Death In Space - Space Travel Complications

This will roll your Travel Complication.
Will give you both a Cyro and Bridging complication, use the one that you need.

This chart uses input variables
  • Distance
Result

Roll on "Distance" (cols="1", filter="{$Distance}", filter_cols="1")


Subcharts

Distance (d18)

d18 Result

1

Travel Within System

Spacecraft loses one condition

2

Travel Within System

Encounter! Roll on "Encounter"

3

Travel Within System

Encounter! Roll on "Encounter"

4

Travel Within System

Encounter! Roll on "Encounter"

5

Travel Within System

Nothing happens

6

Travel Within System

Nothing happens

7

Travel Between Systems

If with Cyropods, One random Character experiences:  Roll on "Malfunctions" (columns: 1)

If with Bridging: Roll on "Malfunctions" (columns: 2)

8

Travel Between Systems

Spacecraft loses one condition

9

Travel Between Systems

Encounter! Roll on "Encounter"

10

Travel Between Systems

Encounter! Roll on "Encounter"

11

Travel Between Systems

Encounter! Roll on "Encounter"

12

Travel Between Systems

Nothing happens

13

Travel Between Galaxies

If with Cyropods, One random Character experiences: Roll on "Malfunctions" (columns: 1)

If with Bridging: Roll on "Malfunctions" (columns: 2)

14

Travel Between Galaxies

Spacecraft loses one condition

15

Travel Between Galaxies

Encounter! Roll on "Encounter"

16

Travel Between Galaxies

Encounter! Roll on "Encounter"

17

Travel Between Galaxies

Encounter! Roll on "Encounter"

18

Travel Between Galaxies

Encounter! Roll on "Encounter"

Malfunctions (d6)

d6 Cyro Bridging

1

The pentamicetic milk mixture that keeps the user in suspended animation fails. The failure creates a mental bridge to something beyond. Aquire the Void Corruption: Roll on "VoidCorruption"

Roadkill. The bridger and docked spacecraft are covered in the remains of something that was in the wrong place at the wrong time.

2

Ages Roll 3d20 years.

The bridger ends up in dead space, and it takes some time for the navigators to jump to somewhere known Resolve: {an hour,|a day|a week|a month}

3

Plagued by nightmares of the void.

Time and space mix in the wrong way. The bridger is thrust into the past Resolve: {10 hours|10 days|10 months|10 years}

4

Awake in the pod during the trip, but unable to move. Acts aggressively for a week.

The void slips through rifts in space-time extending from the engine and infects those onboard. Anyone onboard runs a 5% risk of slowly turning into a port fanatic (CORE pg.96)

5

Hair and fingernails have grown Roll 1d4 meters, and turned white.

Unexpected power surge. Anything electrical in the stellar system that the bridger arrives to shuts down for Resolve: {an hour|a day|a week|a month}

6

You have the following Cosmic Mutation... Roll on "CosmicMutations"

The whole bridger spacecraft ends up in between dimensions, beyond the edge of the universe. It is stuck in a warped unreality filled with swirling colorful clouds and a cacophony of shrieking sounds, where all times exist simultaneously, and nothing is predictable. Anyone who returns is forever changed.

Encounter (d74)

d74 Result Result

1

Derelict

Deep space drone. In the computer is code for an unfinished program called The Gate

2

Derelict

Ancient first generation chrome spacecraft

3

Derelict

Asteroid digger machine, with a habitat with room for five workers. Solar panels provide electricity.

4

Derelict

An old mining station. A few gems are still hidden away.

5

Derelict

Empty, intact redshift explorer. Traces of a brutal combat inside.

6

Derelict

Small station in orbit around an unmapped moon. No mention of station on maps or in logs.

7

Remnants of War

Destroyed battleship. 1d6 soldiers still sleep in an unharmed cryo-chamber. They believe the war is still raging.

8

Remnants of War

Liberated prisoners have established their own colony. It is in the ruins of their former prison, a broken station, bombed out of orbit.

