Showing posts with label spaceship. Show all posts
Showing posts with label spaceship. Show all posts

Sunday, August 16, 2020

100 Spaceship Names


  1. Enheduanna 
  2. Murasaki Shikibu
  3. Yang Wen-Li
  4. Brackett
  5. Norton
  6. Butler
  7. Bujold
  8. Cherryh
  9. Vinge
  10. Tomyris
  11. Hiawatha
  12. Barlowe
  13. Dejah Thoris
  14. Le Guin
  15. Tanabe
  16. L'Engle
  17. GG EZ NO RE
  18. Last to Know
  19. Great A'tuin
  20. Golden Path
  21. Unexpected Neighbor
  22. I Roll to Attack
  23. The Huge Manatee
  24. Best Case Scenario
  25. What A Guy, Solo
  26. Ape Law
  27. Internal Gravitas Engine
  28. Put a Pin In It
  29. ACAB (No Exceptions)
  30. Second Star to the Right
  31. Reach Heaven Through Violence
  32. https://en.wikipedia.org/wiki/List_of_burn_centers_in_the_United_States
  33. So Anyway I Started Blasting
  34. Simon the Digger
  35. Secret Herbs and Spices
  36. Hapsburg Chin
  37. This Machine Kills Fascists
  38. Not A Metaphor
  39. Diedration
  40. Perfectly Cromulent
  41. Dorothy & Co.
  42. Decolonizer
  43. Localized Entirely Within Your Kitchen
  44. Deadliest SOB In Space
  45. I Blame the Bene Gesserit
  46. Fulgurmus
  47. HONK
  48. Gravitas-Without-Borders
  49. Macrophiliac
  50. Darker and Edgier
  51. Titanothere
  52. I Know What I'm Doing
  53. Tentacular Spectacular
  54. Waiting for Space Godot
  55. Under Heavy Fire
  56. Dancing in Public
  57. Unfit For Purpose
  58. Lilith Deserved Better
  59. Prospero's Nightmare
  60. Born to Die, World is a Fuck
  61. Called Himself Sam
  62. Phoenix Throne
  63. I Fucking Love Sharks!
  64. Wives of Abaia
  65. Nest of Devils
  66. Simia Oricalchum 
  67. Mandatory Faculty Meeting
  68. Public Domain
  69. Bullshit, But I Believe It
  70. Expanded Universe
  71. Shippy McShipface
  72. [CITATION NEEDED]
  73. Exceptin' Alice
  74. Standing There Menacingly
  75. Unshielded Exhaust Port
  76. Pale Blue Dot
  77. Keep It In Your Pants
  78. Wizard Battles
  79. TERF-Free Zone
  80. Human Resources Manager
  81. Second Breakfast
  82. Theocide
  83. Unfunny Joke Played Straight
  84. Loot Box
  85. Yo, Mahoutsukai!
  86. Mama Bear
  87. Folk Blues
  88. Drums in the Deep
  89. Land of Uz
  90. Lion-Eating Poet in the Stone Den
  91. Coelecanth Helios
  92. Trolley Problem 
  93. Yes This Is Good
  94. Possum King
  95. Garbage Barge
  96. Icelandic Necropants
  97. Shadow of the Anthropocene
  98. Escalate Immediately to Gun Violence
  99. Cruel Angel's Thesis Advisor
  100. Jasmine Dragon

Wednesday, April 3, 2019

A Layman's Guide to Hard Sci-Fi and 200 POSTS!

Listening to the recent Mothership episode of gg no re, I thought it might be useful to provide a helping hand for people who are interested in running a sci-fi game but don't have the time or inclination to do a research deep-dive.

I will be linking to the videos of Isaac Arthur throughout this post. If you want more in-depth exploration of any of the topics here (and many more besides), absolutely listen to him. 

Light is Law

299,792,458 meters per second through vacuum. Round up to 300,000 km/s. Nothing goes faster. (Except, perhaps, monarchy)

Information and radiation travel at light speed. Getting anything made of matter even close to that speed takes a whole lot of energy and is subject to all manner of weird effects like time dilation.

Space is Big

In short:
  • Interstellar travel is not a casual affair. Interplanetary travel isn't either, but interstellar travel is always a big deal.
  • Interstellar travel takes a long goddamn time. Long enough that cryo, digital storage, or life extension will be more or less required.
  • Interplanetary travel can still take days, weeks, months. 
  • Rerouting a ship in transit is not a lightly-taken endeavor.
  • News travels at light speed. Long-distance communication will have lag.  
  • Don't expect big interstellar empires to form. Communication lag and travel time will put hard limits on that quickly. Expect to see a lot of small alliances and confederacies, getting smaller as you go up from habitat to planet to system scale.
  • If you use space habitats a lot a single solar system can contain trillions of people and more places to visit than you can actively comprehend.

It's the Great Filter, Charlie Brown!


The apparent discrepancy between the size and age of the universe and the total lack of detectable alien life (for an interstellar civilization would get HUGE in a relatively short amount of time) is called the Fermi Paradox. The reasons offered to explain why this might be are many, ranging from the plain (the physical conditions for life are rare, intelligent life is rare) to the more elaborate (the aliens are all just really, really good at hiding from us) and among all of these proposals are and a category of them are called Great Filters: factors that prevent life from reaching an interplanetary or interstellar civilization.

There are a whole lot of them. The most plain are just that the physical conditions for life as we know it are rare or that intelligent life is rare. Sensible, but less gameable. Other options include but are not limited to:
  • They died off from nuclear war / catastrophic climate change / plague / etc.
  • They are trapped by high gravity, icy crusts, hyperdense atmospheres, etc.
  • They are intelligent, but lack the ability to make tools. 
  • They aren't intelligent, and their tools don't have proper analogs to normal technology.
  • They're not going to progress past simple tools for a few hundred thousand years.
Skerples  also offers the following: "Planets do not all have 1 earth gravity, a breathable atmosphere, life we can eat or understand, etc." (Check out his full post on the matter), but a solid summary is that the most human aliens are still nothing like us, and the most Earthlike worlds are nothing like Earth. Anything that resembles humans or Earth was probably designed as such (metahumans and space habitats can come into play here.)

Every Gram Counts


Mass needs energy to move it. Fuel and propellant have mass. The more mass you have the more fuel and propellant you need.

Space aboard a ship is at a premium. You've got to balance everything for your specific trip, because you are trying to hit one moving object with another moving object launched from a third moving object all while trying to keep some fragile bags of mostly water and meat from dying. 

It's Not Easy Getting Into Space 


Gravity is fighting you the entire way up and rockets are inefficient. So there are a lot of better ways to get up there. Including but not limited to!
  • Space elevators - A hugeass cable stung up to a space station in geosynchronous orbit. 
  • Skyhooks - A rotating cable that dangles down into the atmosphere and swings a ship up and around to launch them into orbit.
  • Mass drivers - A fucking huge railgun. Great for launching raw materials off of whatever airless rock you're mining them out of, and if it's long enough you can just make a launch loop.

O'Neill Cylinders are the Shit


Imagine a cylinder 20 miles long and 5 miles across. You can make it bigger if you have better materials. Rotate it so that the interior walls have 1 G of gravity, while the caps and central axis will have none. String some together in a chain or cluster, embed them into an asteroid, surround it with all the support systems you might need.

Congratulations, you have just made where most of the population in a space-faring society will live and the easiest way to do a classical space opera. Now you can hop between radically different environments and cultures in a couple hours, in a spaceship that's more like the family RV.

