10. Ship graveyard

At first, nothing. Then, a weak heat signature; outlining the ugly, contorted shape of a frigate, cylindrical modules twisted around masts and heat radiators. From a different direction, a faint EM burst from a dying reactor. Soon they are everywhere, looming dead in the dark: a dozen wrecks, maybe more. Sparsely distributed enough that you could easily miss them while blasting past, but something made you look. The radio receivers picks up a thin howl of a thousand voices, almost-but-not-quite drowning in the ubiquitous static. Did the lights in your cockpit just flicker..?


Type: Anomaly

Function: None

Power source: Void

Gravity: None

Size: Hundreds of kilometres across

Affiliation: None

Population: Unknown

Sells: Nothing

Buys: Nothing


The PCs have found a strange phenomenon, perhaps following the lead from the clerk in the Corporate Outpost. It is a goldmine of scrap and ship components, but whatever destroyed the vessels is still here, still hungry…


While the PCs are here, divide gameplay into hours. It takes an hour to identify and approach a random derelict and initiate EVA, and another hour to scout the vessel for valuable components. There are no bodies, except when noted.


Each hour, there is a 1-6 chance that the PCs will gain a Void point. The Entity haunting this place will appear once the number of Void points exceeds three. 

  • At one Void Point, the electricity on the PC ship will begin to act erratically. A random PC suffers light psychic damage and frightening visions of loneliness and darkness.
  • At two Void points the hull will begin to creak and the ship will suffer light damage. Another random PC suffers medium psychic damage.
  • After three Void points, the vessel will suffer heavy damage. Another random PC suffers medium psychic damage.
  • At four Void points, the Entity appears. Seeing it is like being buried alive in nothingness. Only exceptional ingenuity will save the PCs now.

d12

Derelict

1-5

One of the missing corporate prospecting vessels. Small frigates loaded with mining equipment, each equipped with a sensitive spectrometer array.

6

PSF Cuchulainn, a small military vessel. Contains rifles and tactical space suits for a crew of four as well as an armed torpedo.

7

The Spring Drake, a once beautiful private yacht. Contains luxury wood panelling and fine wines.

8

The Xerxes, an empty, old freighter. Almost nothing of value.

9

The Pleasant, a brutal-looking ice hauler. Equipped with a powerful harpoon.

10

A strange, black, needle-shaped vessel, snapped in half. It seemed to have housed a crew of one. Equipped with a revolutionary drive. The PCs might be able to scan it and find someone to reverse-engineer some of the technology.

11

An exact but horribly mangled replica of the vessel used by the PCs, down to personal effects.

12

The Kyrie, a very old and rather unremarkable long-range corvette. The origin of the Void entity. The interior is covered with grey dust and contains the corpses of three adults. A girl child floats in the control room. Seeing her instantly grants a Void Point, as does disturbing her.


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