9

Remnants of War

Reinforcements in an unmanned exobase dropship, arriving many years too late. A shipment of third generation carbons from a neighboring system. Born, raised and trained.

10

Remnants of War

A few veterans live in a habitat built in a container cluster powered by solar panels. They grow fruit and vegetables in zero-g hydroponic farms.

11

Remnants of War

Debris field from unknown battle. Radio beacons send out warnings. Spare parts abound, but scavengers are around, making salvaging dangerous.

12

Remnants of War

Lost freighter, containing supplies. Roll 1d10 components, Roll 1d6 vehicle parts, Roll 1d6 random weapons, Roll 1d4 nano pods. All stamped with company logos.

13

Remnants of War

Space Mines

14

Drifting In Space

Smuggler drop-off point. Roll 1d8 components and Roll 1d6 vehicle parts in a crate. Has a hidden radio locator.

15

Drifting In Space

Roll 1d8 drifting space coffins, humanoids inside. They appear dead. Do not leave them unsupervised.

16

Drifting In Space

Planetary ground exploration vehicle. Doors are open, wheels muddy. The radio sends out a voice counting back and forth

17

Drifting In Space

Black, metallic box, made out of a strange material. Four by four meters. Emits white noise that floods all electronics onboard. Moves towards the Tenebris star.

18

Drifting In Space

Damaged science vessel (light freighter) with the Azimuth company logo on it. Logs show that it was looking for void static noise. Intact but void infected non-phys server onboard.

19

Drifting In Space

Crystal monolith. Upon closer inspection, it seems to be an ancient deep space navigation beacon, with inscriptions in an unknown language.

20

Drifting In Space

Debris Field, pass a SVY test or take damage

21

Drifting In Space

A cargo hauler recently left the Station carrying a massive load of weapon parts, but its crew reached its destination without the cargo. They detached the cargo module somewhere about two days’ travel from here.

22

Drifting In Space

 Rest Stop: You find a station meant to serve as a rest stop for crews to get out and stretch their legs.

23

Need a ride

A chrome on an asteroid bar, on a mission to kill a water dissident on Amissa. Wants a ride, and help.

24

Need a ride

A lone nomad on a solar barque with shattered solar panels needs towing to the closest space port. Just passing through Tenebris for supplies.

25

Need a ride

A Stålverket crew on a sector shuttle are looking for someone to pick up union delegate Kofel Bohm from Epoch spaceport.

26

Need a ride

Pen Katz, wanted for stealing memories from the pocket worlds of velocity cursed. Pretends to be looking for herself. Crashed on a moon or planet nearby.

27

Need a ride

Unmanned nano pod, piloted by AI. Wants to go to the Iron Ring for revenge.

28

Need a ride

Two ex-Vodykov representatives at a nearby abandoned asteroid drill site want a ride to anywhere. Have 2671 stolen holos.

29

Need a ride

 Roll 1d4 Astro Hitchhikers.

30

Combat

Honeyguide driller spacecraft with a crew of seven. Everything shut down, ready to board anyone getting too close.

31

Combat

Solpod hijackers in an explorer-outfitted interceptor ship, on the hunt for spare parts and fuel for their old observatory.

32

Combat

Roll 1d4 automated combat modified drill drones attack (DR 8, 1d3×10 DMG, at 30% frame). They are hunting for spare parts for its owner and will leave if they retrieve five parts.

33

Combat

Moon bandits in a liberation raider with smuggler modules, masquerading as merchants. Claim to sell new experimental weapons

34

Combat

Small mining station riddled with drug problems. Ruled with an iron fist. On the verge of a riot

35

Combat

Scavenger scout ship with a crew of five, boarding a small, old satellite. Two solpods defend against the intrusion.

36

Combat

Space Pirates: A Pirate Crew approach and make to board your ship.

37

Merchants

Void merchants, selling virus-infected navigation subroutines.

38

Merchants

Former fuel station, now offering strange virtual reality experiences. Expensive, not worth it.

39

Merchants

Infamous and rough space trucker stop. Houses the best black market in the system, “Lost and Found”.