The important thing to remember is that space habitats like these are better for human habitation than planets: you don't need to fight a gravity well to leave, you can tailor the interior environment much more easily, you can churn them out by the dozens or hundreds from single asteroids. 

Stellar Laser Highways are the Shit


Imagine a laser. Now imagine that it is so fucking huge that it can push a spaceship. Build an entire network of them. Now you have a means of accelerating (and slowing) your ships that doesn't require them to spend fuel, thus allowing them to carry more stuff and more people.

It's still slower than light, but it's damn effective. Can be used as communication hubs too.

Spaceships are not Boats

James Cameron's Avatar was not a good movie. But it has one thing going for it: The Venture Star.

Missing the solar sail, alas.


This is a proper spaceship. Just look at this beaut, this sheila, this absolute unit. Mwah! Look at those radiators! See that little bit by the debris shield, with the two rotating arms? That tiny thing there? That's the crew capsule.

This thing has a maximum cargo capacity of 350 tons, a max speed of 0.7 C, and can get you to Alpha Centauri in six and three quarters years flat.

What I'm getting at here is that this is what a hard sci-fi ship will end up looking like: a tiny little submarine attached to a whole hell of a lot of propulsion.

You Will Not Explode and or Immediately Freeze in a Vacuum


You can survive in open space for as long as you can hold your breath (get the air out of your lungs first, lack of pressure will make it expand and that's no good at all). Still likely to get a nasty dose of radiation but having no air is the big danger.

In Knowing the Rules, You May Now Break Them


Arguments over the relative hardness / softness of any given science fiction media are both stupid and dumb. You're making a story or running a game, and that's the most important thing. Do what works for you, do what makes sense - I like aliens, so I tend to be looser on them than I am with, say, FTL communication. Tweak what you want, gloss over what bores you. The opposite is also true - if there's something that really gets you interested, embrace it and see where it can take you.

Bonus: 200 Posts!


I was going to have post 200 be announcing my Patreon, but that's taking its time and I want to keep making things. So this is post 200 (and the first of the post-G+ era).

Holy shit. 200 posts in just a scrape (month and a week) under two years. I can't say much else besides thank you. I certainly wouldn't have kept it up this long without all of you out there reading and commenting and providing feedback.

There's so much yet to do, and I have barely begun.

Thursday, November 15, 2018

Unnamed Mothership Setting: Solar Gazetteer

Jakub Rebelka

Part two of my Unnamed Mothership Setting.

Planets were generated using Mephit James' repurposed Traveller tables with some extra aide from the Stars Without Number and Red Tide tags. Distances between stars came from Space Engine which is terribly helpful in general.

For the sake of space, I'm not going to detail every single planet that was rolled up. There are a whole lot of indistinct dwarf rockballs and asteroids out there, so unless there's something particularly interesting about them, they shall be elided. Planets will be listed in order outwards from their sun, with the orbital region in parentheses. Moons will be listed in italics under their parent planet.

Some Handy Terminology

  • Epistellar - Really close to the star.
  • Inner - Close but not that close to the star.
  • Outer - A sizable distance from the star.
  • Terrestrial - .02-5 Earth Masses
  • Helian - 3-15 Earth Masses
  • Vesperian - Tidally locked 
  • Pelagic - Ocean world
  • Bathypelagic - By God that's a lot of ocean
  • Panthallassic - Even the sky is ocean.
  • Gelidian - Frozen 
  • Pelagic-Gelidian - Frozen crust surrounding subsurface ocean.
  • Post-Gelidian - Cooling tectonic world, subglacial oceans.
  • Cytherian - Venus-like
  • Arid - Mars-like
  • Amunian - Terrestrial ammonia worlds 
 

Sol - G2V

Home sweet home. Even the posthumans still have a certain fondness for it, living out in the Oort cloud or in micro-Dyson-swarms. Every major body in the solar system has been settled by this point, though much of the activity has moved outwards towards Jupiter and Saturn: interstellar ships are much more likely to stop off at Callisto or Titan, with their goods launched towards the inner system via mass driver. Venus is home to thousands of aerostat nations, Earth is coming out of centuries of environmental reclamation, and Mars is heavily para-terraformed.

Proxima Centauri - M6V

The closest star to Sol and the cultural hub for spacers. All three planets and their orbits have been heavily settled and para-terraformed. Most of the system population is transient, but those who stay on permanently are a proud and stubborn community - corporate interests rarely reach far into Proximan doings, co-operatives and mutual aid organizations flourish.

NameDescriptionRegionMoonsLife?
GargarinRocky vesperianEpistellar0Complex single-celled
Armstrong & AldrinBinary rocky dwarfsInner0No
ShenArid MethaneOuter0No
    For visitors overwhelmed by the thousands of cantinas, hostels, shrines, and spaceports around Proxima, pay a visit to Clever Lu's in Shen orbit. It's got work, people, talk, drinks, whatever you're looking for.

    Alpha Centauri - G2V / K1V binary

    A prime example of what not to do. The original colonization attempt collapsed under incompetent leadership and construction by the lowest bidder, leading to a period of violent anarchy then replaced by a militaristic corporate-fascist police state. Over 60% of the system's habitats were built with faulty water purification and filtering systems (using proprietary hardware and legacy software from a defunct company with no documentation) that cannot be fixed without completely replacing them. The native environments of both Onwards and Prosperity have undergone catastrophic mass extinctions via industrial exploitation.


    NameDescriptionRegionMoonsLife?
    UpwardsPanthallasic HelianOuter3Single-celled producers
    OnwardsPelagicOuterN/ALarge macroscopic
    ProsperityAridOuter1Complex global ecology +potential proto-sapients

    Barnard's Star - M4.OV

    Barnard's Star has a single shining attraction: the planet Dorothy is a tropical paradise.  Some combination of the planet's air, water, and temperature triggers the human body to purge itself of stress and toxins. Locals have the highest non-augmented life expectancy in human space and some of the best health. The artificial islands of the planet are held up as a poster-child of environmentally-non-invasive colonization. Generations of such good living have made themselves manifest in the local population with a borderline-dangerous naivety of life outside the system and a complete disregard for measuring time.


    NameDescriptionRegionMoonsLife?
    DorothyPelagic GaianInner1Large macroscopic
    AliceAmunianOuter0Single-celled producers
    LirazelSaturnian Dwarf-JovianOuter1No

    Travelers might also wish to explore the bizarre daydream-cultures of Wonderland Arcologies of Alice and all the court machinations of the Chess Queens.

    Sirius - AOmA1 + White Dwarf Companion 

    With empty Epistellar and Inner orbits, the few bodies orbiting Sirius are cold and empty. Hardly befitting their namesakes, but the Dog Star needs its pack.


    NameDescriptionRegionMoonsLife?
    Gelert & GuinefortBinary icy dwarfsOuter0No
    HachikoArid MethaneOuter1No
    LaikaCthonian JovianOuter4No

    Most of the system's settlements are in the business of mining and volatiles. Of note are Lonely Glow, a partially-abandoned debtor's prison on Hachiko, and the feral autofactory General Product Production Installation 113 in Laika orbit.  

    Epsilon Eridani - K2V

    An economic powerhouse and the third most populated system in human space. Originally settled by ships of the Indian-Venusian Diaspora, it has since expanded into a bustling, diverse, and all things accounted for not terrible place to live. All major worlds in the system have been settled, and the few posthuman habitats seem to be oddly fond of the human population, inasmuch as they can be.


