November 27, 2019

The Impossible Ship

Giving your players something special to play with is fun. And if it ties into the story and horror, even better.
This is why I created the impossible ship. A ship that can't exist, doesn’t exist, yet our “heroes” fly around in it.
From the outside it doesn't look very special, maybe a bit blocky and industrial. But once you step inside… it still looks normal, till you start trying to navigate it.
There is no map that can map it, so you're lucky it comes with signs. The ship has many more rooms than it could realistically fit, and some rooms just seem to be doors onto other planets. The ship does this by changing the corridors and doors, so, when it matters, you take 1d5 turns to move into basic rooms. 1d10 turns to move into unusual rooms. And 2d10 turns to move into esoteric rooms.


Basic Rooms
Basic rooms are what you would normally find on a ship.
  1. An Airlock
  2. Crew Quarters
  3. Engines
  4. Med-bay 
  5. Bridge
  6. Gunners Cabinets
  7. Science lab
  8. Cryo-chamber
  9. Galley
  10. Life support
  11. Cargo bay

Unusual Rooms
Unusual rooms make sense, but aren't normally on a ship.
  1. A closet full of keys, old, physical ones.
  2. A walk-in freezer.
  3. A very large Nav-computer.
  4. Weapon controls for a weapon that isn't on the ship.
  5. A chapel.
  6. A robot factory, shut down.
  7. A repair bay.
  8. A lavish stateroom.
  9. A massive closet filled with spacesuits.
  10. An airlock without spacesuits.
  11. An old-style, rock bricked, prison cell.


Esoteric  Rooms
rooms which don't make sense
  1. A room that looks like the inside of a creature's mouth.
  2. A room that opens into kilometers of hostile alien terrain.
  3. Space… this door just leads into space… why isn't the air rushing out?
  4. A window that looks out onto the nearest planet, always.
  5. A nest for something.
  6. A room that looks like the inside of a creature's heart.
  7. The realm of psychic energy.
  8. A freezer filled with fresh human corpses, strung up like pigs at a meat processing plant.
  9. A sleeving facility (See APoF)
  10. A science lab filled with exactly what you need… but not what you want.
  11. A locked door labeled "Death" with a red sharpie. The sign leading to it says "Saferoom".
  12. A room with a man in a business suit. He watches you but does not move or speak, there is something… wrong… about him.
  13. A memory from your childhood, but now there is something off about it.
  14. The bridge, but everything is shut down and the screens are broken.
  15. A room containing a power plant bigger than the ship itself.
  16. A church to an elder being. The statues move when you aren't looking.
  17. A room with the walls covered in paintings of eyes.
  18. An empty room. The sign calls it "Survival calculation".
  19. A room that does not exist.
  20. A staircase, wooden, creaky, and old.
  21. A room with one wall covered in a screen. The screen shows the words "Red 13" in a blocky font.
  22. A dark crossroads with a single light shining from the ceiling in the center… it seems to not light far enough into the other corridors. In the left or right corridor is a figure… "Can I have a cigarette?"
  23. A video screen showing gruesome deaths.
  24. A large open field with what seems to be the sky above it.
  25. An old wooden house. The exterior doors are locked, and the windows are too boarded over to see out of… not that you want to, there are horrible noises coming from out there.
  26. A small, dark room with a single candle, always burning, in it.
  27. A cave full of crystal structures.
  28. Another room (Choose at random) but it rotates, quickly. The door seeming to stay on one wall, as if the corridor you are in is rotating surrounding this room.
  29. A metal room where the walls are bleeding.
  30. This room has a window that stares out into the unending void.


Of course, you can’t sell it, as it doesn’t exist, and if you save up enough to go somewhere else the ship will be waiting there, on a landing platform. You’ll have to get back on eventually...

November 22, 2019

Sparse Weapons

These weapons were made for Mothership from Tuesday Knight Games. The corporations and governments that created these weapons come from my setting (The Sparse).
I made these with the primary goal of giving flavor to the warfare of the setting. So I would recommend using these as loot with limited ammo rather than things for them to buy. Although my next thought is about creating a weapon mod system… Perhaps that will be the next thing I work on.