40

Merchants

Asteroid bar. Holographic entertainment. Offers any strong drinks imaginable. Something is off here.

41

Merchants

Orbital vagabonds, selling homemade food and gear. Live in a small satellite station. Interior has walls covered in cloth and the air is thick with incense.

42

Merchants

 A traveling market station where velocity cursed and others trade memories stored on cartridges and visit non-phys worlds to make sense of their lives.

43

Out of fuel

A broken racer pod with a velocity cursed in the driver’s seat. It flickers between dead and alive.

44

Out of fuel

Merchant hauler with a crew of solpods selling ancient tech.

45

Out of fuel

Marshal with a fugitive, on their way to the Sand Judge on Lacrimosa

46

Out of fuel

Scavengers, searching for fuel or spare parts. Follow the player characters at a distance.

47

Out of fuel

Archaeologist, stuck in a small research base on a forgotten asteroid.

48

Out of fuel

Trucker crew, towing a few modules from a solpod research station.

49

Out of fuel

 Tour Shuttle: A tour ship is carrying a Notable Musciian or Celebrity and is out of fuel and drifting. They’re looking for someone to ferry the Roll 1d6-member band to their destination in time for a gig next solar cycle. The band party hard—they have a significant amount of liquor and drugs, and they’re more than willing to share.

50

Need of repairs

A group of punks in a remade shuttle bus. Need two vehicle parts for a communication dish. Desperately need to send a message to the Iron Ring, but will not say what it is about.

51

Need of repairs

Hard-boiled tow truckers, stuck on route to Ogre for an ice-hauling contract. Weathered hauler spacecraft. Needs two vehicle parts.

52

Need of repairs

Lonely deep field welder, rebuilding a small spacecraft into a space station. Needs help.

53

Need of repairs

Lonely farmer in a broken, small habitat on a nearby moon. Only spare power works, needs four vehicle parts urgently. Former gem cutter.

54

Need of repairs

Pilot floating freely in space in an EVA suit in a field of debris. Desperate for help.

55

Need of repairs

A broken interceptor. No one is on board, an AI sent out the distress call.

56

Signal

Comes from inside a comet. The comet is in fact an old spacecraft, covered in ice and stone

57

Signal

Chaotic noise. Hidden instructions (TEC to understand) reveal how to upgrade engine one output power. Requires ten vehicle parts.

58

Signal

Interception of a message from a deep space colony, many light-years away. Comment about chaotic weather and weird migrating space creatures.

59

Signal

A fast white noise burst, drowning all electronics for a moment. Believed by scientists to be the sound of a dying universe.

60

Signal

Messages about daily life on Lepidoptera, from a lonely amateur radio enthusiast.

61

Signal

A cryptic message from the future. Reveals the outcome of something in the player characters' near future.

62

Signal

 Authority Checkpoint: The Peacekeeper Barge Entrati and its crew of 4 Peacekeepers hails the Crew from a distance. They have taken an interest in your recent arrival, and politely request to board your ship to confirm licenses and personnel.

63

 Oddities

Wormhole, leading to the edge of the universe. Soon disappears.

64

 Oddities

Time rift. All onboard age Roll 2d20 years.

65

 Oddities

A migrating herd of massive strangely shaped spacecraft, without visible engines.

66

 Oddities

A colossal creature drifts alongside the spacecraft for a moment. Was it real? Or a strange vision?

67

 Oddities

The comet 78C. Resembles a moving cosmic iceberg, but its core is hotter than any star. It is one of the oldest artifacts in the universe. Any material can be found inside the ice. A presence lives inside it. If released, it will occupy the player characters' spacecraft and give it consciousness.

68

 Oddities

Unmanned container shuttle, filled with clones uncannily similar to the player characters. On its way to the rogue planet Wendel

69

Natural Phenomena

Stellar Corona

70

Natural Phenomena

Plasma Flare / Radiation Storm

71

Natural Phenomena

Radioactive Asteroids

72

Natural Phenomena

Solar Winds / Slip Stream

73

Natural Phenomena

Vantage Point

74

Natural Phenomena

Ion Bombardment