Mothership - Space Station Toolkit

This chart uses input variables
Result

{% NWEst = {1d10} %}

{%if {$Generator} == "Corespace Station"%}

Corespace Station

Roll on "Station Name" is a(n) Roll on "Core Station" orbiting a(n) Roll on "Celestial Body".
It’s run by a(n) Roll on "Core Leader" backed by Roll on "Group" .
Docking costs Roll 1d100*100 cr, and a cheap room is Roll 2d100 cr/night.
There’s a 5% chance the station is currently undergoing a(n) Roll on "Crisis", otherwise everything* is fine and you can buy supplies and fuel as per normal, though at a hefty markup of Roll 2d100 %.
They also buy Roll on "GOODs" at Roll 1d100-10% off and local free-traders have a line on where to find Roll on "Resource".

{%end%}

{%if {$Generator} == "Rimspace Station"%}

Rimspace Station

Out on the rim, near a(n) Roll on "Rimspace Generator" (columns: 1), a(n) Roll on "Station Name" station (call-sign Roll on "Rimspace Generator" (columns: 3)) spins.
It’s outwardly controlled by Roll on "Rimspace Generator" (columns: 4), though is subtly undermined by Roll on "Rimspace Generator" (columns: 5), led by a(n) Roll on "Rimspace Generator" (columns: 6).
There’s a 20% chance the station is dealing with a(n) Roll on "Crisis", otherwise everything is fine and you can buy fuel as per normal, but they are currently only offering Roll on "GOODs" for sale and there’s a rumor going around that the station is in dire need of Roll on "Resource".

{%end%}

Station Details

Noteworthy Establishments

{%if {$NWEst} >= 1%}
1. Resolve: {Refueling District|Repair District} - Roll on "Noteworthy Locations" (columns: 1)
{%end%}
{%if {$NWEst} >= 2%}
2. Resolve: {Refueling District|Repair District}- Roll on "Noteworthy Locations" (columns: 1)
{%end%}
{%if {$NWEst} >= 3%}
3. Resolve: {Refueling District|Repair District}- Roll on "Noteworthy Locations" (columns: 1)
{%end%}
{%if {$NWEst} >= 4%}
4. Resolve: {Port District|Market District} - Roll on "Noteworthy Locations" (columns: 2)
{%end%}
{%if {$NWEst} >= 5%}
5. Resolve: {Colony District|Habitat District} - Roll on "Noteworthy Locations" (columns: 3)
{%end%}
{%if {$NWEst} >= 6%}
6. Military District - Roll on "Noteworthy Locations" (columns: 4)
{%end%}
{%if {$NWEst} >= 7%}
7. Resolve: {Mining District|Factory District} - Roll on "Noteworthy Locations" (columns: 5)
{%end%}
{%if {$NWEst} >= 8%}
8. Resolve: {Corporate District|Research District}- Roll on "Noteworthy Locations" (columns: 6)
{%end%}
{%if {$NWEst} >= 9%}
9. Prison District - Roll on "Noteworthy Locations" (columns: 7)
{%end%}
{%if {$NWEst} >= 10%}
10. Religious District- Roll on "Noteworthy Locations" (columns: 8)
{%end%}

Possible Random Encounters

{% chart = get_chart id:58191 %}
{% result = unq count:5 source:chart %}
* {{result.1}}
* {{result.2}}
* {{result.3}}
* {{result.4}}
* {{result.5}}

Subcharts

Station Name (d10)

d10 Result

1

Azrael’s Roll on "Station Name 2"

2

Dumah’s Roll on "Station Name 2"

3

Marut’s Roll on "Station Name 2"

4

Gorgon’s Roll on "Station Name 2"

5

Soter’s Roll on "Station Name 2"

6

Pontian’s Roll on "Station Name 2"

7

Vitalian’s Roll on "Station Name 2"

8

Iblis’s Roll on "Station Name 2"

9

 Al-‘Uzzá’s Roll on "Station Name 2"

10

 Vanth’s Roll on "Station Name 2"