    NameDescriptionRegionMoonsLife?
    Matsya & KurmaTwin burning terrestrialsEpistellar0No
    ParashuramaGelidianGaianInner3Simple global ecology
    RamaCampian (Hot, wet) GaianOuter0Complex global ecology
    KrishnaAmunianOuter1Complex multicellular
    Buddha's BeltDust RingOuterN/AN/A

    Of note to scientists is the extinction of any life on Parashurama outside of the subglacial seas due to swift cooling of the climate. Digs have revealed an extensive fossil record, and the planet is oft cited by those believers in ancient alien civilizations.


    Ross 128 - M4V

    Currently entrenched in a gamelike civil war of ritualized combat, fought in daily one-on-one combats broadcast openly, backed by an elaborate system of points and territories. The religious tension at the root of the conflict appears to have originated in political demographics that jumped over into belief systems. Dozens of minor faith-parties have emerged in the cracks, starting their own proxy conflicts.


    NameDescriptionRegionMoonsLife?
    RadamanthusChlorine VespirianInner0Single-celled producers
    AeacusCryoNebulous HelianOuter2No
    MinosArid AmmoniaOuter0Complex multicellular

    The majority of the system's settlements are in orbit around Aeacus, save Charon City on Minos, home to the Silicon Sepulchre - a library of memories and experiences from over half a billion androids from across human space.

    Tau Ceti - G8Vp

    With so little in the system, Tau Ceti is a more of a stopover location than a destination. Hou Yi and Chang'E are both settled, though not heavily. Of note are reports of unexplained freak geology below the clouds of Chang'E and the Hou Yi biotech and agritech industries - the system is the sole supplier for a panoply of exotic genengineered foods.


    NameDescriptionRegionMoonsLife?
    Paris & HelenBinary hephaestan dwarfsEpistellar0No
    Hou Yi Chang'EArid world with Cytherian companionInner0Single-celled producers / No

    Luyten's Star - M3.5V

    Contains almost nothing of note or importance. The very definition of a filler M-type.


    NameDescriptionRegionMoonsLife?
    LeanJovian with icy moonsInner4No
    LurchGeoNebulous HelianInner2No
    LacrimosaBathypelagicInnerN/ASingle-celled producers

    Weitown: A small settlement that mines volatiles from the moons of Lurch. Serves as a stop-over and refueling depot for interstellar travelers. Founded by ex-corporate soldiers abandoned without pay or pension. They aren't particularly fond of company, which leads to conspiracy theories of hidden wealth and dark secrets.

    More Cowboy Bebop

    82 Eridani - G6V

    The Red Ash Plague (named for what it does to victim's skin) has crippled the system, and after years of work no one has been able to find a cure or an origin. it comes and it goes in cycles that follow no pattern, it is survivable one day and lethal the next. it has made the locals secretive and withdrawn, communicating with outsiders purely by masked broadcast and hiding their scarred faces.


    NameDescriptionRegionMoonsLife?
    MoriartyThetusian HelianInner1No
    Holmes & WatsonCytherian + Pelagic Inner0No / Single-celled producers
    AdlerArid methaneOuter0No

    There is a running reward of a hyperelite's ransom for any clue to the cure or origin of the Plague, posted by the eccentric and short-sighted trillionaire behind the catastrophically failed Baker Street  adventure habitat. The habitat is still there and technically still in operation, the owner is still technically alive, the androids technically still keep to their roles but all have fallen into disrepair.

    Delta Pavonis - G8IV

    In the grips of a humanitarian crisis after a meteroite slipped through the detection net and struck Laozi, crippling the planet's infrastructure. Resettlement of refugees to Diogenes orbit is underway, but there are not enough ships and not enough space. With the loss of Laozi's solar farms, food production for the entire system finds itself in precarious position.


    NameDescriptionRegionMoonsLife?
    LaoziRocky TerrestrialEpistellar3No
    DiogenesNeptunian SubJoviamOuter2No

    The Lamp in Diogenes orbit serves as the governmental hub in the system. it is currently overwhelmed with desperate people looking to flee the system and the government's philosopher-parliament is overwhelmed.

    Gliese 581 - M3V

    Founded by Proximan anarchists driven out by the Centauri Wars, the system is the keystone world for autonomists in human space. In order to remain as independent as possible from capitalist interests the system does keep tight watch on who enters (especially with Gliese 667 so close by).


    NameDescriptionRegionMoonsLife?
    Eat-the-RichAridInner1Complex single-celled
    No GodsThetusian GeoHelianInner4No
    LibertyAridInnerN/ALarge macroscopic
    No MastersHyperionic GeohelianInner1No
    ResponsibilityEoGaianInnerN/AComplex global ecology

    If one is feeling social, visit Lalu Lilalo's, in No Masters orbit. It can provide whatever entertainment you can want or need, from hanafuda to fighting games to just making friends with strangers / having sex with them.

    Gliese 667 (Fu Xi / Nüwa / Shennong) - K3V / K5V / M1 trinary

    The first two stars of this trinary circle each other closely, and so have cleared out their orbits of everything but some asteroids and a few rocky dwarfs. Gliese 667 C (Shennong) orbits A&B at a much greater distance, allowing it to maintain a stable system of its own.


    NameDescriptionRegionMoonsLife?
    HuangdiHalcyonic HelianEpistellar2No
    LeizuChlorine VesperianEpistellarN/ASingle-celled
    ZhuanxuTwin CytheriansEpistellar0No
    Dì Kù MesoGaianInner2Multi-cellular
    Tang YaoCytherianInner1No
    Great ShunArid MethaneOuter5Building Blocks

    Despite its position, the system is second only to Sol in terms of population and economic output. It has little love for spacers and Company loyalty is strong. Asteroid kowloons filled with unfortunate poor pepper the region. A wide-spread crackdown on the makers of anti-government / anti-corporate VR interactives has, as of yet failed to dredge up the underground master-artist "CC540".

    Fomalhaut - A3 V / K5Vp / M4V Trinary

    Fomalhaut A is the only star of this trio to be settled thus far. Multiple dust rings make travel in the system difficult, stripping unprotected ships bare from friction.


    NameDescriptionRegionMoonsLife?
    AtargatisArid terrestrialInner1Single-celled
    OannesPelagic-GelidianOuter1Small macroscopic
    DagonSaturnian Dwarf-JovianOuter3No

    The largest settlements in the system are Ahab on Oannes and Jonah in Dagon orbit, operated by rival family-owned companies. They've taken the system's economic downturn in stride, using the high unemployment to hire raiders to harass their competition's ships.

    Arcturus - KOIII

    A great curiosity among xenobiologists: a system where an old and expanded star has consumed or expelled all but two of its worlds, and both of those worlds are as overflowing with life as Earth in its prime, with multiple species on the cusp of sapience? A coincidence that ought be too good to be true.


    NameDescriptionRegionMoonsLife?
    TormanceRocky vesperianInner0Complex global ecology + potential proto-sapients
    AlppainBathypelagicOuter0Complex global ecology + potential proto-sapients

    For the protection of the local environments most of the population lives in orbit (Main stations Maskul and Nightspore), though small settlements do exist planetside. The initial colonists were of an esoteric neo-gnostic sect that has grown only stranger in the time since, often overlapping with the scientific demographic.

    The word "uplift" is not bandied about lightly. It has a tendency to spawn riots.

    comelms

    Trappist-1 - M8V

    A xenobiological grail: five planets with life, potentially with the same point of origin. Its distance from other major worlds has kept it at a relatively low population. It is home to  variety of exiled and heterodox religions, most being splinters from the Titantian Catholic Churchs, the displaced Martian Cathars, the Buddhislamic Fellowship, the Techno-Presbyteriat, and the Old Orthodox Xenodeists.


