorted luxuries. Lets you restore CHA after a day of relaxing.

Medical Bay: A sterile room with comfortable beds, an autodoc chamber, and all the gear you need to perform surgeries, diagnostics, autopsies, and more. Lets you safely treat Critical Damage and restore STR and DEX after a day of treatment.

Fuel Scoop: If you spend a week in a gas giant's atmosphere, you can harvest 1 Fuel at the cost of D6 HUL. This HUL damage does not cause Critical Damage or reduce a ship below 1 HUL, but if the damage would have reduced it to below 0 HUL, the ship doesn't gain any Fuel. (If it kept scooping Fuel up, it would be reduced to 0 HUL and destroyed.)

Shuttle Bay: Stores a small shuttle that can carry a small cargo or six passengers or mixture of the two, as well as a pilot and copilot either way. The shuttle is slower than any ship but can easily leave a planet's surface for its orbit in half an hour and for no Fuel cost.

Advanced Jumpdrive*: Upgrade the ship's Jumpdrive so that interstellar travel is either cheaper or faster. When setting out into Hyperspace, decide between using half as much Fuel, rounded up, or taking half as many days, rounded up. Taking this upgrade twice lets you do both.

Lifepods*: One person pods that can be deployed to escape a ship in one round. Comes with as many lifepods as the ship has SYS + 2. When taken twice it both doubles the effective amount and lets you have them be located at two locations on the ship.

Laboratory: Used to perform research, analysis, and other similar studies.

Sensor Suite: Greatly upgrades both the range and information granted by your sensors.

Cloak: Allows the ship to "go dark", unable to do anything but undetectable while doing so.

Tractor Beam: Allows the ship to move shuttle-sized and smaller objects that are within weapon range. Ships may make a test with the lower of STR and ENG to break free.

Workshop: Used to perform modifications, repairs, and upgrades on vehicles and robots.

Probe Bay: Stores up to four probes which can operate autonomously or by manual controls and transmit and receive information on the other side of a system. Replacing a drone costs 1G. Each drone is twice the size of a man and has a panoply of sensors, manipulating limbs, and moves via artificial gravity. They can reach orbit in a few hours.


These probes are the ones from Star Wars, more or less. Art by Slayerlane

Shrine: By virtue of divine blessing or being in the right place to get in the way of damage (crews can never agree on which), this system allows the ship to reroll a disabled system roll and take the new result even if it is less desirable or the same result.

Cryopods*: Allows you to store SYS + 2 people in cryostasis. They don't age, die from injuries, or suffer harm from poisons or diseases, but they still count against the ship's life support. Most starship passengers prefer to be in cryosleep on the trip.

Vault: A secure location deep inside the ship but designed to easily detach. Contains a small, self-contained life support system with an airlock. A vault can survive most attacks and even a ship going nova, keeping up to twenty people or a moderate amount of cargo safe temporarily, or five people alive for months.

Intelligent Ship: An artificial intelligence installed on the ship's databanks and capable of running one system as well as a trained human would at a time. The AI always starts loyal and has 9 + D6 CHA, but no STR or DEX. You can download them into a robot body to turn them into a PC, but if you do so, they will not be able to be turned back into a ship.

Shipskin Projector: A translucent pink wall of a rubber-like organic substance, one side inside the ship, the other exposed to the void of space. Passing out of the ship through the projector coats organic creatures in the "shipskin", which serves as a comfortable and self-healing vaccsuit with a few hours of oxygen.