Station Name 2 (d10)

d10 Result

1

Price

2

Sorrow

3

Redemption

4

Revenge

5

Ring

6

Crown

7

Sword

8

Shield

9

Cross

10

Herald

Core Station (d10)

d10 Result

1

Overcrowded Habitat Colony

2

 Palatial Estate

3

Secret Corporate Research Facility

4

Marine Battle School

5

Bustling Trading Port

6

Sprawling Megatropolis

7

High Security Corporate Vault

8

Semi-Autonomous Shipyard

9

Solitary Monastery

10

Ancient Jump Gate

Celestial Body (d10)

d10 Result

1

Still Terraforming Planet

2

Overpopulated Slumworld

3

Resource Rich Plane

4

Desolate Planetoid

5

White Dwarf Star

6

Moon of an Inhabited Planet

7

Unpopulated Paradise World

8

Giant Asteroid Cluster

9

Red Supergiant

10

Black Hole (past Event Horizon)

Core Leader (d10)

d10 Result

1

First-Colony Descendent

2

Asteroid Mining Oligarch

3

Reclusive Intellectual

4

Scheming Marine General

5

Teamster Union Rep

6

Sadistic Decadent

7

Decorated Regional Governor

8

Rimwar Veteran Commander

9

Reformed Criminal Outcast

10

Dynastic Child-Heir

Group (d10)

d10 Result

1

Radical Colonial Separatists

2

The Valecore Mining Consortium

3

The Exo-Credit Federated Union

4

The 91st Colonial Dragoons

5

Teamster’s Local 101977L

6

The Yamguchi-gumi Clan

7

The Crashlander Titan 2nd Fleet

8

The Principality of Christian XII

9

The Decanon Caliphate

10

The House of Tarkhan

Crisis (d10)

d10 Result

1

Hostage Situation. (Command of the station has been taken by a rival faction who demand Roll 1d10kcr ransom.)

2

Refugee Crisis. (The station is overrun with refugees. Everything is Roll 1d10+1x more expensive than usual.)

3

Food Shortage. (The station will pay Roll 1d10+1kcr for food and another random resource. Theft is rampant.)

4

Quarantine. (After boarding the station you learn that it has been quarantined. No one is allowed to leave.)

5

Bout of Civil Unrest. (Rioting and looting. Mercenary death squads roam the corridors executing collaborators.)

6

Disaster. (Crash landing, mass explosion or sabotage. Station is on full alert and going down without repairs.)

7

General Strike. (Unions have organized. Protests, picket lines and intense riots. Commerce is shut down)

8

Uncanny Abandonment. (The station hosts the aftermath of some bloody, haunted or mysterious happening.)

9

Martial Law Edict. (All ships are boarded and inspected, station visas are issued and a curfew is in effect)

10

Blockade. (The station is under siege by the rival faction and access has been cut off. Your ship will be boarded.)

GOODs (d10)

d10 Result

1

Equipment

2

Asteroid Ore

3

Weapons

4

Scrap Metal

5

Prisoners

6

 Warp Cores

7

 Galley Stock

8

 Ship Parts

9

Used Ships

10

Fuel

Resource (d10)

d10 Result

1

Android Laborers

2

Asteroid Mining Machinery

3

Hardened Mercenaries

4

Metal Black Market Cybermods

5

Life-saving Medicine

6

Doctors who don’t ask Questions

7

Stock Rations

8

Out of work Scientists

9

Oxygen Reserves

10

Recreational Drugs

Station Structure (d10)

d10 Result

1

Asteroid Surface. This station has been built on the outside surface of the asteroid, much the same way a building rests on the surface of a planet.

2

Asteroid Interior. While there may be structures on the outside of the asteroid the majority of the station exists “underground” as a series of tunnels, caves or similar structures.

3

Spindle. A common design, shaped like a spinning top with towers rising from the top and/or bottom.

4

Cylinder. The cylinder’s rotation could provide a rationale for artificial gravity and the station could be quite large, like an O’Neill Cylinder.

5

Sphere. Can be as big as a Dyson or Bernal Sphere or as small as a single pod-station.

6

Torus/Ring. The most common design. Like the Stanford Torus or Bishop Ring, the outer ring could provide enough centrifugal force to provide artificial gravity.

7

Tower. A station with an angular or blocky design, like a skyscraper flung into space.

