1. Abandoned shipyard

A cloud of dangerous debris surrounds this rock, itself encrusted with various vents, antennae, domes and other mechanical protrusions. A few lanterns are still lit, obviously running on some auxiliary power source, but otherwise the place seems dead. A thin howl can just be discerned in the idle static broadcasted by the dying transponders. A huge, darkened sign bolted to the surface, pockmarked with holes and burn marks rendering the logo all but unintelligible, stands as a reminder of a long-gone corporate past.

A cavernous airlock, still open, allows smaller vessels to enter the facility; larger ships were expected to moor in orbit while the site was operational. Inside, the darkness is lit by a few pinpricks of pale, flickering light.

Type: Asteroid habitat
Function: Ship repair facility
Power source: Fusion reactor (inactive), auxiliary batteries (weak)
Gravity: -
Size: 800 m (diameter)
Affiliation: None (formerly corporate)
Population: 1
Sells: -
Buys: -

This long-abandoned, decommissioned repair facility has been looted several times over and used as a temporary hideout for smugglers and outlaws almost as often. It is currently empty, except for a single, mysterious individual. The PCs can use it for repairs, if they manage to reactivate it and avoid the lone resident. There is no artificial gravity here and untill the reactor is activated, the entire facility is almost completly plunged into darkness. 

Exterior

Approach is dangerous due to the debris, and a piloting check is required in order to avoid light damage to the vessel. 

Airlock

While the interior is pressurised (with stale air), the large airlock is non-functional while the reactor is powered off. It is possible to fly a frigate or something smaller into the airlock, but the machinery required to carry out repairs is inactive, the bay doors can't be closed and the space can't be pressurised.

Habitat

The habitat proper can be entered through several personell and service air locks. The StorageReactor and Control room can be reached easily. The habitat section is a darkened, three-dimensional warren of narrow corridor with cabins containing zero-g beds, showers and toilets, some of which leak decades-old sewage, the stench permeating the entire area. A medbay, a gym and food storage lockers can also be located, all looted and bereft of anything valuable. 

Storage

Little of value can be found in the storage area, which consists of rows of zero-g proof lockers, most of which are broken open. Among the trash and remains of past habitation, some basic tools and filthy items of clothing can still be recovered. Most of the walls are scrawled with unintelligible glyphs and the area is clearly inhabited, strewn with trash and filth. A symbol representing a closed eye-lid with ray-like lashes is repeated everywhere. 

Among the trash can be found a strange, gray rock which offers protection (advantage or bonus) from psychic assault of any kind. 

Abel, a crazed hermit possessing strange, psyhic abilities, spends most of his days here. If he hears the PCs approach, he will hide in the habitat and assault them with mind-rending whispers from the shadows (save to avoid, or take medium damage). Anyone affected is subsequently unable to see Abel. He will eventually attempt to steal any docked vessels. He can be calmed if approached with kindness, but he won't make any kind of sense, mumbling incoherently.

Control room

A vaguely spherical chamber, covered in inactive screens and terminals. The entrance is trapped with deadly mono-filaments, causing high damage to the first person that tries to enter. The reactor can be reactivated from here, once it is refueled. This requires a basic hacking or technology check.

Reactor

The reactor core, including the hydrogen ice fuel tanks, can only be accessed from space. Hydrogen ice can be fed into the reactor from a large exterior hatch and has to be acquired elsewhere in order to reactivate the facility.

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