Tuesday, May 25, 2021

The Planet that Never Sleeps: Earth for Mothership

In Los Ageless, the waves they never break
They build and build until you don't have no escape
But how can I leave? 
I just follow my hood to the sea, go to sleep

a.k.a. "your players asked what's going on with Earth while they're out on the Rim being torn to pieces by space demons".

The Fifth Element
The Blue Marble. The Pale Blue Dot. Home.

Earth.

Cramped, polluted, and teeming with people, the heart of mankind still beats. Slowly, laboriously.

With 27 billion inhabitants and a vastly inefficient global economy straining the ecosphere of what was once humanity's very own garden planet, Earth is wracked by squalor, natural disasters and government repression. The average Terran lives off of a measly federal welfare (most jobs having been automated long ago), has never eaten anything that wasn't synthesized from genetically modified algae, keeps a tsunami survival kit under the bunk of their tiny assembly line hab-block, and is told every day how privileged they are to live in humanity's cradle.

artist: Jon Hrubesch

The unflattering picture of Earth changes drastically, of course, if you happen to be one of the mega-rich. Here, unimaginable luxuries are available if you can pay - the most prized of which is Mother Nature itself. With the planet's natural areas rapidly dwindling, the Earth Federal Governing Authority has placed astronomical admission fees on entering its natural reserve areas, the so-called Green Zones, ostensibly to cover the increasing costs of reversing ecological collapse. Only the richest inhabitants of Earth can afford to view the remaining few patches of nature on the mother planet, congratulating themselves on their charitable works as they funnel billions of credits into what have been essentially reduced to private parks for the 0.001%.

Elite: Dangerous
Officially, Earth is the capital planet of all human-controlled territories across civilized space. In actuality, the grip of the Terran government hardly reaches beyond corespace - it is simply impossible to keep such a vast volume of space entirely under direct control. In the Middle Regions, as jumps become longer and riskier, its authority becomes faltering and tenuous, and the megacorporations increasingly take up the slack of power and control. In rimspace, Terran authority is entirely nominal. There are corpostates and independent colonies out there which the Federation is simply logistically incapable to reach and subjugate.

All of this, of course, is swept under the rug in Terran media, where glossy megastars and ad campaigns showcase the far reach of Earth to its dejected citizens. TV lotteries promise vacation trips to faraway planets, brought to heel by Terran manifest destiny. Talk show hosts pose with corporate dignitaries and rimspace colony leaders. VR films, free television programming, news feeds all regurgitate steady, uninterrupted prolefeed - lurid, sex-obsessed commercials, old-corporate propaganda, and never-ending soap operas about the lives of important people.

As the oldest economy in the human sphere, many of the most ancient megacorps are heaquartered here - some ossified and dynastic, some fragmented and self-consuming. These fossilized old-corps constantly vie for control over space with the upstart neocorps that sprung up out in the colonies, as well as each other, perverting every political institution supposedly representing all humanity into pieces in their great game. Earth's governance is a tangle of backroom politics and corporate interests puppeteering state offices, with a thin gauze of representative democracy painted on top.

Despite being the most densely urbanized planet in human-inhabited space by a large margin, Earth exports almost nothing, save for sleazy and propagandistic entertainment, colonial arrogance and gunboat diplomacy. Most of its economic production is tied up in keeping its largely unemployed population fed and housed, by the most generous definitions of both "fed" and "housed". The majority of the rest goes to accommodating pilgrims and tourists, 552 million of whom visit the planet's incredibly manufactured open-air museums - corp-friendly, sterilized versions of old Earth settlements - each year.

Judge Dredd: Mega-City Two
1d5 adventure hooks on Earth
  1. An especially tenacious breed of mind-altering alien parasite infected the water filtration systems of a mega-racktower, carried planetside by a gaggle of tourists slumming it with the hab-blockers. Go in there and smoke the little fuckers out before they decrease the revenue growth of the water treatment company too much.
  2. There's a new drug on the streets - go check it out and see if the boss can get in on the trade too. Secretly, the drug is manufactured and distributed by SynThac LLC, and causes addicts to commit false-flag eco-terrorist attacks, with corporate police ready to swoop in and save the day.
  3. A colossal organism crawled out of the Atlantic Ocean and was promptly gunned down by the point defense systems at Manila. Corpse-diving becomes a veritable gold rush - perhaps you can make it big selling genome samples, or even kaiju caviar!
  4. The brand new SweetDreams chips (double the sleep in half the time!) are the latest fad in neuro-implant chips... but sleepers suddenly begin to receive strange and disturbing dreams through the implants, urging them to return to apedom.
  5. Through a miraculous stroke of luck, you all won a dinner with Medusa McClyde, the queen of crackle music! Meet the idol in the five-star restaurant atop the Kampala Space Elevator, and try to survive the night amid ever-present media surveillance, trigger-happy bodyguards, and the bizarre and horrific proclivities of Ms. McClyde herself.
Hong Kong


Monday, May 17, 2021

One Million Planets

This post originally started off as an attempt to reorganize the notoriously byzantine and inconsistent NoLWoCS planetary classification system from one of my favorite science fiction universes, Orion's Arm. I gave up about a third of my way in; it just has too many bizarre, obtuse baked-in assumptions to be salvageable.

So instead I wrote a d10-based planet generator.

If you need to populate a planetary system fast, just roll up a few of these babies and put them in a sensible order from their primary. It's not a complete system, and doesn't generate particularly bizarre configurations (such as Curie's World), preferring instead to stick close to the most commonly known varieties of planets. Still, it does produce some pretty interesting planets with which you can populate the heavens.

All art in this post is by Adam Makarenko.

