Loads of Mothership distress signal adventures ping out in the void, so here's a way for folks to get those to table as a cohesive string of one-shots.
Guess what chump?
You've made it onto a Search & Rescue team. For the next three years, you're a crew member on a spaceship trawling on a patrol through three star systems. Once every six months, you'll have a chance for some Shore Leave.
Misenum, J1C-II
THR:30 BTL:13 Autocannon 1 MDMG SYS:15 CREW:15 CRYOPODS:65.- Autocannon, Laser Defense System
- Extended Cryobay: Adds 25 additional crypods per ship class.
- Tug Clamps & Mobile Engines: Affix to derelict in EVA, only for in-system travel
The Patrol Loop
Calacatta & Onyx: Binary star system
- Calacatta: Rich system
- Bluewhite star
- Cal-4: lush, terraformed world; gated
- Cal-5: home hub station orbits factory and mining planet
- Onyx: Resource-rich system
- Orange binary star; Jump required
- Onyx-a: Hot Jupiter, loads of resources on moons, asteroids.
- Shore Leave location
Bizimuth: Chaotic young system, loads of freelancers
- Yellowhite star
- Biz-6: Shore Leave station, orbits ice giant.
- Hyperdense asteroid field between Biz-6 and outer gas giant, Biz-7
- High-impact ice debris field past Biz-7 orbit out towards captured rogue planet Biz-8
- Biz-4: Oceanic world
Agate: Outpost system
- Orange star
- Agate-a, b, c: dead terrestrial worlds, each with ongoing, independent terraformation studies
- Agate-d: Shore Leave Station, orbits superearth with microscopic life
- Agate-e: cross-ringed gas giant, hosts a few remote research stations
2d10 Distress Signals
Every six weeks of space travel, roll 2d10 on the following table. The sole unique entry to this one would be Cold Opening, which takes place on the PCs' own ship. If it gets rolled, save that one for after a Shore Leave when they're preparing to jump into the next system.
2. Cold Opening
3. There is a Goblin on the Loose in Icarus Station
4. Adrift6. Chiron (from Distress Signals)9. Prevenge (from Distress Signals)10-12. All Clear. The ship is cramped, stinky, and boring. Gain 1d5 Stress.14. Aphrodite: Luxury Space Yacht (from Terrors from the Cosmos)15. Circle the Flame16. Firebird (from Distress Signals)18. Rogue Brood19. Argosy (from Distress Signals)20. SIS/TR
But wait, there's more!
You could just use this for any Mothership campaign, really. Replace the entries on the table with modules you own and want to run (note the bell curve), and roll 2-3 times to generate Jobs.
You lose the potential for ship-to-ship combat, and you'll have to do your own leg work for potential system hopping, but it works. Though in this secondary case, I'd also recommend setting a Job timer and maybe consequences for if the Job doesn't get done right so bad stuff still has a chance to turn up (à la TOMBS).
Now that this one is done, I should get around to the Ocean Superearth and Jungle Moon campaign framework tools, too...
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