Normal Weapons:
Normal weaponry uses one of two methods of accelerating bullets into their targets. The primary method is a conventional gunpowder bullet. The secondary method is pressurized gas built into the bullets. This method is less powerful but it is easier to calculate and design compensation for the recoil to the user (Very useful in Zero-G).
Pistols: 
- Loki Holdout (Asgard): A holdout weapon, easily hidden under a shirt or inside a pocket. 
- Martian Smart Pistol (Mars): Identifies and scans targets, bringing up data on HUDs. 
Revolvers:
- Lunar Handcannon: A larger revolver. That’s it. It’s a really big revolver.
Submachine Guns:
- Mars Crossfire Pattern SMG: Coordinates firing patterns with other networked Crossfire Pattern SMGs.
Rifles:
- High-Velocity Lunar Rifle: A high-velocity rifle that increases kickback, but also increases damage.
Shotguns:
- Martian Proximity Sweeper: Slugs fired from this gun explode when they near their target, increasing the effective range.
- UEG Model I-21 "Sawn-Off": A single-handed shotgun. Not actually a normal shotgun with a sawn-off barrel.
- Rocket Blaster (Luna): Not so much a shotgun as a mobile rocket engine. When fired within 5m of the target, the target (And anyone else nearby) has their skin burned off. The wielder is thrown back.
- Middelen B-39 Disposable Shotgun: Fire and Forget. Sometimes found in vending machines.
Snipers:
- R-901 Battle Rifle (UEG): This sniper can engage a secondary firing mode that acts as an assault rifle. Very popular among black-ops agents.
- Odin's Foresight (Asgard): The scope has advanced predictive algorithms that allow it to show the near future as "ghost" images to the sniper. Although the chaos of battle quickly renders them all but useless.
- Lunar Orbital Sniper: Using miniature rocket engines attached to the bullets this sniper’s range is increased by quite a ways. Additionally, this sniper is capable of being guided through orbital mechanics, allowing it to be shot from the moon or other low gravity planets and into space, or on higher gravity planets, past the horizon.
Rail Weapons:
These weapons work by accelerating metals to extremely fast speeds via magnets. They are built into many ships, although only The Mars Coalition, Middelen, and Asgard Incorporated create handheld versions (Coil weapons are the rapid-fire variant).
Middelen Resource Weapons: Middelen makes a range of rail weapons which can fire quite literally anything that you put in them. (DMG varies based on ammo, everything else is the same as the base type)
Coil Rifles:
- Martian X-16 coil rifle: More efficient capacitors and higher-powered magnets lead to a larger clip size and more devastating firepower. 
- Thor's Bolt (Asgard): Each shot is energized before it is fired. Giving it a stunning effect.
Thermal Weapons:
These weapons fire superheated masses of material. Only Mars has created a handheld version. Helion Industrial has created a man-portable thermal weapon, although it requires an attached back-mounted power supply.
“Rifles”:
- Martian Plasma Rifle: The first, and most advanced, thermal weapon.
- Helium Fusion Rifle (Helion): The Helium Fusion Rifle from Helion Industrial is the first commercially available thermal weapon. Bulky, unwieldy and ridiculously expensive, it’s shunned by most people with experience with weapons. Its one saving grace is the “Autofire” mode. Which transforms the regular blast of superheated gas into an arc of death.



Melee weapons:
Mono-blades:
Mono-blades take advantage of new manufacturing methods to make the edge almost a singular atom thick. This makes them very good at slicing through things, like bone.
Thermal weapons:
Thermal weapons heat up to very high temperatures, allowing them to melt through objects. Other than those made on Mars, they have a high chance of malfunction or component damage after long periods of use.
Chain-weapons:
Chain weapons take large and ridiculous to another level. Instead of a single blade, they have a bladed chain that is moved around where the blade would be at high speeds (A chainsaw).
Swords:
- Space Marine Chainsword (Middelen): Having acquired the ancient games company “Games Workshop” Middelen sells a line of Chain weapons with designs taken from their setting. As these were created by artists rather than engineers, they are worse than standard chain weaponry.
Blast-weapons:
Not exactly elegant, blast weapons are just like normal weapons. Until they sense an impact. Then they fire off a high powered explosion directed towards the object impacted. This does lose the benefit of not requiring ammo, although in a trade-off for power and surprise. Most, other than those created by the Mars Coalition, are very likely to injure the wielder as well as the target.