HOW TO USE THIS POST

This is a series of roll tables intended for relatively quickly generating a solar system or just randomly producing a single planet. You are, of course, free to ignore any result you don't like. Now that I put it out here, it's yours to use however you wish.

Using the tables is pretty simple:

  1. Roll Basic Characteristics (class and orbital parameters).
  2. Go to the Class tables of your planet and roll Subtype and Satellites.
  3. If your planet has large moons, go to the Planetoid Class tables and roll Subtype for each.
  4. If your planet is an Oasis or Superhabitable planet, go to the Oasis Planets table and roll Subtype.
Easy as that.

BASIC CHARACTERISTICS

Roll Class

  • 1-2: Planetoid (dwarf planets and large moons)
  • 3-4: Terrestrial (rocky planets)
  • 5-6: Superterrestrial (super-Earths and ocean planets)
  • 7-8: Neptunian (ice giants)
  • 9-10: Jovian (gas giants)

Roll Orbit

  • 1-5: Normal.
  • 6: Skolian. Extreme axial tilt, at least 70 degrees. Rather than spinning like a top, the planet rolls on its side like a barrel.
  • 7: Tidally locked. One side always facing its primary, the other always facing away. May be halfway a scorched desert, halfway an icy waste, or more turbulent and moderate if a thick atmosphere is present to disperse the heat. It might be unchanged, if it's far away enough or if its primary is cold to begin with.
  • 8: Spin-orbit resonance. Rotates exactly x times for every y revolutions around its primary. (Example: Mercury is in a 3:2 spin-orbit resonance around the Sun - 3 rotations for every 2 revolutions.) The primary may occasionally appear to move backwards in its sky. 
  • 9: Retrograde. Rotates in the opposite direction it orbits, or orbits in the opposite direction as other bodies in the same system. May have been captured into orbit from somewhere else.
  • 10: Eccentric. Extremely oval orbit; shoots out far away from its primary on its apoapsis, or zips very close by it on its periapsis. Might have extreme temperature variations.

PLANETOID CLASS

Subtype

  • 1-2: Barren. Sterile rock pockmarked by craters, little to no atmosphere. Water ice deposits in craters of eternal darkness.
  • 3-4: Kuiperian. Icy surface dusted with reddish-brown tholins. Tenuous atmosphere of usually nitrogen, prone to freezing solid. May have a subsurface ocean.
  • 5-6: Cryonic. Covered in a thick layer of ice (water, CO2, ammonia, methane etc.). May hide a subsurface ocean underneath (water, water-ammonia-mixture, ethyl-alcohol etc.). May not have an ocean: icy mantle surrounding a rocky core, an even mixture of ice and rock, etc.
  • 7-8: Cryovolcanic. Cold and extremely tectonically active, wracked by constant earthquakes and cryovolcano eruptions. Covered in sulfur frost layered over water ice.
  • 9: Chthonic. Extremely hot. Highly volcanic, covered in molten lava flows.
  • 10: Oasis. Moderate-sized, complex atmosphere, extensive bodies of liquid across the surface. Can support complex, mature ecosystems. (Roll on Oasis table.)

Satellites

  • 1-2: None.
  • 3-4: 1d10 small irregular moons.
  • 5-6: Huge tidally locked moon, binary planetoid system. (Roll on Planetoid table.)
  • 7-8: Faint ring system.
  • 9-10: Roll twice.

TERRESTRIAL CLASS

Subtype

  • 1-2: Barren. Sterile rock pockmarked by craters, little to no atmosphere. Water ice deposits in craters of eternal darkness.
  • 3-4: Cytherean. Extremely dense, hot atmosphere, highly acidic or alkaline. May or may not have surface liquid.
  • 5-6: Martian. Dry, irradiated, usually cold desert. Sparse, unbreathable atmosphere. May have had large bodies of water once.
  • 7: Chthonic. Extremely hot. Highly volcanic, covered in molten lava flows. Might be a young rocky planet, the core of a dead gas giant, or simply too close to its primary.
  • 8: Cryonic. Covered in a thick layer of ice (water, CO2, ammonia, methane etc.). May hide a subsurface ocean underneath (water, water-ammonia-mixture, ethyl-alcohol etc.). May not have an ocean: icy mantle surrounding a rocky core, an even mixture of ice and rock, etc.
  • 9: Cryovolcanic. Cold and extremely tectonically active, wracked by constant earthquakes and cryovolcano eruptions. Covered in sulfur frost layered over water ice.
  • 10: Oasis. Moderate-sized, complex atmosphere, extensive bodies of liquid across the surface. Can support complex, mature ecosystems. (Roll on Oasis table.)

Satellites

  • 1-2: None.
  • 3-4: 1d5 small irregular moons.
  • 5-6: One huge moon (roll on Planetoid table).
  • 7-8: Rocky or icy ring system.
  • 9-10: Roll twice.

SUPERTERRESTRIAL CLASS

Subtype
  • 1-3: Pelagic. Covered entirely or almost entirely in oceans, up to 15-20 km deep. May support life, microbial or more complex.
  • 4-6: Abyssal. 100% ocean cover, up to 50 km deep. Sea floor covered in a thick layer of high-pressure, crystalline ice-VII. Mineral-poor seas ill-suited to bearing life.
  • 7-9: Mini-Neptune. Extremely deep oceans of supercritical water enveloped by a thick hydrogen-helium atmosphere. Transitory stage between ocean planet and ice giant. The largest type of super-Earth.
  • 10: Superhabitable. Thick atmosphere, largely even mixture of small continents and shallow oceans. Even temperature. Extremely conducive to life, even more so than Terrestrial Oasis planets. Can support practically rainforest-level biodiversity on its entire surface. (Roll on Oasis table.)

