Greetings, Rifters!
My players are about to explore a crashed ship, so I was trying to come up with something cool for them to discover inside. The idea is that it is a crashed scout ship on Earth and they find a cool artifact or something after clearing it out.
Thanks in advance for the help!
Something cool to find on a crashed Phase World Scout Ship?
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- taalismn
- Priest
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Re: Something cool to find on a crashed Phase World Scout Sh
From my Random Spacewrecks charts:
H) Interior Surprises:
“Okay, show of hands! Who volunteers to explore the derelict alien spaceship?”
Okay, we get to the heart of the encounter; what’s inside waiting for anybody brave enough to enter. Roll 1d4 times.
01-15% Salvageable Parts----There’s still usable technology, bits and pieces, to be gleaned from the wreck. Even if the ship is of alien design, some principles of technology may be common enough that a good engineer can jury-rig something using the salvage.
16-20% Regressed Crew---The survivors, or their descendants, have reverted to a primitive state, and will likely regard outsiders as threats. Alternatively, deranged crewmember(s) who will attack any intruders.
21-25% Black Box---Emergency recorders(or the equivalent) still intact. Even if the ship is ancient, the recorders might be of value to historians.
26-30% Alien Lifeform---A (relatively) harmless, but inconveniencing, alien lifeform has taken up residence in the wreck, such as a colony of space coral clogging passageways, alien vegetation slowly breaking up the hull, or an extended family of rodent-analogues stealing and caching everything small and shiny.
31-35% Space Zombies---Reanimated dead populate the wreck. Spacing doesn’t affect them much.
36-45% Valuable Ore/Metal---Inside the wreck is a substantial amount of valuable mineral ore or salvageable metal.
46-50% Automated Defenses---Some of the ship’s weapons systems remain operational and have been programmed to fire on targets not ID’ing as friendly.
51-55% Salvageable Cargo---The wreck still holds a cargo(use the Random Cargo charts from Three Galaxies) that can be salvaged.
56-65% Radiation---Parts of the wreck are glowing with dangerous levels of nuclear radiation.
66-70% Booby-Trap---The wreck’s been rigged with some sort of device to trap the unwary. This could be a simple explosive on the airlocks or lockers, a tractor zone to disable the drive systems of any ship that comes too close, or a self-destruct that obliterates the entire wreck.
71-73% Navigational Data---The ship’s remains hold valuable navigation data(a shorter way across a dangerous area, coordinates of planets, or clues to a treasure) embedded in its circuitry, written in the ship’s log, or painted on the walls.
74-76% Insane Artificial Intelligence----A rogue computer system or robot is aboard. It may or may not have been responsible for the original wreck.
77-78% Usable Weapons---This can be lockers of charged energy rifles or magazines of ship-launched missiles, ready for the taking.
79-80% Predatory Alien Lifeform(s)----A violent alien organism responds to the intrusion and it’s hungry.
81-82% Pirate Trap---Pirates are using the wreck as a honeytrap to bring in prey.
83-84% Fuel or Consumables---The ship still holds a stock of usable fuel, water, or usable gases that can be tapped. Or maybe it’s still edible food or drugs.
85-86% Monster Lair---Some monstrous being has made the wreck its home; it doesn’t like its solitude being disturbed.
87-88% Hoard of Valuables----Collection of valuables; precious metals, jewels, or objects de art, held aboard the wreck.
89-90% Haunting Entities---A number of haunting entities lurk aboard, drawn by the psychic echoes of violent death.
91-93% Cryogenic Lifeboat---There’s survivors, in some form of stasis.
94-95% Virulent XenoPathogen---The wreck is permeated by a highly contagious alien disease vector.
96-97% Exotic Alien Technology or Magic---This can be load of magic weapons, or a teleporter, phase engine, or Dominator device, but it’s potentially VERY valuable and a potential game-changer.
98-00% Xeno-Trap---An alien species has set the wreck as a honeytrap to capture other starfaring sentients. The goal can be crude diplomacy, collecting for a galactic zoo, psychological testing, or biological experimentation.
H) Interior Surprises:
“Okay, show of hands! Who volunteers to explore the derelict alien spaceship?”
Okay, we get to the heart of the encounter; what’s inside waiting for anybody brave enough to enter. Roll 1d4 times.