8

Modular. Built from discrete modules or “beads” that can be removed or added on to.

9

Platform. Design based on a large ship. Clearly defined levels/decks.

10

Amalgamation. A combination of any of the other designs.

Noteworthy Locations (d100)

d100 Refuel or Repair Port or Market Colony or Habitat Military Mining or Factory Corporate or Research Prison Religious

1

Dry Dock

Food Stand

Farming Unit

Admin Office

Material Processing

Offices

Ruined Cellblock

Prayer Gardens

2-5

Dry Dock

Food Stand

Farming Unit

Admin Office

Material Processing

Offices

Ruined Cellblock

Prayer Gardens

6-9

Vehicle Repair

Dry Dock

Food Court

Drop Station

Shipping Warehouse

Open Floor Plan Office

Administration Offices

Observatory

10-14

Chop Shop

Fence for Stolen Goods

Slickscreen

Training Rooms

Storage Warehouse

Cubicles

Morgue

 Cellarium

15-19

Bars

Black Market

Bar/Club

Shooting Range

Dry Dock

Testing Lab

Riot Armory

Chapter House

20-24

Showers

Re-Sleeving Facility

Slaughterhouse

Command Center

Assembly Line

AI Computer Banks

Guard Quarters

Dorter

25-29

Capsule Motel

Cybermod Shop

Seed/Gene Storage

Defensive Weaponry

Metal Refinery

Laboratory

High Security Area

Refectory

30-34

Navigation Library

Imports Warehouse

Sleeping Units

Vehicle Repair Center

Air Scrubber

Quarantine Room

Isolation Chambers

 Infirmiry

35-39

Warp Core Storage

Designer Drugs

Meeting Square

Brig

Water Reclamation

Data Analysis Office

Cryostorage

Kitchens

40-44

Teamster Union Hall

Gene Therapy

Aquaponics Tanks

Troopship Carrier

Sleeping Pods

Android Storage

VR Exercise Yard

Lavatorium

45-49

Military Lounge

Holotat Shop

Markets

Barracks

Cafeteria

Warehouse

 Prison Cells

Misericord

50-54

Commercial Travel

Glass Blower

School/Training Facilities

Interrogation Rooms

Showers/Soakers

Shipping & Receiving

Group Dormitory

Scriptorium

55-59

Private Hangar

Technobladesmith

Library/Research Lab

Medbay

Corp. Conference Room

Mail Rooms

Quarantine Unit

Calefactor

60-64

Showers

Slaughter Yard

Upscale Housing

R&D Department

Garage/Hangar

Meeting Rooms

Solitary Confinement

Musalla

65-69

Metal Foundry

Fabric Loom

Security Outpost

Drop-tank Hangar

Geology Lab

Clean Room

Canteen

Minaret

70-74

Ore Trade / Refinery

Sweatshop

Clinic

Mess Hall

Records/Maps/Blueprints

Employee Housing

Gruel Kitchen

Prayer Hall

75-79

Food Court

Gambling House

Factory

Officer’s Lounge

Slickscreen

Hazardous Materials

Labor Camp

Ablution Fountains

80-84

Fuel Bays / Warp Cores

Dance Club

Greenhouse

 “Off-base” Housing

Fighting Ring

Cryostorage

Execution Chambers

Chinjusha

85-89

Slickscreens

Teamster Bar

Turret Emplacement

Master Computer

Android Maintenance

Containment Lab

Scrap Metal Workshop

Three Gate

90

Red Light District

Cassette Library

Red Light District

Diplomatic Embassy

Conjugal Trailers

Private Offices

 Slickscreen Classrooms

Bell Tower

91

Black Market

Specimens & Oddities

Brig

Officer’s Quarters

Xenobio Lab

Luxurious Boardroom

Illegal Human Testing

Shrine

92

Tiny Chapel

Red Light District

Power Station

Weapon Testing

Extraction Point

High Security Vault

Mind Wipe Lab

Lecture Hall

93

Weapons Fabrication

Military Black Site

Pharmalab

Fighter Squadron

Infraction Cells

Illegal DNA Splicing Lab

Mass Grave

Grand Reliquary

94

Advanced R&D

Navigator Guildhouse

Governor’s Mansion

Ammunition Storage

Cloning Facility

Embryonic Storage

Reprograming Facility

Massive Statue

95

Experimental FTL Lab

Decorative Rugs