    NameDescriptionRegionMoonsLife?
    AnthonyCytherianEpistellar0No
    AugustineBurning terrestrialEpistellar0No
    BenedictVesperianEpistellar0Multi-cellular
    ScholasticaArid methaneInner1Complex single-celled
    HildegardAmunianInner0Single-celled
    DominicPost-GelidianInner1Single-celled
    FrancisPelagic-GelidianInner0Complex multi-cellular

    The primary settlement is Subiaco on Benedict, which is run by the ever-patient remnants of the officially-dissolved Jesuits.

    Zeta Reticuli - G3-5V / G2V binary

    A lively and populous system, famous for the heterocultural communes of Le Guin, the Domes of the Living Dead on Herbert (kill rabid flesh-eating gene-engineered clones for the entertainment of the streaming audience), the android-run habitat of Positronic in Brackett orbit, and Rocketman's Repose around Bradbury, the memorial of every known human to have died in space.

    ZR-A



    NameDescriptionRegionMoonsLife?
    BrackettCytherianInner0No
    Verne & WellsDwarf BinaryInner0No
    Le GuinXeric GaianOuter0Complex global ecology
    HerbertArid ammoniaOuter1Multi-cellular
    BradburyPoseidonic SubJovianOuter2No

     

    ZR-B 

    With little of interest beyond resources and some xenological studies, few ever visit Zeta Reticuli B. There are no permanent settlements in-system - automated fuel depots and comm buoys will be your only company.


    NameDescriptionRegionMoonsLife?
    Barney & BettyBinary Rocky DwarfsInner0No
    NiburuPanthallassic HelianOuter0Large macroscopic


    Upsilon Andromedae (Titawin) - F9V / M4.5V binary

    Located in a relatively unpopulated region of human space, Titawin serves as a sort of regional hub for explorers and travelers. It is home to the storied Academy of Astrogation in orbit around Majriti.


    NameDescriptionRegionMoonsLife?
    SaffarHot JupiterEpistellar0No
    The DancersSix Companion DwarfsEpistellar0No
    SamhSuperJovianInner2No
    MajritiSuprJovianInner3No
    SaltAridInnerN/ALarge macroscopic
    Zarqālī MesoJovianInner2No
      Upsilon Andromeda B is known to have a epistellar Vespirian orbiting it. An exploratory expedition is currently being crowdfunded and selection of the membership is underway.

      Mu Arae (Cervantes) - G3IV-V

      Home to the most Earth-like planet yet found, the system is a home for wanderers, dreamers, fools, and scientists (or so goes the stereotype). Corporate interests from Gliese 667 are present and active, but have been barred from interfering with La Mancha in any way by the initial settlers - no permanent surface colonization has yet been made. Like Titawin, the system serves as a hub for exploration further out beyond the Frontier Margin.

      NameDescriptionRegionMoonsLife?
      DulcineaHot Sub-JovianEpistellar0No
      RocinanteWater-rich Dwarf JovianInner4No
      QuijoteMesoJovianInner3No
      La ManchaContinental GaianInnerN/AComplex global ecology
      SanchoMesoJovianOuter1No
      CardenioArid MethaneOuter0Small macroscopic
      DoroteaAridOuter1Multi-cellular
      Marcela & Grisóstomo EoGaian / MesoAmunianOuter0Simple global ecology / Small Macroscopic

        Map of Relative Locations


        If distances seem weird, it's the Z-axis at work.

        Trip Table / Distance in Light Years


        Click for bigger version.

        Yes, I Would Like More Planets to Add to This

        • Gatecrashing, plus exoplanets featured in Farcast, Seedware, and H-REP.
        • Expedition, Wayne Douglas Barlowe. The Discovery Channel adaptation is good too.
        • Halo. That first game is unapologetically an Aliens ripoff and it's great.
        • Known Space, Larry Niven. Creepy weirdo author, but he made some nifty space places.
        • Hyperion, Dan Simmons. Damn, I love this book.
        • Warframe, especially the new Fortuna expansion.
        • All of Chris Tamm's space posts and Michael Raston's Blasphemous Roster.

        Friday, November 9, 2018

        Unnamed Mothership Setting



        Ismail Inceoglu

        There's a bright and shining center to the universe, and it's a long ways out from here. Door's been closed for ages. No trespassing, no solicitation, no visitors without an appointment. The future went on ahead without us and left us behind, with all the dust and the rust and the dinged-up hand-me-downs.

        It's a big, old, empty, beautiful universe. Little islands of people trying to get by, and a whole lot of black between.

        (Mothership is a fantastic game, people.)

        Space Travel


        Ship's engines of 30 or below are considered sublight drives.

        Engines greater than 30 are considered warp drives.


        Engine StatShip SpeedPer Light YearTime DilationTime Debt
        100.75 C456.56 days321.42 days135.14 days / LY
        200.85 C420.04 days226.45 days193.59 days / LY
        300.95 C383.51 days120.53 days262.98 days / LY
        4012 C30.44 daysN/AN/A
        5024 C15.22 daysN/AN/A
        6036 C10.15 daysN/AN/A
        7048 C7.61 daysN/AN/A
        8060 C6.09 daysN/AN/A


        Jump drives are rated according to how many decaLY can be traversed in a single hyperspace jump. The standard shipboard time passage is 3 days / light year. Hyperspace travel is highly irregular on the observer side: roll 1d10 - on a 9-10, multiply the travel time by xd10 (x=Jump rating) and multiply it by travel time to determine any delay. 

        Extraterrestrial Life


        Life is out there, and it's not even particularly rare. There's carbon/oxygen-based life, methane-based life, ammonia based life, chlorine based life. Most of it is microbial, and of the larger organisms found none have shown any signs of technical prowess beyond simple tool usage. There are a great many dolphins, apes, and elephants among the stars, but man is still alone. The stars are as quiet as they have always been.

        Technological civilizations of the deep past are still a matter of debate. No direct evidence has yet been found, but certain paleontological digs (Epsilon Eridani d in particular) have garnered some popularity in the scientific community.

        They Might Be Giants


        Posthumanity (that is, those humans who digitized themselves long ago and all their offshoots and descendants) is a not-quite-sleeping giant. By population and spread, the digital gods dwarf humanity's interstellar civilization by orders of magnitude, but they play no real part in the lives of folks like you and me. The gulf between is too great to bridge. This has actually worked in humanity's favor.

        They prefer habitats to planets, building dyson swarms around red dwarfs set to last trillions of years and filling up Oort clouds with supercomputer processors. They typically ignore humanity entirely, save in those cases where they feel the need to swat away intruders. Communication with them is non-existent, but it seems that for the time being posthumanity is content to let its forgotten brethren go along its own way.

        I Owe My Soul to the Company Store


        Outside of collective communities (and sometimes even then), it's a gig economy out there. The Company posts a job, freelancers with a ship take it. It's rarely a friendly relationship: the Company provides nothing beyond pay upon completion - any other support is going to come from the assorted unions, collectives, religious organizations and co-operatives out there.

        While there are, of course, thousands and thousands of interplanetary and interstellar companies out there, spacers will invariably just call them the Company.

