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 |