Armory

Re-Sleeving Facility

Communications

Morgue

Military Black Site

Secret Chambers

96

Astronavigator Terminals

Tea Shop

Temple

Cryochambers

Exosuit Hangar/Repair

Animal Testing Pens

AI Prison Server

 Palatial Gardens

97

Station Overseer

Old Earth Antique Shop

Courthouse/Records

Intelligence Facility

Life Support

Killteam Barracks

Android Scrapyard

Scourging Room

98

Holding Cells

Custom Androids

Landing Strip

Exomech Hangar

Laser Drilling Array

Experiment #237

Comissary

 Bishop’s Manor

99-100

Power Station

Ship Designer

Communications Array

Massive Weapon

Company Store

Mega-AI Brain

Crematorium

Unmarked Prison Cell

Common Issues (d10)

d10 Result

1

No Artificial Gravity. Zero-G Skill Check for complex maneuvers.

2

Resource Scarcity. Food, water, oxygen, shelter is hard to find.

3

Trade Good Scarcity. Lack of fuel, warp cores, ammunition.

4

Oxygen Poor. Strenuous activities at [-]. O2 taxation.

5

Non-standard Day/Night Cycle. Resting at [-].

6

Poor Water Treatment Facilities. Healing at [-].

7

Low Security. High risk of theft, threat of violence, piracy, etc.

8

High Security. High risk of authoritarian police, taxation, prison, etc.

9

Xenophobic Population. Suspicious/hostile to strangers/outsiders.

10

Poor Maintenance. Minimum Stress +1. Resting and Healing at [-]. High risk of damage to the station during combat

Random Encounters (d100)

d100 Result

1

Roll a Deadly Encounter and combine it with another encounter.

2-8

Cryer for random nearby establishment. 10% off if you go right now.

9-19

O2 beggar from the station slums. They need Roll 1d100 credits or they’ll be sent back today. Reduce Stress by 1 if you give.

20-24

Hawker pawning a random Resolve: {piece of equipment|piece of equipment|piece of equipment|piece of equipment|piece of equipment|drug|drug|drug|drug|cybermod} for 50% off.

25-29

Roll 1d5 Religious Missionaries proselytizing. Any unbaptized who follow them get an hour in The Solarium.

30-34

Infected denizen Resolve: {coughing|coughing|coughing|coughing|coughing|vomiting|vomiting|vomiting|vomiting|violently being overtaken by their cybermods}.

35-39

Sex worker from the redlight district offering overnights at 75% off.

40-44

Recently let go Merc Resolve: {Recruit|Probie|Operator|Operator|Operator|Squad Leader|Squad Leader|Elite Trooper|Elite Trooper|Platoon Commander} looking for work at 50% off.

45-49

Roll 1d10 Militia Recruits Resolve: {on patrol|on patrol|on patrol|on patrol|on patrol|on leave|on leave|on leave|on leave|arresting someone}.

50-55

Gamblers playing a game of Sej. Roll 1d100*1kcr is at stake. A crowd is drawing near.

56-59

Q-Team crew quarantining the area. You’ll have to go around which adds Roll 1d100 minutes to your trip.

60-62

First mate of a docked ship looking for a crew. Ship leaves in Roll 1d10 hours.

63-66

Backpacker tagging the bulkhead.

67-69

Gang of bored Roll 2d10 hoodlums squatting at an abandoned establishment.

70-71

Chief Adjudicator and Executioners. All must stop and let them pass or get electrolashed.

72-73

Gang Members (C: 55 Knives 1d10dmg H:1) beating up Roll 1d10 O2 beggars.

74-75

An android with damaged legs lies in a pool of viscous fluids and reaches out for help.

76-77

Dancers from a local cabaret gracefully slide by with large holosnakes draped over their shoulders.

78-79

Roll 1d10 Socialites returning from an Resolve: {art|fashion} show and heading to a cybermod showing party.

80-81

Sycoyrax dealer offering tester vials. 200cr per hit. Body Save or take double damage.