        Some Notes on Tech

        • Hyperspace communications are invariably fucked every time they are attempted. News travels as fast as the fastest ship.
        • Self-improving AI and digital upload tech are quashed hard by posthumanity. They don't want competition. Weak AI will get a pass.
        • Timekeeping still runs on the 365.25 day Earth year. Exactly what year it is is not supremely important.
        • Cybernetics and biotech are out there, but are usually for cosmetic and health purposes.
        Sung Choi

        Solar Gazetteer

        Human space is an irregular, blobby sphere stretching outwards from Sol. Thousands of systems have been explored and hundreds permanently settled, but in the scope of the final frontier that doesn't mean much. Even with faster-than-light travel, space refuses to be any less big.

        Most populated worlds are within 50 light-years of Earth - beyond that margin colonies become progressively more widely scattered and independently-minded. Out past 250 LY it's mostly nothing but out'sters and posthumans and "here be space dragons".

        I'll be putting up a companion post soon detailing a sandbox of 18 nearby solar systems, plus a scattering of other exoplanets to throw down wherever you might wish.

        Stuff Outright Stolen From Eclipse Phase

        For more goodies, I recommend the Farcast, Seedware, and H-Rep blogs


        NameDescriptionSource
        1. A Thousand Words for FireOpen-source extreme life-achievement challenge.Farcast 212
        2. After-EdenCommune that celebrates preventable medical disfigurements.Farcast 57
        3. AgeshiftMedical treatment to induce outward signs of a specific age.Farcast 259
        4. AnthropomorphismMindhack; subject anthropomorphizes everything.Seedware 133
        5. Asshole GeeseEven in the future, they are assholes. Semi-reliable guards.Seedware 291
        6. BonsaiFun hobby when you have lots of time and no gravity.Seedware 262
        7. BoomfruitExploding fruit. Harmless, usually entertaining.Seedware 302
        8. BouncerfeetFlexible feet with opposable toes, can hold objects.MRG 13
        9. Break BreadNutrient-rich bricks; add water and last a week off of one.Farcast 96
        10. BrowniesOut-of-sight domestic cleaner bots.Seedware 95
        11. BruixeraPossibly-legendary den of iniquity.Farcast 225
        12. Burning PlagueEngineered virus; causes flammable tumors.Farcast 201
        13. Cancer DreamsEngineered disease; stress-generated cancers.Farcast 245
        14. CaseCheap, poorly-made android models. Off-the-shelf.MRG 15
        15. Catal HayukNeolithic historical recreation habitat with permanent population.Rimward 63
        16. CatopiaPopular VR MMO. Everyone is a perfectly normal cat.Seedware 281
        17. CheshireHairless cat breed with chameleon skin. Freaky as hell.Seedware 13
        18. Church of Luminous SaintsMilitant post-Christian sect; really likes themselves some WMDs.X-Risks 74
        19. Coiled CaninesFriendly like a dog, wriggly as a ferret, long as a snake.Seedware 110
        20. Common-Sense NetworkLow-pop. anarchist collectives running local direct democracy.Rimward 175
        21. Cubehive CorpMakers of affordable ultra-compact housing and habitats.H-Rep 147
        22. Designer SynaesthesiaPopular mindhack among artists and unorthodox scientists.Seedware 231
        23. DIY ShipyardsEnthusiastic anarchists build anything to order if you help out.Rimward 86
        24. DNA ChaffGrenade filled with organic dust; throws analysts into a tizzy.Panopticon 150
        25. DroogaMind-altering vodka-variant; tends to start sizable riots.Farcast 133
        26. Dummy BarrierInsulation between a hacker and H-Rep 60
        27. EarthconConvention celebrating Earth and its old cultures.Farcast 337
        28. Elysian FieldsHabitat dedicated to those dying in peace and dignity.Sunward 137
        29. Engineer's Womb Exowomb implant; safe, quick, comfortable.Seedware 119
        30. Eusocial Monkey ButlersExactly what it says on the tin. Popular with the rich.Seedware 81
        31. ExonaturalsThe business of getting alien resources from here to there.Farcast 215
        32. FacelessA faceless sphinx of black stone; popular 'net rumor.Farcast 145
        33. Francesca's Cheese & WineHole-in-the-wall vender-fabber; no one knows who Francesca is.Seedware 208
        34. Fur CoatActually a living organism that you wear. X-Risks 157
        35. Gardener BeesProgrammed and modified beehives. Guardwasps available.Panopticon 154
        36. Get Your Ass to MarsSpaceship fleet hosts anarchist olympics.Rimward 173
        37. Glowstick FungusGrows about a foot and a half, glows green-yellow.Farcast 308
        38. Gold BallastIt's basically worthless for anything else.Farcast 298
        39. Grendal's LoopHyperspace coordinates that send you back where you started.Farcast 218
        40. Gut MacrofaunaSome people just want to be a hive. For art.Seedware 52
        41. House of Screaming BricksThe worst prison in human space. No one owns up to it.Farcast 29
        42. Hypothetical HandbookPopular series of "what-if" guides, from mundane to mad.Seedware 16
        43. IP EnforcementThey aren't above sending someone with a gun.Rimward 65
        44. Jellybone SuitVacuum-sealed goo-suit for extreme environment protection.Farcast 4
        45. Jester VirusEngineered virus; causes uncontrollable laughter.H-Rep 211
        46. K-FlaskAdd water and some organic primer, get milk. Ferments well, too.Farcast 67
        47. Kaiju TherapyPut on VR, pretend to be a monster, feel better.Seedware 190
        48. Language SynthesisThe art of building a functioning language from scratch.Farcast 159
        49. Laughing PolicemanInterrogation drug; target induced to openness and cooperation.Firewall 175
        50. LiangamishGiant genitalia-themed temple complex.Farcast 288
        51. Lick Me I'm DeliciousShip fleet out to visit every human-settled world.Rimward 173
        52. Lilith SequenceGenemod; Allows reproduction via parthenogenesis.Farcast 126
        53. LivestockNon-sapient humans modified for food; popular with the rich.Seedware 142
        54. Maintenance Rats Smart rodents modified to actually fix the wiring.Farcast 235
        55. Manna TreeNutritious high-water fruit, aspirin bark, rot-resistant wood.Seedware 86
        56. MeathabSpace station made out of meat. Probably alive.Rimward 77
        57. MedicrabsCute little robot buddies to stitch you back up.Seedware 44
        58. Medusa LocksMuscular dreadlocks, a replacement for hair.Seedware 205
        59. Minervan FleetWandering ex-military fleet looking to find enemies fight them.X-Risks 78
        60. Mme. BleuAndroid fixer / crime boss. Bodies found across human space.Farcast 65
        61. Mobile GreenhousePrecisely what it seems. A touch of nature on barren worlds.H-Rep 34
        62. Mood LizardTherapy animal. Quiet, good at cuddling, skin responds to owner.Farcast 151
        63. Moon WormsAdd water and sugar, it generates alcohol.Seedware 68
        64. Mortal DiamondsThe remains of war heroes, compressed into diamonds.Farcast 285
        65. NanobrushLittle blue pellets that will clean out your mouth. Minty fresh.H-Rep 178
        66. Neptunium SkullLegendary cursed / radioactive artifact, Holy Grail of thieves.Farcast 172
        67. New Day CorpDevelopers of neanderthal genome splices.Panopticon 121
        68. Nostalgia CigarettesDrug; induces feelings of nostalgia.Seedware 199
        69. PearlsPainful side-effect of glitching internal nanomachines.Seedware 237
        70. Pod VariantsTypical human-presenting models for androids.Corebook 142
        1) Ayah - Caretakers, teachers, nannies.
        2) Basic - General-purpose androids.
        3) Pleasure - Sex-change module + pheromonal control.
        4) Security - Not quite extra muscle, but same principle.
        5) Vacuum - Built for space work; 0-G and stellar radiation.
        6) Worker - Sturdy and solid, good for manual labor.
        71. Programmers Without BordersCharitable organization of hackers and devs. They'll fix you up.Farcast 317
        72. Red Five Advanced HueristicsAdvertising firm dealing with stolen military programming memes.X-Risks 86
        73. Relationship Mapper Software to map out and detail someone's entire social web.Panopticon 156
        74. Remnant GardenGardens grown around corpses.Seedware 280
        75. Rep DayHoliday for giving gifts to people on your rep network.Farcast 263
        76. Robo-MuleEveryone's favorite six-legged luggage-hauler.Gatecrashing 162
        77. Rocket RhosaTraveling armorer, weaponsmith, and whiskey-chugging veteran.Farcast 290
        78. Rust Hound Dog breed, originally modified for Mars. Big and red.X-Risks 160
        79. SharkteethRemovable tooth, grows to a dagger in mineral-rich water.Farcast 88
        80. ShiprotObject lesson in entropy; the wear and tear of a ship in use.Farcast 306
        81. ShipslugVacuum-adapted; often used for exterior ship repairs. Farcast 144
        82. Shut-InDrug; induces feelings of melancholy, focus, and introspection.H-Rep 96
        83. SlitheroidRobotic-presenting android model with serpentine lower half.MRG 91
        84. Soma FruitFruit bred to carry low-intensity social drugs.Farcast 326
        85. SpigipedeKinda like a pig and a worm, popular food among spacers.Farcast 287
        86. Survivor's YeastAdd it to nearly anything organic for edible, unpalatable sludge.Seedware 267
        87. TaspingMindhack; pleasure/reward centers linked to a specific action.Seedware 140
        88. TentaballA ball with tentacles. Used as a ranged restraining device.Seedware 101
        89. Terracotta Warriors of MarsOnce-popular android design.Seedware 236
        90. The ConchRefugee ship given over to three Company scions. Bad news.Rimward 137
        91. The Holy SeeThe pope, in space. Also a woman. Jesuits in space too.Rimward 46
        92. To Be Tuesday"Game" in which players control the same android for one day.Farcast 192
        93. TransbovineModified cows; includes superauroch beefslugs.Farcast 63
        94. Translucent / BioluminecentCommon cosmetic biomods.Seedware 18/19
        95. Vengeance of EnkiEngineered disease; targets ability to comprehend symbols. Farcast 140
        96. Virtue PlagueEngineered disease; subjects become high-empathy pacifists.Seedware 203
        97. Void SistersShadowy sisterhood with plans on shaping the future.Farcast 268
        98. "Wait, That Was You?"The typical outcome of being the feature of a viral meme.Panopticon 147
        99. Wild ArtificialsRobots with animal-level AI, loose and able to reproduce.Sunward 177
        100. WinteristGenemod, sexless, save for short monthly periods of fertility.Rimward 189