Satellites (roll twice)

  • 1-2: None.
  • 3-4: A multitude small irregular moons.
  • 5-6: 1d5 large moons (roll on the Planetoid table).
  • 7-8: Rocky or icy ring system.
  • 9-10: Roll thrice.

NEPTUNIAN CLASS

Subtype

  • 1-6: Cryo-Neptune. Cold, lonely, azure or greenish planet located far beyond the snow line, with a hydrogen-helium atmosphere rich in volatile ices - ammonia, methane, and so forth. May cross into the Kuiper belt.
  • 7-9: Hot Neptune. Hellishly hot atmosphere, may be in the process of evaporating away. Gas envelope contains exotic volatiles or refractory materials. Can be any number of colors due to its exotic chemistry; may also glow red from thermal radiation.
  • 10: Helium planet. So close to its primary the hydrogen evaporated out of its atmosphere, leaving only an envelope of pure helium. White or light grey, and cataclysmically hot.

Satellites (roll twice)

  • 1-2: A multitude of small irregular moons.
  • 3-4: 1d5 large moons (roll on the Planetoid table).
  • 5-6: Spectacular ring system.
  • 7-8: 1 large Oasis moon (roll on the Oasis table).
  • 9-10: Roll thrice.

JOVIAN CLASS

Subtype

  • 1-2: Cryo-Jovian. The coldest type, brooding beyond the snow line. Ammonia clouds lend it a yellowish, orange or reddish color.
  • 3-4: Hydro-Jovian. Warm, orbits in the habitable zone. Clouds of dazzling white water vapor.
  • 5-6: Azuri-Jovian. Much too warm for clouds to form. Clear, blue, featureless orb.
  • 7-8: Hot Jupiter. Cloud decks of alkali metals, such as sodium. Dark, grey, hellishly hot.
  • 9-10: Ultra-hot Jupiter. The very hottest gas giants, closest to their stars. Clouds of pure iron and silicates. Hot enough to give off a dim red glow.

Satellites (roll twice)

  • 1-2: A multitude of small irregular moons.
  • 3-4: 1d5 large moons (roll on the Planetoid table).
  • 5-6: Spectacular ring system.
  • 7-8: 1 large Oasis moon (roll on the Oasis table).
  • 9-10: Roll thrice.

OASIS PLANETS

Roll here if you got an Oasis or Superhabitable-type planet from either the Planetoid, Terrestrial or Superterrestrial table.

Subtype
  • 1-4: Gaian. Silicate crust, oceans of water, oxygen-nitrogen atmosphere. Familiar to humans.
  • 5-6: Methanogenic. Water-ice crust, oceans of liquid hydrocarbons, nitrogen atmosphere with a colorful organonitrogen haze.
  • 7: Ammonian. Silicate crust, oceans of liquid ammonia with dissolved alkali metals. Cold, nitrogen-nitrous oxide atmosphere. 
  • 8: Vitriolic. Silicate crust, oceans of pure sulfuric acid. Extremely hot oxygen-nitrogen-CO2-sulfuric acid atmosphere.
  • 9: Halogenic. Silicate crust, oceans of water mixed with hydrochloric or hydrofluoric acid. Oxygen-nitrogen-chlorine/fluorine atmosphere. Acid rains.
  • 10: Carbonian. Graphite crust, diamond mantle, oceans of tarry hydrocarbons, carbon monoxide or carbon dioxide atmosphere with choking carbon smog.

Saturday, May 8, 2021

The Wedding Ring

The Wedding Ring is a huge, old ring station located in rimspace, measuring almost 50 kilometers across. 

The station is the result of an attempt by Frimm Interspace Industries to wrestle the Perigee Corporation out of local colonization opportunities (Perigee having had a transportation advantage due to having proprietary rights to a natural Jump-6 lane into the sector). Frimm executives, aiming to upstage Perigee at its own game, envisioned a grand megascale engineering project - a kilometers-wide ring-shaped particle accelerator, designed to maintain an artificial Jump-5 lane through extremely energetic particle collisions.

However, corporate politics are a harsh mistress. The project fizzled, funds ran out, and the station was largely abandoned roughly halfway into completion. Large parts of it are unpressurized, unshielded from radiation, and subject to random structural failures. The only completely finished area, the Habitation Section, today hosts about 5000 cultists, refugees, pirates and prospectors, nominally controlled by an AI-worshipping theocracy.

The Omega Church

The Omega Church isn't a church in the sense the Catholic Church is a church. There is no Omega Pope (as cool as that sounds). They are a church in the sense the Christian Church is a church - a loosely defined collection of faithful. They are fairly widely distributed across civilized space, but it's rare that they come into a dominant position on any colony. The Wedding Ring is one of such rare occasions.

An Exaltation of Stars

Omegists hold that all minds descend from prior minds via reproduction or artifice, eventually going back to a single creator ur-mind called Alpha; similarly, minds will eventually converge back into an ultimate mind called Omega. They all wear at least one piece of white clothing, and carry necklaces that depict the letters Alpha and Omega superimposed on a supernova explosion. They preach mind-melding, AI-worship, rapture and android liberation.

Pilgrims of the Omega Church settled the Wedding Ring about 70 years ago, after the Cloudbank Synthetics Production Facility was moved into the system to allay Shareholder fears of Monarch being unleashed on the Middle Regions. The Church currently runs much of the inhabited part of the station, maintaining infrastructure, enforcing loose laws, trading with outsiders and sending divers into the Deep to monitor the activities of the great AI god. All inhabitants of the station at least nominally pay tribute to the Church, and missionaries, public debates, religious processions and self-immolating fanatics are a common sight on the corridors of the Ring. Speaking out against the Church, while not technically forbidden, is considered to be at least severely impolite, and may incur consequences such as being denied service in shops, or random searches before leaving port.