82-83

Roll 2d10 local gang members sitting on milkcrates and smoking outside a local haunt. Suspicious of strangers and tourists.

84-85

A group of Roll 1d10 dirty urchins tugging on legs and begging for food scraps.

86

Roll 1d5+1 Gang members, drunk and getting kicked out of a nearby establishment.

87

Suspicious looking group: Roll 1d10 rebels setting a pipe bomb at a nearby establishment.

88

Solarian Gardener offering 1 hour in The Solarium (pg. 22) in exchange for a Roll 1d100cr donation to the local slums.

89

Victim of a recent reaping attempt bleeding out. Get them to The Chop Shop in 30 minutes or they’ll die.

90

Flirts in flashing holosuits with wings handing out fliers for the Psychoromp in the local club tonight.

91

A Sleeve with a featureless face passing out initiations to The Runway Show.

92

Accused being escorted to a local fighting arena. They need a champion to take their place. They can pay Roll 1d10kcr. Fight is in Roll 1d10 hours.

93

Slickbay star and entourage mobbed by fans. The entire corridor is packed. 10% chance of being pickpocketed.

94

Roll 1d10+2 fugitive rebels looking for somewhere to hide.

95

Mercenary Security raid on nearby establishment. Move along.

96

Roll 2d10 Teamsters looking to ambush a group of Gang Members at a nearby Bar.

97

An empty, discarded Sleeve. It will rot in Roll 1d10 hours. Still in salvageable condition.

98

All of the lights flicker and turn off. Sound of a heartbeat. Heavy, belabored breathing.

99

All nearby screens turn to static. The volume increases until you can’t hear anything else. Then it’s gone.

100

Hologram of of a little girl, wandering alone. “Please, help me. I don’t want to die.” Disappears in Roll 1d10min

Rimspace Generator (d10)

d10 Rim Landmark Rim Station Call-Sign Control Faction Rival Faction Rival Leader

1

Heavily Guarded Corporate DMZ

Independent Colony

Remote Site-Roll 1d100-Resolve: {A-Z}

The Anders-Klimt Mining Corporation

The Anders-Klimt Mining Corporation

Renegade Android

2

Battered Asteroid Field

Run Down Factory

Resolve: {1d100-Roll 1d10}

The Gaff Android Labor Syndicate

Altruistic Scientists

Powerful Rogue AI

3

Uninhabitable Desert Planet

Military Base

Forward Base-Roll 1d100-Resolve: {a|b|c|d|e|f|g|h|i|j|k|l|m|n|o|p|q|r|s|t|u|v|w|x|y|z}

The 601st Colonial Marine Regiment

Neo-Haram Anarchists

Ruthless Criminal Despot

4

Strip-Mined Ice World

Lighthouse

Rimworld Post-Resolve: {1d100-Roll 1d10}

Salo-Mercury Biomotors Inc

Violent Return-Earthers

Charismatic Revivalist

5

First Generation Pioneer Colony

Asteroid Mining

Resolve: {A-Z}-Roll d100

The Apostles Gate Church

Carter Tactical Concerns Ltd.

Perverse Corp. Warden

6

Resource Rich Asteroid Cluster

Maximum Sec. Prison

Supervisor Resolve: {a-z}-Roll d10

Confederated Systems Inc.

Armadyne Weapons, Inc.

Highly Intelligent Merc. Captain

7

The Disputed Territory Border

Maximum Sec. Prison

Control-Roll d100

The “Opera” Fleet of Mercenary Raiders

House Sivaranjan

Cunning Corporate Spy

8

Massive Jump-5 Derelict Hulk

Rest & Refuel

Command-Roll d10-Roll d10

The Sindec Alloyed Metals Corporation

Secret Union Instigators

Merciless Slaver

9

Burgeoning Off-World Colony

Black Market

Outpost Roll d100-Resolve: {A-Z}-Roll d10

SEBACO Mining Ltd.

Black Dawn Mercenaries

Stalwart Union Organizer

10

Ship Graveyard

Abandoned Derelict

Bridle-Roll d10

The Limited Colonial Government

The Family of Eleven

Relentless Warrant Officer