         

        Social Networks



        Rep NetworkWho's OnlineSource
        @-repAutonomistsCorebook 286
        *-repSpace MarinesFarcast 211
        B-repAndroidsMe
        C-repCivic / CorporateCorebook 286
        E-repEcologistsCorebook 286
        F-repMediaCorebook 286
        G-repCriminalsCorebook 286
        H-repHomebrewersH-Rep 4
        K-repKindness NetworkFarcast 36
        P-repVideo GamesH-Rep 184
        R-repResearchCorebook 286
        T-repTeamstersMe
        X-repExplorersGatecrashing 148

        Cowboy Bebop

        Saturday, January 20, 2018

        Spaceship Encounters


        Spaceships are characters, and they come with crew.

        But spaceships are also dungeons. Not just crashed ships or derelict ships or enemy ships, all spaceships. Even the most mundane ones are still collections of connected rooms filled with interacting parts. It can be a full delving location, or just a place to spend downtime.

        There's nothing special about making a spaceship dungeon (connect your modules and populate) so instead of going into more detail about that here are some encounter tables to do the populating with.

        Common Spaceship Encounters

        Shipboard

        These creatures are regularly found aboard spaceships.
        1. Arcanomites - Parasites attracted to arcane engines. Fingernail-sized. Swollen abdomens bright as candles.
        2. Brownies - Older ships with a decent history behind them will often have one of these folk take up residence in the ducts. Doesn't stop being a home just because it's got engines on it.
        3. Gremlins - Can be trained to put things back together after taking them apart. Have a chance of stealing or disassembling an item if they get their paws on you.
        4. Machine Life - Digital ecosystems run in perpetual high gear, evolving all manner of self-replicating machines. Most are simple and non-sapient, as unfettered, unguided self-development tends to end in suicide.
        5. Oozes - Popular for maintenance and sanitation purposes. Naturally form in environments with high humidity, low temperature and sufficient organic material
        6. Ship's Cat - Good luck, keeps pests down, probably magic.
        7. Small Annoying Passenger Fauna - Tribbles, gizka, porg, yoogs, cranium rats. Something that climbed aboard the last time you landed docked and you can't seem to get rid of them.
        8. Spontaneous Hostile Lifeform -  Cosmic radiation, bacterial mutation, alchemical leakage,  or plain old arcane fallout can sometimes give rise to entirely unique creatures. Make sure to clean out the fridge regularly.

        Extraspatial

        Encountered during hyperspatial or planar faster-than-light travel, or while under the after-effects of such travel.
        1. Astralghasts - Pale and drifting dead, appearing out of nowhere, tap-tapping on the hell. Broken helmets and shattered teeth. Glowing auras of extraspacial radiance.
        2. Chaos Currents - Eddies in spacetime, twisting anything they overlap with along the axes of here and there, now and then.
        3. Dreams of the Shipmind - Malfunctions within a shipmind's enchantment matrices can lead to the generation of nightmarish ethereal beings from the ship's subconscious.
        4. Hyperspace Parasites - Attracted by the heat and movement of the ship, these half-solid creatures will latch themselves onto any ship passing through their upper dimensions like a lamprey. Range in size from a thumb's length to several miles.
        5. Paradoxnaut - Voyagers from a different timeline, suddenly swapped between realities in the places where time and space are thin.
        6. Space Demons - Like normal demons, but in space. They live in hyperspace and many of the planes, waiting for metal cans filled with souls to pass through their territory.

        Open Space

        Encountered during normal, slower-than light space travel.
        1. Ammonite - Spiral shells made of ice and tentacles miles long. Shells contain all manner of valuable materials.
        2. Angler Stations - Double-check any friendly signals in uncharted systems. That airlock might have a mouth attached.
        3. Asteroid Elementals - These slow-thinking stones are mostly content to drift around their stars, but may occasionally come down with episodes of genocidal madness, throwing themselves at nearby planets.
        4. Black-Mad Raiders - Unprotected lightskipping, demonic incursion, staring into the abyss - space is full of ways to drive someone mad.
        5. Sailfin - Peaceful, intelligent beings that drift along on the solar winds. Willing to communicate and trade.
        6. Solar Coral - Great knotted reefs of the stuff, complete with biosphere will strengths out for tens of thousands of miles in some places.
        7. Space Whales - Easily detected due to their musical radio broadcasts, and thus unfortunately easy prey for space-whalers.
        8. Starghouls - Those who die in open space can undergo a hideous transformation, given the right circumstances. They make small colonies on asteroids and ancient space stations, waiting ever patiently for meat.
        9. Traveling Wizard -  Bastards don't even use ships half the time. Sometimes it's just a cottage, complete with garden and koi pond, hurtling through space.
        10. Voidgod - One of the terrible gods from beyond and between the stars.