The local chapter of the Church is currently undergoing a schism between two rival ideological factions. The dominant Monarchists, the old guard led by the mind-melded council of scholars known as the Sanhedrin, believe Monarch to be a blessed fragment of Omega in convergence, worthy of worship and communion. Standing in opposition are the Kingslayers, a radical new faction founded on the teachings of the inflammatory preacher Tanyita Candella. They consider Monarch a false god who usurped the title of Omega, and is promoting disunity through its paranoia and mind games. Heated arguments, fistfights and even occasional terrorist attacks are increasingly common between the two factions lately.

Ishmael's Shipyards

Currently the only shipyard on the station. Big, creaky dry-dock module salvaged from a pioneer orbital station, moored to the dock section of the Wedding Ring. Can outfit any vessel up to 130 hull points, and even carries some military-grade ship weaponry - affixing these to your ship will certainly invite trouble with some corespace or corporate army, as all of them are stolen, illegally salvaged or purchased from pirates. For especially high sums, the shipyard will even build new spacecraft, using cannibalized parts from older ships.

Ishmael is a former frontier engineer who came to the sector with the original wave of Frimm company colonists. He is a shrewd businessman, generous if it's to his benefit, but ruthless and cold-blooded if necessary. He dislikes excessive force, but very much likes appropriate amounts of force. Since his arrival to the Wedding Ring, he drove every other shipyard onstation out of business through a combination of clever politics, merciless competition, mergers and acquisitions and carefully-applied beatings by well-paid thugs.

Ishmael is a pragmatic man who understands the importance of being loved. He treats his workers exceedingly well, which ensures their loyalty, since many of them are used to the horrid abuses of Company employment. He will loan generously, but with firm conditions, and you can expect his thugs to come knocking on your door if you break said conditions. If you can't pay your debt, he often offers jobs to work off your debt - these usually involve smuggling, getting uncooperative clients to cooperate, carrying out business deals with very dangerous people, or derelict salvage. He is generally regarded as a very fair business partner across rimspace.

The Shipyards and especially their proprietor constitute a massive thorn in the Omega Church's collective side. As the only area of the Wedding Ring outside their informal control, it regularly comes into conflict with the Church on matters such as station safety, authority, harboring suspicious people as employees, and even religion. Unlike most of the station's population, Ishmael is openly Neo-Catholic, and seems to flaunt his faith specifically to spite the Omegists. He even operates a small chapel in the Shipyards, with an automated confession booth running an ordained Neo-Catholic priest AI. The recent schism among the Omega Church is much to Ishmael's delight, as the zealots are too preoccupied with fighting among themselves to put the usual pressure on his operations. For this reason, he's making some extremely subtle political maneuvers to stretch out the religious conflict as long as possible.

Direct Solutions, Inc.

The station's homegrown independent mercenary company, composed of down on their luck drifters, former Troubleshooters, business-savvy pirate crews, and some of Ishmael's thugs.

artist: BRiZL

Direct Solutions is a legally chartered company, registered with the New Theia Federacy, the nearest planetary government to the Wedding Ring. They are, rather euphemistically, designated as a "specialist personnel and crew contractor". Those dealing with them generally refer to them as "those throat-slitting bastards".

The company is managed by an individual called Lutch, an unscrupulous freelance lawyer based on New Theia whom the company is playing good money to manage their paperwork. Lutch, for their part, has used this opportunity to make themselves completely indispensible via a number of "dead man's switch" investments that will cause Direct Solutions to financially implode should they be removed from position.

Direct Solutions mercs are cheaper but less trustworthy than the usual mercenaries. If hired by the players, their Loyalty is 1d10 lower than the standard Loyalty roll in the PSG, while their weekly salary is reduced by 25%. For an extra 1mcr, they can be contracted out together with one of their ships, the Zone of Avoidance, the Pitbull Lady, or the Unacceptable Excess of Force.

The Particle Wilds

While the inhabited parts of the Wedding Ring are vibrant with human activity, 80% of the station's area is actually completely uninhabitable. Cold, airless and lacking any sort of shielding from cosmic radiation, the service and observation decks originally intended for the operation and monitoring of the massive particle accelerator constituting the Ring's heart can only be traversed wearing a vaccsuit. 

What's worse, the colossal circular collider, envisioned by Frimm's suits to produce the necessary exotic radiation to generate an artificial jump lane terminus, slumbers uneasily, occasionally jolting to brief activation for unknown reasons. Its effects are completely unpredictable - large parts of the station are bathed in showers of particles unknown to science, exposed to small semi-stable pockets of jumpspace or worse, or undergoing catastrophic temporal anomalies at any given time. It is somewhat of a miracle these accidents have not completely disintegrated the space station's structure yet. Many stationers regard the huge accelerator with awe, terror, superstition, or fearful respect.

Despite these manifold dangers, many foolhardy spacers venture into the perils of the Particle Wilds. Frimm Interspace Industries left many secrets here when they shuttered the jump lane project, and these are worth millions if sold to the right customer - black market buyers, rival corporations, or even Frimm itself. Others are searching for caches of looted cargo hidden here by space pirates, protected by the relativistic wrath of the particle accelerator. Yet others seek answers to grand questions, hoping to glimpse the distant past or the far future within a temporal anomaly.

Few explorers entering this dangerous environment return - rumors say at least as many are killed by their greedy allies, fighting for the treasures they have found, as are by the strange phenomena haunting the ring structure.