WEAPON
COST
DMG
CRIT
S
M
L
SHOTS
SPECIAL
Pistol
700
2d10 

2
30
125
10

Loki Holdout (Asgard)
800
2d10

2
30
125
4
A holdout weapon, easily hidden. +20 to hiding the weapon or -20 to finding the weapon
Martian Smart Pistol (Mars)
900
2d10

2
30
125
10
Smart-link system: +5 Combat if wearing HUD.
Scanning System: After first shot on a target, you learn: If the target's armour save is lower than yours OR if the target has less health than you.
Revolver (As PSG)
750
3d10
Knock-down
2
30
125
8
Kineti-slugs: -5 vs. Armour Save
Lunar Handcannon
1000
4d10
Knock-down
2
30
125
8
Kineti-slugs: -5 vs. Armour Save
SMG (As PSG)
1,200
4d10

10
75
150
1(5)
Fully Automatic
Mars Crossfire Pattern SMG
1,400
4d10

10
75
150
1(5)
Fully Automatic
Smart-link system: +5 Combat if wearing HUD.
Crossfire System: When you make an attack with this SMG other SMGs of the same make gain a +10 to attack the same target (Until the end of the round)
Rifle
1,600
5d10
Double DMG
15
125
300
1(3)
Fully Automatic
Smart-link system: +5 Combat if wearing HUD. Pump-Action Grenade Launcher: Holds 6 frag grenades.

High Velocity Lunar Rifle
1,950
7d10
Double DMG
15
125
300
1(3)
Fully Automatic
Smart-link system: +5 Combat if wearing HUD. Pump-Action Grenade Launcher: Holds 6 frag grenades.
If you fire this weapon 2 times in the same turn you take a -5 to your second attack roll
Combat Shotgun (As PSG)
1,400
2dx10
Knock-down
10
20
30
4
Knockback
Shotgun Spread: 1/2 DMG at medium range. 1/4 DMG at long range.
Audio Rangefinder: beeps when non-friendlies approach within 10m.
Martian Proximity Sweeper
1,600
2dx10
Knock-down
20
30
40
4
Smart-link system: +5 Combat if wearing HUD.
Knockback
Shotgun Spread: 1/2 DMG at medium range. 1/4 DMG at long range.
Audio Rangefinder: beeps when non-friendlies approach within 10m.
UEG Model F-16 "Sawn-Off"
1,450
2dx10
Knock-down
10
20
30
4
Knockback
Shotgun Spread: 1/2 DMG at medium range. 1/4 DMG at long range.
Audio Rangefinder: beeps when non-friendlies approach within 10m.
Can be used with one hand
Rocket Blaster (Luna)
1,800
Special
Knock-down
10
20
30
5
Knockback
Shotgun Spread: 1/2 DMG at medium range. 1/4 DMG at long range.
Audio Rangefinder: beeps when non-friendlies approach within 10m.
When fired within 5m of the target, the target (And anyone nearby) has their skin burned off. The wielder is thrown back (10m in earth-like gravity, 30m in low gravity, 50m in Zero-G (although will continue to travel unless they stop themselves)). If they are in earth-like gravity or are stopped by something they take 5d10 damage.
Middelen B-39 Disposable Shotgun
100
2dx10
Knock-down
10
20
30
4
Knockback
Shotgun Spread: 1/2 DMG at medium range. 1/4 DMG at long range.
Audio Rangefinder: beeps when non-friendlies approach within 10m.
Cannot be reloaded
Sniper Rifle
11,500
1dx10
x3 DMG
25
200
500
12
Armour Piercing: -10 vs. Armour Save.
Martian Smart Rifle
(As PSG)
12,000
1dx10
x3 DMG
25
200
500
12
Armour Piercing: -10 vs. Armour Save.
Smart-link system: +10 Combat if wearing HUD. Spectroscope: Night/Thermal Vision.
R-901 Battle Rifle (UEG)
12,000
1dx10
x3 DMG
25
200
500
12
Armour Piercing: -10 vs. Armour Save.
Alternate form, swap with an action: 5d10 DMG, 10/125/300, Fully Automatic
Odin's Foresight (Asgard)
13,000
1dx10
x3 DMG
25
200
500
12
Armour Piercing: -10 vs. Armour Save.
Smart-link system: +10 Combat if wearing HUD. Spectroscope: Night/Thermal Vision.
Foresight: +30 Combat outside of combat, +5 Combat in combat
Lunar Orbital Sniper
20,000
1dx10
x3 DMG
30
400
As Gravity allows
12
Armour Piercing: -10 vs. Armour Save.
Smart-link system: +10 Combat if wearing HUD. Spectroscope: Night/Thermal Vision.
Rail Pistol
900
3d10 

2
30
125
10

Coil Rifle
1,800
6d10
Double DMG
15
125
300
1(3)
Fully Automatic
Smart-link system: +5 Combat if wearing HUD. Pump-Action Grenade Launcher: Holds 6 frag grenades.