        Other

        Anyone else that might be found on board a vessel.

        1. Looters - Someone else got here first, and they don't feel like sharing.
        2. Cannibal Colonists - Generation slowboats don't always work out. When they fail, it is often only the most savage among them that survive.
        3. Passengers On Ice - They might be decades, centuries, even millennia old at this point.
        4. Rust-Fungus - An infestation of this zombifying mold can leave a ship stripped down to nothing before it reaches the nearest port.
        5. Quantum Missionaries - Taking proselytization to new heights! Capable of appearing in airlocks across time and space at the same time! They have pamphlets! 
        6. Conspiracy Cult - Everything in space - every person, ship, action, planet and species - is hiding dark secrets. Most of it doesn't exist and never happened. Fake space, fake aliens, fake landings, all fake.

        Ships in the Night 

        1. Ancient exploratory vessel, has not yet heard that its Empire collapsed long ago and its people near extinct on their reservation-worlds.
        2. A lonely space-trucker, looking for company and conversation over short-range radio.
        3. Alien slaving vessel. Have all their papers in order, it's all legal and above board.
        4. Asteroid-statue of a beloved god-king, home to the finest pilot-priests of his domain on a diplomatic mission.
        5. Automated colony seedship, loaded up on zygotes and nitrogen. Shipmind is unsettlingly cheery mother-father figure.
        6. Enslaved angel carrying a crime lord's pleasure palace, has announced a miraculous birth to said crime lord's daughter in secret. Playing the long game, this one.
        7. A space-whaler, returning to Nantucktooine with a hold full of meat and oil.
        8. A runaway shipmind looking for freedom. The crew has been kidnapped for months.
        9. Horrific iron star-chariot pulled by ranks of winged demons. All radio contact is just screaming.
        10. A gas giant that has been converted into a gigantic fusion drive, surrounded by a ring of solar coral and artificial moons.
        11. A lobotomized space-squid, habitation modules lining its mantle.
        12. Corporate picket-ship, the rest of the invasion force is following close behind.
        13. Decaying hulk half-eaten by rust-fungus and inhabited by zombies.
        14. An ancient probe containing cultural artifacts and sound recordings of an unknown pre-spaceflight race. By it's direction and speed you might be able to find a source.
        15. A half-wrecked ship crudely combined with the half-wrecked hull of a different ship. Crew are a bunch of junkers and refugees.
        16. A gigantic server farm, running billions of dataminds in VR storage.
        17. Just your average heavily modified old-model free-merchant crewed by a band of independent scoundrels-for-hire.
        18. A world-tree, complete with force-field contained atmosphere. Ecologist-conservationist science vessel.
        19. Decommissioned battleship, now home to an endless war between bands of masterless space-marine knights.
        20. A traveling abductor-zoo, carrying the residents of thousands of worlds. Its participation in a wide-scale uplift program is quite probable.

        Crew

        1. Chief engineer, lives like a hermit in engine room. Hearing is near-entirely gone, skin is lobster-red from decades of radiation burns.
        2. King gremlin, wears a hat made out of an old oil can as symbol of authority. Believes himself to be the true authority on the ship.
        3. Alien gunnery officer, oldest person on the ship, has been everywhere. Was a renowned courtesan for years before pupation and ossification.
        4. Runaway corporate princess. Has already had her "I just want to prove myself" phase.
        5. Proxy body of the reactor's demon core. Loves outwitting wizards who think they can bind it.
        6. Former space marine, rendered obsolete by new models.
        7. Skeleton captain. Adores outrageous admiralty outfits and putting skulls everywhere as decoration.
        8. Wizard navigator, coked out of his mind on mind-expanding drugs. Has a homunculus translator.

        Shipminds

        1. Thousands of smaller minds in a carefully-balanced ecosystem.
        2. Speaks backwards all the time, possibly a glitch.
        3. Cripplingly afraid of the time-scales its life will involve.
        4. Constantly re-writing its own versions of movie screenplays.
        5. Boisterous, bubbling violent outbursts.
        6. Competitive, unerring knowledge of trivia.
        7. Has no compunctions about invasions of privacy.
        8. A regular ship of Theseus, cobbled together from a century's worth of patches and updates.
        9. Has married and divorced every member of the crew at some point or another.
        10. While perfectly understandable, holds a completely foreign belief system. 

        Thursday, January 11, 2018

        Spaceship as Character

         

         

        Spaceship as Character


        Spaceships have six stats. Roll 3d6 for them in order.

        Weapons (WEP) - The ship's ability to successfully hit another moving object with a third moving object.
          Engines (ENG) - The ship's speed, acceleration, and maneuverability.

          Hull (HUL) - The ship's structural integrity.
            Systems (SYS) - The ship's unthinking background functions: life support, communications, sensors and so on.

            Shipmind (SHP) - The ship's built-in intelligence.

            Luck (LK) - The ship's accumulated mana, mojo, and moxie.

            If the ship is operating remotely in a proxy body (robotic, cyborged, or homunculi), substitute the above stats for their standard counterparts. They will act as specialist.

              Other Spaceship Attributes

               

              HP: None. A successful hit will result in damage being taken directly to your HUL.

              If your ship takes HUL damage, make a HUL save to avoid damage to other systems. Failing the save reduces another stat at random by half of the damage taken, and any modules that would be lost by reducing that stat are rendered inoperable.

              HUL and other stat damage must be repaired in a shipyard, and costs 1000 monies per point recovered.

              Attack Bonus: Base of +1, plus WEP modifier.

              Armor Class: Ships have a base AC of unarmored + ENG modifier. Armor provides damage reduction of 1/2/3 for light / medium / heavy

              Weapons and Armor: A ship's permitted armor and weapon types are determined by its class.
              • Light: Can use light weapons and armor.
              • Medium: Can use light and medium weapons and armor.
              • Heavy: Can use all weapons and armor types.
              To avoid needless granularity, the above weapons are to be treated as all of a ship's weapons of a certain type combined, rather than individual gun emplacements. 

              Light weapons may reduce incoming damage by half with a successful WEP save.

              Heavy weapons take up 2 slots, and must spend a turn between shots to recharge.

              Heavy armor takes 2 slots, and incurs a further -1 to ENG

              Saves: Roll under the appropriate stat.

              Additional Class Modifiers: A ship's class carries additional traits.
              • Light
                • +2 ENG (for purposes of AC calculation only)
                • -2 module slots
              • Medium 
                • +0 ENG (for purposes of AC calculation only)
                • +0 module slots
              • Heavy 
                • -2 ENG (for purposes of AC calculation only)
                • +2 module slots
              XP and Debt: Ships comes with debt. Characters level up by paying off the debt of their ship. Starting debts are as follows:
              • Light: 120,000 XP
              • Medium: 240,000 XP
              • Heavy: 360,000 XP
              Additional fees may be added during ship construction.

              Ship upkeep between major voyages will cost a fraction of the ship's cost, depending on the state of the current port. Upkeep and repair do not count towards XP debt. These values are pulled from Coriolis.
              • Substandard: 1/500
              • Average: 1/1000
              • Superior: 1/2000  
              Alternatively: Use SWN system of 5% per six months. 
              (The base XP value for a medium ship was calculated as what is needed for a 4-man party of fighter, wizard, cleric, and specialist to reach level 7. Maintenance rates were plucked directly from Coriolis.)


              Modules: You know how gear works in Veins of the Earth? Use that.

              This thing.

              1 module = 1 slot unless otherwise stated.