Wednesday, March 31, 2021

GORILLA WARFARE: 1d5 Ape Mercenary Units

 Below are 5 hireling crews composed entirely of uplifted apes. This entire list is the result of a very unserious conversation that happened between Swampgirl, HailSanta, me, and a few other people in the Mothership Discord.

Stat blocks are intended to work with the upcoming first edition box set rules. For a quick-and-dirty conversion to PSG rules, double Health and the number of dice used for weapon damage, and leave stats as they are.


artist: Ilya Brovkin

1. CHIMP GUNNER CREW

Innacurate but enthusiastic. Payment in fruit and meat and cigarettes. Happy to wade into melee when they run out of ammunition.

Combat 50; Instinct 60; Speed 45; Loyalty 55

Hits 2(10)

WEAPONS

Bare hands and feet: 2d10 CQC, crits on consecutives as well as doubles (i.e. 01, 12, 23 etc.)

Rotary autocannon: 3d10 at long range, 1 HIT at short and medium range, 1 MDMG to vehicles at short and medium range

  • Range: 15m/125m/300m
  • Shots: 1(5) - automatic, can provide sweeping fire and suppressive fire
  • Crits: Body save or be knocked down.
  • Special: Too heavy to be carried by one person. Must be disassembled for transport.

CREW: 1 gunner, 1 belt-feeder, 1 mechanic, 1 porter/backup chimp

TACTICS: Gleeful, unrestrained violence. Set up the autocannon in a strategic chokepoint and saturate the area with lead. Backup crew mauls anyone coming too close to the gunner's nest. If they run out of ammo, they leave the gun behind and dive headfirst into melee with excited whoops.

LOOT: 1 functioning rotary autocannon. 1d10[-] belts of ammunition. Weapon maintenance tools. Assorted collection of fruit and meat. 1d10 MREs. 2d10 packs of cigarettes. Pornographic magazines. The highest-ranked field medals awarded to uplifts (very low-ranked). Crude carved piece of wood from back home.


2. BONOBO DRONE OPERATORS

(by Swampgirl)

Gregarious, social. Large groups rotate between pilot duties, controlling drones with their CANOPY console. By human standards, incredibly relaxed about sex. Shy from physical confrontation. Payment in art, tools, new experiences.

Combat 50; Instinct 60; Speed 45; Loyalty 50

Hits 2(8)

WEAPONS

Hummingbird Scout Drone
  • Hits 1(10)
  • Full spectrum sensor suite, 500x optical zoom
  • Markerlight: Target lit up to guided missile systems, drones, snipers, etc.
  • Flashbang: Sacrifice drone for blinding+deafening blast
Hawk Strike Drone
  • Hits 3(15)
  • Scythe missile pod:
    • Explosive: 1d5 HITS
    • Pyro: 1 HITS, everything within 10m covered in napalm
    • Gas: Nerve toxin, Body save or paralysis and fits

CREW: At least 10 operators in a single group

TACTICS: Nowhere near the combat theatre, at least 1 km away in forward operating post. Reposition at first sign of enemy approach. Act as support for friendlies, placing markerlights for snipers, providing recon and breaking up concentrated enemy units with well-placed missile strikes.

LOOT: CANOPY drone command console. 1d10 rolled blunts. 1 bottle longlasting lube. 3d10 MREs. Vast and varied pornography collection. 1 combat knife. Bug collection.


3. GORILLA COMMANDO

Deployed in tight squads or alone. Stolid, deliberate, humorless and incredibly distrustful. Chafe against any commander that did not personally earn their respect. Always respect strength and consistency. Will not accept any payment except what human mercenaries get for the same job.

Combat 65; Instinct 40; Speed 25; Loyalty 65

Hits 3(10)

WEAPONS

Bare hands and feet: 2d10 CQC, crits on consecutives as well as doubles (i.e. 01, 12, 23 etc.)

Vibechete: 1d10 CQC

Pulse Rifle: 3d10

Flashbang Grenade: blinded and deafened for 1d5 rounds, Body save for half

CREW: 4-member all-female squad, or 1 solitary silverback operative

TACTICS: Focused and brutal, like a jackhammer. Never deploy without a plan and always have at least one backup plan. Use tight formation, huge size and psychological warfare to disintegrate enemy cohesion before going in for the kill.

LOOT: Pulse Rifles. 1d10 or 4d10 clips of ammunition. 1d5 Flashbangs. Vibechetes. Gorilla-sized Standard Battle Dresses (HUD, Body Cam, Short-Range Comms). Stress ball. Survey map and aerial recon maps of the operation area, choked with margin notes penciled in primate lexigrams (Intellect+Sophontology to decipher). Little trinkets gifted from one another (roll 4 times on the d100 Trinkets table in the PSG). Uplift rights pamphlet: "Two Hands Good, Four Hands Bad?"


4. ORANGUTAN SNIPER

Deployed solitarily, assisted by a subturing AI spotter unit. Vain, reserved and takes pride in their job. Paid in real credits (even if they have no way to spend it) or alcohol.

Combat 70; Instinct 35; Speed 35; Loyalty 60

Hits 2(10)

WEAPONS

Vibechete: 2d10 CQC

Borneo-pattern smart rifle: 1HIT at long range, 2d10 at medium range

  • Range: 50m/500m/6000m
  • Shots: 4
  • Crit: Triple damage.
  • Special:
    • Armor-piercing rounds: -10 to Armor save.
    • +10 to Combat checks when combined with an AI spotter unit.
    • Thermal/night vision scope.
    • Unusually long: Disadvantage to firing it if your arms are shorter than an orangutan's.

CREW: 1 sniper, 1 AI spotter unit

TACTICS: Takes their time. Brachiation and prehensile feet allow them to set up sniping spots in very improbable locations and from very improbable angles. Each kill must be individually perfect.