Martian X-16 Coil Rifle
2,200
8d10
Double DMG
15
125
300
1(5)
Fully Automatic
Smart-link system: +5 Combat if wearing HUD. Pump-Action Grenade Launcher: Holds 6 frag grenades.

Thor's Bolt (Asgard)
2,000
6d10
Double DMG
No Save.
15
125
300
1(3)
Fully Automatic
Smart-link system: +5 Combat if wearing HUD. Pump-Action Grenade Launcher: Holds 6 frag grenades.
Body Save or stunned for 1 round.

Rail Rifle
20,000
1dx10 +1d10
x3 DMG
30
300
500
12
Armour Piercing: -10 vs. Armour Save.
Smart-link system: +10 Combat if wearing HUD. Spectroscope: Night/Thermal Vision.
Martian plasma Rifle
N/A
1dx10+3d10
Kills the target
10
75
150
3
Can deal 1 MDMG to ships.
Can cut through airlock doors.
Helium Fusion Rifle (Helion)
100,000
1dx10+1d10
Kills the target
10
75
150
3
Can deal 1 MDMG to ships.
Can cut through airlock doors.
-10 to Combat.
Fully Automatic Mode: Spend 2 actions to fire all 3 shots.
Mono-Knife
50
1d10
+1d10 DMG and bleeding
CQC Only.
N/A

Mono-Sword
75
2d10
Hacks off limb
CQC Only.
N/A
Can hack through limbs or dense forestry but not metal doors, airlocks, etc.
Mono-Axe
90
3d10
Hacks off limb
CQC Only.
N/A

Thermal Knife
75
2d10
+2d10 DMG
CQC Only.
N/A
Heat Emitter: Cuts through airlocks/heavy doors.
-5 vs. Armor Save.
Component Damage: If you roll a crit roll 1d5, on a 4-5 this weapon breaks.
Martian Thermal Knife
100
2d10
+2d10 DMG
CQC Only.
N/A
Heat Emitter: Cuts through airlocks/heavy doors.
-5 vs. Armor Save. 
Thermal Sword
90
3d10
Hacks off limb
CQC Only.
N/A
Heat Emitter: Cuts through airlocks/heavy doors.
-5 vs. Armor Save.
Component Damage: If you roll a crit roll 1d5, on a 4-5 this weapon breaks.
Martian
Thermal Sword
120
3d10
Hacks off limb
CQC Only.
N/A
Heat Emitter: Cuts through airlocks/heavy doors.
-5 vs. Armor Save. 
Thermal Axe
110
4d10
Hacks off limb
CQC Only.
N/A
Heat Emitter: Cuts through airlocks/heavy doors.
-5 vs. Armor Save.
Component Damage: If you roll a crit roll 1d5, on a 4-5 this weapon breaks.
Chainsword
140
5d10
Hacks off limb
CQC Only.
N/A
Can hack through limbs or dense forestry but not metal doors, airlocks, etc.
Space Marine Chainsword
100
5d10-1d5
Hacks off limb
CQC Only.
N/A
Can hack through limbs or dense forestry but not metal doors, airlocks, etc.
-5 to Combat
Mono-Axe
160
6d10
Hacks off limb
CQC Only.
N/A
Can hack through limbs or dense forestry but not metal doors, airlocks, etc.
Blast Sword
300
1dx10
+1d10 DMG and bleeding and blows off a limb
CQC Only.
4
Backfire: On every attack roll 1d5, on a 4-5 you take 5d10 DMG.
Can deal 1MDMG.
Martian Blast Sword
500
1dx10
+1d10 DMG and bleeding and blows off a limb
CQC Only.
4
Backfire: On every attack roll 1d10, on a 9-10 you take 5d10 DMG.
Can deal 1MDMG.