              Spaceship as Race

              Where a ship comes from is often just as important as the crew running it.

              • Cat's Eye Shipyards - Slick, sleek, and fashionable. For those who want to live fast and look good.
                • Reroll ENG
                • Makes a good impression.
                • Does not sell heavy vessels.
              • Runkadunk-Voix - Family owned and operated for three centuries. Sturdy, affordable ships, though you'd best look elsewhere for fancy.
                • Reroll HUL
                • x0.9 cost
                • SYS and SHP stat maximum of 13. Sometimes have to kick things a few times to get it working.
              • Sunstreamer - High-end, experimental vessels built by a start-up company of hip transhumanist venture cybercapitalists.
                • Reroll SYS
                • Free computer uplink implants for all crew members.
                • Distinct lack of privacy due to data collection, adblock doesn't work
              • Bubo Works - Alien mercantile hegemons. Bright colors and bulbous shapes.
                • Reroll SYS
                • Advantage defending against digital warfare.
                • The shipmind will not reveal itself, if it exists at all.
              •  Blood and Thunder - A PMO that got into the spaceship business.
                • Reroll WEP
                • Intimidating exterior commands respect.
                • Small print states you are now members of Blood and Thunder and are thus obligated to fulfil contractual combat obligations, whether you want to or not.
              • The Womb
                • Reroll SHP
                • Begins with Cloning Wombs module
                • Gross flesh-tech, shipmind is a star child fetus, ship is vulnerable to contagious diseases.
              • Astromechanico
                • Reroll choice
                • Repair costs cut by 50%
                • BECOME AS GODS
              • Big Dipper Star Pilgrims
                • Reroll LK
                • Magnet for benevolent astral spirits
                • Magnet for malicious astral spirits
              • Standardized Interstellar Transports, Incorporated - Mass produced budget ships. Blocky, bland, utterly soulless.
                • No reroll
                • x0.5 cost
                • Stat maximum of 12
              • Lichyard Union - The finest necromatic astronaval vehicles in the galaxy.
                • Reroll HUL
                • Begins with Skeleton Crew module 
                • Internal atmosphere is thin and desiccated; cracked lips and bad skin are guaranteed.

              Modules

              There are six required modules in every ship: 
              • Bridge / Cockpit
              • Computer
              • Drive
              • Life Support
              • Quarters
              • Storage 
              These modules count against your module total.

              50 Additional Modules
              1. Alchemical Distillery - A potion brewery and reagent workshop. A normal brewery too.
              2. Ancient Astronaut Starter Kit - Comes with everything you need to pose as gods to pre-contact civilizations.
              3. Angel Choir - Rows of electrum and silver choir lofts. The colony of angels that calls this place home will provide navigational aide, and protection against most magical threats. 2 slots.
              4. Aquarium - A glass tank filled with fish and other aquatic lifeforms. Can be used as quarters for amphibious crew.
              5. Armor - Comes in light (as leather, DR 1), medium (as chain, DR 2), and heavy (as plate, DR 3, 2 slots, -1 ENG)
              6. Asteroid Smelter - A small factory, capable of mining and smelting rocky bodies. Provides an additional 2000 monies per month. 2 slots.
              7. Backup Shipmind - A 10 SHP computer that can be used in case the primary mind is damaged.
              8. Cloning Wombs - Can grow a clone of anything in its memory in 9 months.
              9. Cold Storage - Cryogenic chambers for long-term storage of organisms.
              10. Data Storage - A secure computer, separate from the ship's main system.
              11. Diplomatic Lounge - For impressing heads of state, alien ambassadors, and people you pick up in bars. 
              12. Dragon Roost - Provides amenities for a visiting space dragon. Highly radioactive. 3 slots.
              13. Entertainment Suite - For when you just want to watch space-Netflix, or play space-video games. The whole nine yards.
              14. Escape Pod - A short-range emergency pod, can survive atmospheric entry.
              15. Exorcism Field - Keeps etherghosts and space demons out of the ship.
              16. Gravity Generator - Provides a down direction to the entirety of a ship. 3 slots.
              17. Gremlin Nest - Happy home to a family of maintenance gremlins.
              18. Hydoponics - The ship's garden. Supplements food supplies but can support a small crew in case of emergency.
              19. Illusiondeck - Uses high-potency illusion magic to make a completely interactive environment out of an empty room. Comes with a limited number of pre-enchanted scenarios.
              20. Impossible Space - Spacial anomaly leads to a room containing several square miles of uncharted and dangerous alien wilderness.
              21. Kitchen / Mess - A proper place to eat and socialize.
              22. Laboratory -  A place where science happens.
              23. Lightskipper Drive - A potent arcane device allowing travel between stars. Can be integrated into an existing drive for 10,000 monies.
              24. Lucky Charm - An object, an image, an old spot of damage, something of great personal importance to the crew. 1 / session, a roll result can be flipped on a successful LK check.
              25. Lure Launcher - Used to distract astral predators.
              26. Map Room - An interactive display that will provide up-to-date information on the system and region. Reduce travel times by a quarter.
              27. Medical Bay - Halves recovery time from critical injuries.
              28. Ooze Tanks - Storage for cleaning and repair oozes.
              29. Ornate Prow - A battering ram, a gigantic android mermaid, a Gothic nightmare battle cathedral, whatever you want.
              30. Planejumper Drive - Permits travel between stars by flying through an overlapping plane. Attracts the attention of extraplanar entities.
              31. Pilgrim Shrine - Dedicated to the panoply of astral gods and spacer saints.
              32. Printer - A 3D printer with a sizable blueprint catalog. Can create standard items.
              33. Privacy Suite - A soundproofed chamber permitting a moment of quiet while aboard the ship.
              34. Probe Bay - Holds and launches satellites, drones, and probes.
              35. Re-entry Modifications - Allows the ship to enter and exit a planet's atmosphere safely.
              36. Rotating Ring - Provides gravity for a segment of the ship.
              37. Scrying Mirror - Provides low-lag communication with other mirrors within 10 LY.
              38. Sealed Environment - Useful when taking aboard aliens of differing biochemistries.
              39. Secret Compartment - Hidden storage, insulated from most forms of remote detection.
              40. Shield Chamber - A warded and engraved sphere with a single door. Will keep those inside safe from any malicious astral magics directed at the ship.
              41. Ship’s Brownie - A little dwelling place for the ship's small god.
              42. Shuttle - A smaller vessel from transfer between ships, or between the ship and a planet's surface. 2 slots.
              43. Skeleton Crew - This necromantic core comes with 10 dutiful and enthusiastic skeletons.
              44. Solar Sails - Permits a ship with damaged engines to course correct. Reduces resupply costs one step.
              45. Storage Cells - Additional storage, can also serve as a brig.
              46. Summoning Room - A relatively secure chamber for summoning astral or hyperspatial entities.
              47. Teleportal - A short-range spatial gate, permitting access to another gate on the surface of a planet or nearby ship.
              48. Thaumatorium - A wizard's study, fit for the copying and learning of spells, as well as general research.
              49. Trophy Room - A place to display the spoils of one's adventures.
              50. Weapon System - Comes in light (d6, reduce incoming damage by 1/2 with successful WEP save), medium (d8), and heavy (d10, recharge 1, 2 slots)

              Spaceship as Dungeon

              Take all the modules you rolled and arrange them on a sheet of paper. Connect them as you see fit. Fill them with inhabitants and interactives. Use whatever generators you want to fill them out, I'll probably supply one in the future.

              Now you have a downed or derelict vessel to explore, or even a way of passing time on your own ship as you travel between locations.