LOOT: 1 Borneo-pattern smart rifle, 1d10 clips of ammunition. Vibechete. Orangutan-sized headset running spotter unit. Thermal/night vision goggles. 1d10 MREs. Bottle of whisky. Fur-grooming kit with 4d10 tally marks scratched into the lid. Credstick with 5d100 credits.


5. GIBBON BOMB TEAM

Chatty, insolent, territorial and dexterous. Enjoy annoying their handlers for their own fun, and are capable of shocking professionalism if the outcome of their bombing attack is promised to be amusing. Work in intimate pairs; uncooperative if not given their own quarters. Paid in leisure time and special privileges.

Combat 35; Instinct 75; Speed 60; Loyalty 45

Hits 2(5)

WEAPONS

Bare hands and feet: 1d10 CQC

Grenade Launcher: 1d5 HIT
  • Range: 15m/125m/300m
  • Shots: 6
  • Special: Gibbons can't throw grenades by hand, due to their overspecialized arm joints.

Slyntrec-BB plastic explosive: 1d10 HIT, 1d10 MDMG to vehicles and structures. Detonation timed or activated by radio.

CREW: 2 bomb specialists

TACTICS: Deployed in pairs. Extensively scout target location before stealthily setting up explosives to cause maximum damage and chaos. Prefer to stay and watch the aftermath if possible. If there is no way to set up explosives beforehand, they'll launch grenades from above and flee through the tree tops. Will never leave each other behind if they can help it.

LOOT: 1 Grenade Launcher. 1d10 Frag Grenades. 1d5 bricks of plastic explosive (can be split, merged and shaped). 1d5 detonators (switchable between timed and radio trigger mode). Electronic Tool Set. 2 Short-Range Comms. Binoculars with hand-braided strap. Gibbon-sized EOD suit (+10 Armor save, advantage on Armor saves against explosions, disadvantage on Speed checks, heavy). 1d10 MREs. Walkman with earphones and trashy pop cassette. Reprimand slip by handler.

Wednesday, February 17, 2021

The Sun Stares Back

It's a tapeworm! I swear to Christ it's a fucking cosmic tapeworm! Listen! It's 27,003.8 km long, it lives in the sun, it returns every 76 years 4 months 2 weeks after feeding, it
[DATA EXPUNGED]
You'll just have to wait, doc.

— SCP-1682

Starcages are enigmatic megastructures found in several systems. They're alien in origin, and at least 3 million years old.

True to their name, they are found around stars. The star is always a G-class yellow sun - some stars surrounded by starcages have evidence of massive starlifting operations to make them G-class. The bygone alien culture which built these vast constructions (tentatively dubbed the Starcage-Building Culture Group by xenoarchaeologists) evidently took great pains to make starcages happen.

The cage has a swarm architecture. Tens of thousands of flat, pentagonal statites, each the size of a small continent and arrayed with respect to the others in a fractalic dodecahedral pattern, hover suspended in the star's chromosphere, pushed upwards by the pressure of solar wind. Electromagnetic spectrum imaging reveals an intricate network of magnetic flux lines bound into tight arcs, directed through the statites, making up a colossal polyhedral lattice of energy. Electromagnetic force forms a constricting cage around the star, confining its vast eruptions.

Starcages aren't energy collectors. They aren't even protective structures, set up against solar flares. They are animal pens.

coronal mass ejection

It's not entirely clear what animal lives inside these stars. Based on what little is visible of them, they're probably shaped like worms. Sometimes, their bodies arc out of the star's nuclear atmosphere, a Loch Ness monster of blinding white plasma. The very smallest of them are the size of the continental United States. The largest could wind their body at least one and a half times around the Earth.

When uncaged, they tend to migrate. They launch themselves out of their home star, achieve solar escape velocity, and spin a thin, hard cocoon from space dust they gather via their innate magnetic field. They travel slower than light, coasting for decades or centuries in complete dormancy, until they reach another G-type star to colonize.

coronal rain

Each star surrounded by a starcage contains 5d100 sunswimmers. Don't stat them. They are a narrative problem. Getting directly attacked by a sunswimmer is like slamming into a goodly-sized planetoid, and no spaceship-sized weaponry can even concievably harm one. An encounter with a sunswimmer is an open-ended scenario unto itself. The players will have to figure out how to deal with it themselves.

If you encounter them in space, odds are they're cocooned and either in transit or dormant. They might be woken. 

If you encounter them in their natural habitat, your spaceship is inside a star, and mechanical questions are moot anyway.

sunspot
4 adventure hooks
  1. A scientific institute contracts the players to drop a disposable probe into a nearby star so they can figure out what's inside the starcage. The star is a popular pilgrimage site of the Solarian Church. When they learn of the players' mission, the devout Solarians accompanying them on their trip desperately try to stop the heresy, first by impassioned pleading, then by violence.
  2. A derelict starcage statite is found drifting in a close orbit around an uncaged star in a newly-colonized system. This is a megadungeon; statites are huge. Play it either as cosmic horror, the exploration of the ruins of near-incomprehensible precursors, or as an alien death trap, with reckless treasure hunters being massacred by three million year old defense systems. Keep in mind that this colossal monolith is the Starcager equivalent of a fence post.
  3. The Company's latest job for the players is to tow an entire asteroid to a "processing station" for disassembly. The asteroid is actually the cocoon of a dormant sunswimmer, and the processing station is a corporate research facility. This information is above the players' pay grade.
  4. An uncaged star is undergoing extreme starquakes and stellar eruptions as a sunswimmer inside prepares for its migration launch. A solar research station calls for help as its heat shields begin to fail. Can you reach and rescue them before the vast creature emerges into space?
oh yeah the sun just occasionally does shit like this, don't worry about it lol


Tuesday, February 16, 2021

KILL SCREEN Released!