01-15% Salvageable Parts----There’s still usable technology, bits and pieces, to be gleaned from the wreck. Even if the ship is of alien design, some principles of technology may be common enough that a good engineer can jury-rig something using the salvage.
16-20% Regressed Crew---The survivors, or their descendants, have reverted to a primitive state, and will likely regard outsiders as threats. Alternatively, deranged crewmember(s) who will attack any intruders.
21-25% Black Box---Emergency recorders(or the equivalent) still intact. Even if the ship is ancient, the recorders might be of value to historians.
26-30% Alien Lifeform---A (relatively) harmless, but inconveniencing, alien lifeform has taken up residence in the wreck, such as a colony of space coral clogging passageways, alien vegetation slowly breaking up the hull, or an extended family of rodent-analogues stealing and caching everything small and shiny.
31-35% Space Zombies---Reanimated dead populate the wreck. Spacing doesn’t affect them much.
36-45% Valuable Ore/Metal---Inside the wreck is a substantial amount of valuable mineral ore or salvageable metal.
46-50% Automated Defenses---Some of the ship’s weapons systems remain operational and have been programmed to fire on targets not ID’ing as friendly.
51-55% Salvageable Cargo---The wreck still holds a cargo(use the Random Cargo charts from Three Galaxies) that can be salvaged.
56-65% Radiation---Parts of the wreck are glowing with dangerous levels of nuclear radiation.
66-70% Booby-Trap---The wreck’s been rigged with some sort of device to trap the unwary. This could be a simple explosive on the airlocks or lockers, a tractor zone to disable the drive systems of any ship that comes too close, or a self-destruct that obliterates the entire wreck.
71-73% Navigational Data---The ship’s remains hold valuable navigation data(a shorter way across a dangerous area, coordinates of planets, or clues to a treasure) embedded in its circuitry, written in the ship’s log, or painted on the walls.
74-76% Insane Artificial Intelligence----A rogue computer system or robot is aboard. It may or may not have been responsible for the original wreck.
77-78% Usable Weapons---This can be lockers of charged energy rifles or magazines of ship-launched missiles, ready for the taking.
79-80% Predatory Alien Lifeform(s)----A violent alien organism responds to the intrusion and it’s hungry.
81-82% Pirate Trap---Pirates are using the wreck as a honeytrap to bring in prey.
83-84% Fuel or Consumables---The ship still holds a stock of usable fuel, water, or usable gases that can be tapped. Or maybe it’s still edible food or drugs.
85-86% Monster Lair---Some monstrous being has made the wreck its home; it doesn’t like its solitude being disturbed.
87-88% Hoard of Valuables----Collection of valuables; precious metals, jewels, or objects de art, held aboard the wreck.
89-90% Haunting Entities---A number of haunting entities lurk aboard, drawn by the psychic echoes of violent death.
91-93% Cryogenic Lifeboat---There’s survivors, in some form of stasis.
94-95% Virulent XenoPathogen---The wreck is permeated by a highly contagious alien disease vector.
96-97% Exotic Alien Technology or Magic---This can be load of magic weapons, or a teleporter, phase engine, or Dominator device, but it’s potentially VERY valuable and a potential game-changer.
98-00% Xeno-Trap---An alien species has set the wreck as a honeytrap to capture other starfaring sentients. The goal can be crude diplomacy, collecting for a galactic zoo, psychological testing, or biological experimentation.
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"
--------Rudyard Kipling
------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"
--------Rudyard Kipling
------------
- Rifter_GM
- D-Bee
- Posts: 33
- Joined: Mon Dec 14, 2020 12:01 pm
- Comment: Our future is a mystery, our destiny is to live in the imagination.
Re: Something cool to find on a crashed Phase World Scout Sh
Thanks for the chart. Lots of great ideas there!
- Rifter_GM
- D-Bee
- Posts: 33
- Joined: Mon Dec 14, 2020 12:01 pm
- Comment: Our future is a mystery, our destiny is to live in the imagination.
Re: Something cool to find on a crashed Phase World Scout Sh
I wound up having the group recover a Phase Beamer and an anti-grav harness. They don't have access to other Phase World tech, so this made for a nice discovery.