 My first ever Mothership third-party module, KILL SCREEN, is now available for purchase! Get it while it's hot!

Buy KILL SCREEN here.

Making this module has been an absolute journey (and I will make more in the future). I can't even express how grateful I am for the contributions of Swampgirl (Gods of the Black), who did the wonderful art for my module, and Max V. (The Last Nebula), who created its gorgeous layout. I may never have completed it at all without their help. Be sure to check out their stuff as well!

Saturday, February 6, 2021

Drugs for Mothership

The Player's Survival Guide has this to say about drugs:

Excessive use of Pain Pills and Stimpaks requires a Body Save to prevent Addiction. If addicted, make a daily Body save or gain 1d10 Stress every day you go without.  If used once per day for a week, twice the amount must be used to have the same effect.

If taking more than 1 pill at a time, roll 1d10. If you roll equal or under the number taken, make a Body save. Failure means you fall unconscious and the Warden rolls on the table on Page 10.4 [the Unconsciousness & Death table]. You can cure an addiction through in-game treatment or leveling up.

This is all nice and dandy, but I feel it sells the manifold effects of drugs a little short. It lacks a viscerality you might want to convey to players whose characters are addicted to drugs, and it's somewhat difficult to apply fairly. If you want to include drug use mechanically in your game, an improved system might be of use.

To this end, I've made a Mothership-compatible conversion of my absolute favorite drug use mechanic, the wonderful OSR drug rules written by Goblin Punch, available here.

[Content warning: drug abuse, alcohol abuse, dissociation, hallucinations, seizures.]

As in Arnold's system, you are on a track for drugs, as follows:

Clean - Habituated - Addicted - Dependent

At the end of every week in which you've used the drug, make a Sanity save or go up one level on the addiction track.

  • Clean: You are completely drug-free.
  • Habituated: You don't need the drug, and you can quit any time you want.
  • Addicted: You need to use the normal amount of the drug (1/day or 1/3 days, depending). Advantage on saves vs. Side Effects and Overdose.
  • Dependent: You need three times as much of the drug as the average user to get the desired effect. You will have an extremely hard time quitting without help (or by necessity). Double advantage vs. Side Effects and Overdose (roll 3d100 and take the best result). Disadvantage vs. Relapse and Withdrawal checks.

Quitting: if you're only habituated, it's automatic. Otherwise, there are two steps:

  1. Relapse: Sanity save to see if you can resist taking drugs this week. (This step is skipped if you can't get drugs despite your best efforts.)
  2. Withdrawal: Body save to see if you go into withdrawal. If you feel yourself going into withdrawal, you can always use some more of the drug to avoid it.
  3. Congrats! You've moved a step back on the addiction track.

Overdose: If you get drugs from a sketchy source or consume them in a sketchy way, there is a 5% chance of overdose. Pretty much all sources are sketchy sources when you first meet them, but they become trustworthy over time. You can also overdose intentionally.

And don't forget why you took the drug in the first place.

Main Effects: This is why.

Side effects: Body save to avoid these. You cannot choose to fail this (always roll it).

Space Drugs

Warpwater

a.k.a. muckraker, suit sweat, engineer's friend, brain squeeze, and dozens of other names

Spacer moonshine. Warpwater is one part vodka, three parts water, and one part distilled jump drive cooling fluid. Getting drunk on this stuff is like getting your skull caved in with an ice pick while staring into jumpspace. It does marvelously to make you forget things you don't want to think about, and brings on moods of imaginative, manic melancholia. Besides miserable, down-on-their luck spaceship engineers, high-quality bottled warpwater is also consumed by certain decadent corespace artists and bohemians. This gentrified brand is called Explosive Decompression, and is produced using stationary jump drives bought up from decommissioned starliners.

Price: 20 cr per bottle (2 doses), 50 cr for a bottle of Explosive Decompression (2 high-quality doses). Low-quality warpwater confers disadvantage on saves vs. side effects and overdose, canceling out one level of advantage if you're addicted or dependent.

Main effect: Recover 2d10 Stress. Forget traumatic memories from the past few days. Amplified perception of colors and proportions. Advantage on creativity-related rolls. Lasts until you sleep it off.

Side effects: Horrible, head-splitting hangover afterwards. Disadvantage on all checks for 1d10 hours (cancels out almost every source of advantage). Nightmares.

Addiction: Constantly darting, indistinct shapes at the corner of your vision. -5 to all Intellect checks as you are constantly distracted. 

Dependence: Intrusive thoughts, irritability, yearning for the warp. -10 to all Intellect checks. Every time a ship you're aboard of jumps, make a Sanity save, or you can't resist the urge to stay awake and just stare into the abyss until you go mad.

Withdrawal: Slogging misery and dissociation. Colors are washed out and lifeless. You're obsessively dwelling on the past. You feel like a robot trundling through routine actions. 1 stress every day, for 2d10 days. Disadvantage on any check related to interacting with people.

Overdose: You black out as the fiery mixture of alcohol and warp energy sears your brain. Unconscious for 2d10 days (danger of dehydration). Permanently lose 1d10 Intellect. When you wake up, Body save or permanently lose a primary sense (roll d5, 1: vision, 2: hearing, 3: touch, 4: smell, 5: taste).


Riastrad

a.k.a. murderjuice, killstims, bottled rage, crime in a needle

A widely-used family of combat drugs developed by Taurus-Littrow Security Services, Inc. for internal use. The recipe later leaked to the black market, and it soon became popular for its quick-taking effect and ease of manufacture. Riastrad is an intravenous drug, originally meant to be administered through an implanted spinal injector unit common among Taurus-Littrow mercs, but a simple syringe or an epipen will suffice just as well.

Price: 600 cr for a canister (6 doses).

Main effect: +10 on Initiative rolls, Strength checks, Combat checks and Armor saves. You can deal 2d10 damage with your bare hands. Takes effect within 1 combat round. Lasts 1d5 minutes.

Side effects: Heartrate through the roof. 1d10 Stress when you come off your high. Disadvantage on Body saves against drugs, poisons, diseases and other bloodborne agents as your overclocked circulation spreads everything getting into your bloodstream through your body at record speed.

Addiction: Bowel problems. Twitchiness: +5 on Initiative rolls even when you're not on Riastrad. Tremors: -10 on all checks relating to manual dexterity.

Dependence: Shortsightedness. Once per day, the Warden can impose Disadvantage on a random roll as you suffer a headache at the worst possible moment.

Withdrawal: Intense migraines for 1d5 days. 1d10 Stress and Body save to even be able to get out of bed.

Overdose: Heart attack. Body save or die.


RFL

a.k.a. gingiva, yellow rain, prophet, shaman fuel, angel blowjob

An unusual and dangerous synthetic entheogen. Created as a designer drug variant of klekk, a common herbal hallucinogen of Middle Regions origin, in an attempt to evade drug ban laws centered around chemical structure. Its esoteric effects are an unintentional result of mucking around with delicate quantum-molecular chemistry in a back alley drug refinery. Corporate biochemists have repeatedly claimed that the molecular structure of RFL's active ingredient "does not add up geometrically". RFL is either horrifically illegal or in the process of being illegalized in all systems that are aware of its existence. 

RFL, like its less dangerous cousin klekk, is usually sold in the form of a paste, which can be rubbed on the gums or the tongue. Unlike klekk, however, RFL can be distinguished by causing an enduring yellow discoloration of the gums and tongue, hence its name. More discreet, but less concentrated forms can be bought as a hand cream, which can be absorbed anywhere through the skin.

Price: 300 cr per dose.

Main effect: You astral project into the Dead Dimension, witnessing things the rank and file of humanity wouldn't ever even imagine could exist. Gain 1 XP and 1d10 Stress. Immediate Panic Check when you come off of it. Lasts 6d10 minutes.

Addiction: You no longer panic automatically from using the drug. Subtle, irritating whispers just outside your hearing constantly put you at unease. Whenever you take Stress, take 1 more Stress than you otherwise would.

Dependence: You no longer gain Stress from using the drug. You can hear voices urging you to construct a gate. They torment your mind and cause 1d10 Stress for every day that passes without you taking steps in this direction.

Withdrawal: Intense, nightmarish sleep paralysis for the next 1d5 nights. 1d10 Stress, and Fear save or lose 1 Resolve per night.

Overdose: Grand mal seizure, glossolalia. Everyone nearby must make a Fear save. Roll 3d10: on doubles, a single Gaunt lurches forth from your forehead, shrieking. On triples, a gate to the Dead Dimension rips open on your convulsing, babbling body, spilling forth horrors beyond counting (treat it as a temporary version of the Gate in Dead Planet). It closes on its own after 1d10 combat rounds.


Scrambler

a.k.a. retro, wire-crosser, paperclips, BLIT

The good stuff for androids. Scrambler is a program developed by RealDreams Synergetics, a charismatic upstart tech corporation, designed to produce psychoactive effects in electronic minds. They are also effective on organics with certain cortical implants.

Scrambler is a stimulant, designed to speed up processing speed and increase analysis capabilities. By some quirk of the android brain, it also produces near-orgasmic satisfaction with fulfilling one's function. In some less enlightened systems, Scrambler is used for the dual purpose of maximizing androids' utility while simultaneously keeping them in line.

Normally available from the net site of RealDreams, but illicitly cracked versions can be found all throughout the net. In areas with less solid infrastructure and unreliable net connections, Scrambler can also be purchased physically, copied onto flash drives or read-only data sticks.

Price: 30 day free trial; afterwards, a new authentication key must be purchased for each use. 50 cr per key. Can be pirated for free, with a 40% chance of a nasty trojan, ransomware or other unpleasant computer virus coming prepackaged with the file.

Main effect: Suddenly you can see all the patterns. Everything falls into place perfectly, and it's perfectly wonderful. +20 to all rolls relating to mathematics, physics, linguistics, pattern recognition or geometry. Remove 1 Stress whenever you succeed at such a roll. Lasts exactly 1 hour.

Side effects: Processor overheat. Take 1 Damage for every Intellect check you make while Scrambler is active.

Addiction: Social skills atrophy at the expense of pure analytical ability. -5 to all checks relating to social activities. Also, a deep contentment fills you if you perceive to be fulfilling your intended purpose. If you've been carrying out your intended purpose this week, make a Sanity save. If you fail, gain 1 Resolve.

Dependence: -10 to all checks relating to social activities. You become emotionally dependent on being a cog in a larger machine, becoming existentially troubled and panicky if you have to step out of line. Whenever you directly act against your intended purpose, gain 1d10 Stress (Sanity save for half).

Withdrawal: Massive existential crisis. 2d10 Stress, Panic Check. Any corporate-unsactioned identity the android may have inevitably bursts to the surface and cannot be suppressed except via memory-wiping.

Overdose: Blue screen of death. Memory damage. You just stand there with a blank expression while your brain/implant reboots. You forget everything that happened to you in the last 1d10 months.

The Troubleshooter Corps

A common assumption of Mothership games is that the PCs are bystanders. Whatever horrid shit happens to them, it's not because they spec...