The Derelict
The Derelict
The Derelict
TABLE OF CONTENTS
Laboratories ............................. 11
Encounters ...................................... 8
The Derelict
ABOUT THE
ADVENTURE
THE YULAND
CORPORATION
The Derelict
research associate. He offers the
players 500,000 credits, plus a share
of any advances resulting from
research into retrieved items.
THE UNFORGIVABLES
This group of mercenaries has been
in the business for a long time. So
long, in fact, that each member has
gone slightly insane from all the
2
The Derelict
action theyve seen. The only
member who still has everything
together is Alexei, the leader.
RUFUS BALLWICK
Rufus is the psychopath of the group.
Hes calculating, cold, and fully
willing to kill his friends to save
himself, if it comes to that.
ALEXEI MIRKOV
Alexei is the generally likable, heavily
armed leader of the group. Alexei is
the most sane, and tries to keep his
comrades from killing too many
innocent bystanders. He doesnt
always succeed, and he feels bad
about that. Sometimes.
Skills:
Athletics (co-ordination) 1, Gun
Combat (Assault Rifle) 2, Melee
(blade) 2, Streetwise 1
Skills:
NOORO GANMA
ADRIATUS GUNNER
NARGOLAN
Gunner is trigger happy, nervous,
and armed with a heavy assault rifle
and grenades. He always smells
faintly of sulfur.
Skills:
Skills:
BULLET COMPANY
Everybody loves Bullet Company!
More show than go, Bullet Company
is a local celebrity group of action
3
The Derelict
heroes that take merc jobs to keep
up appearances. While theyre
primarily actors, theyve been in
enough scrapes that theyve picked
up some genuine skills in the process.
LEILA WARREN
Skills:
Skills:
Athletics (co-ordination) 2, Gun
Combat 0, Melee (blade) 1,
Deception 1, Carouse 1, Persuade 1
WILLIC BANRORI
Willic plays the role of a greedy
former pirate. Hes actually a former
accountant, and enjoys his new life of
acting and feigned heroics far more.
MERCENARY STATISTICS
AND GEAR
Skills:
Strength 7
Dexterity 7
Endurance 7
Intelligence 8
Education 8
Social Standing 5
MANNY DROGAN
The nominal leader of Bullet
Company. Plays an opportunistic but
4
The Derelict
Except for Nooro, everyone in both
the Unforgivables and Bullet
Company are armed with the
following:
OTHER INTERESTED
PARTIES
IMPERIAL
INTELLIGENCE
The Derelict
number on their collars. They wear
full helmets that obscure their faces,
and no skin shows anywhere; their
outfits are fully-enclosed TL 13
environmental suits made of some
unknown synthetic material.
Strength 7
Dexterity 7
Endurance 7
Intelligence 8
Education 8
Social Standing 7
Strength 7
Dexterity 7
Endurance 7
Intelligence 8
Education 8
Social Standing 5
THE DERELICT
The Derelict
There are no signs of life in most
parts of the ship, though the deeper
the players go, the more they will
start to notice signs of a struggle.
Some of this is ancient - old carbon
scoring from energy weapons, ash
from explosions underneath thick
layers of dust, and so on. Some,
however, is fresh - bloody remains of
members of the other teams. Most of
the corpses are Corsairs.
18
19-20
TABLE 1: HAZARDS
HAZARDS
The ship is very, very old, and while
its in pretty good shape, there are
still problems that could cause
catastrophic results for the players.
Roll (1d20)
1-8
9-11
13
14
15-17
Event
Nothing happens
Weird sound
Alien infection
Bulkhead collapse
Environmental
change
Toxic gas leak
Distant explosion
THE CREATURE
Despite the vast amount of death
aboard the ship, there is something
still alive here - the Creature. It is
uncannily fast, has incredible
regenerative abilities, and the
unrelenting instincts of a predator.
7
The Derelict
The Creature is the size of a human,
but has elongated limbs, grey skin,
unblinking black eyes, and a wide
maw full of razor-sharp fangs. It has
the strength of a bull and is as tough
as a tank. However, it fears fire and
will retreat in the face of it. It favors
moving along the ventilation system.
Weight: 100 kg
Strength: 22 (3d6 damage)
Dexterity: 14
Endurance: 17
Weapons: Claws and Teeth +3
Armour: 6 (1 against fire)
ENCOUNTERS
Once in the ship, every chamber they
enter, they have a 1 in 10 chance of
running into a member of one of the
other teams. For the first half hour of
the adventure, every time they
encounter one of them, all of the
NPCs will be alive and well, and may
be hostile to the PCs (1 in 4 chance).
After that, the Corsairs will have
awakened the Creature. At that point,
every time they find an NPC, roll
1d6. On 1-2, he's alive and unaware
of the danger. On 3-5, he's alive, but
aware of something out there - he's
heard sounds, or perhaps lost a
comrade. On 6, he's recently
The Derelict
deceased, having been torn limb
from limb by the Creature.
Roll (1d20)
1-5
6-8
Room Type
Living Quarters
Recreational
Room
9-12
Workroom
13-16
Stasis Facility
17-18
Cargo Bay
19
Eating Hall
20
Laboratory
TABLE 2: ROOM TYPE
SALVAGED TREASURES
While the ship is highly dangerous,
and the Creature a deadly threat,
there are treasures to be had if the
players are careful and lucky. The
ship contains a fully functioning
example of stasis technology well
beyond anything currently in
existence in known space. This alone
is worth a fortune if retrieved intact.
This will satisfy the Argosi Initiative.
AREAS OF INTEREST
THE BRIDGE
The Derelict
There are no ventilation openings in
the bridge, and the bridge doors can
be re-secured with material obviously
hoarded there for that purpose by
desperate crew.
ENGINEERING / THE
CREATURE'S LAIR
The ship has a self-destruct system,
but it's inoperative. To repair it, the
players must head to the engineering
bay and reconnect a severed main
power conduit. Repairing this
conduit will also restore full power to
the ship. Unfortunately, the lair of
the Creature is also in engineering, as
that is the warmest part of the ship.
There is a 50% chance that the
Creature will be out hunting when
the players reach its lair. The lair is
full of skeletons stripped clean of any
meat. Many of them are alien and
long dead. Several are recently
deceased and still glistening. The
entire engineering bay has a rotting
stench that permeates the air.
CARGO BAYS
The ship has cargo bays on almost
every level. Most of them are full of
crates of food and other supplies.
Whenever the players enter a cargo
bay, roll 1d12 and consult the
following table for the cargo bays
contents.
Roll
(1d12)
1-2
3-8
Result
Empty
Crates full of food,
most of which is still in
stasis
9-10
Crates full of clothing
and tools
11
Crates full of weapons
(roll on weapons table
for type)
12
Crates full of data
chips (roll on data chip
table for type)
TABLE 3: CARGO BAY CONTENTS
LIVING QUARTERS
All of the living quarters on board
the ship were originally for
inhabitants caring for those in stasis.
As this was a generational ship, many
families of aliens lived and died
without ever seeing a planet.
Players will see mementos from
generations of aliens in most of the
10
The Derelict
Roll
(1d6)
1-2
3
Result
Roll
Result
(1d8)
1-4
Blank
5
Scientific Studies
6
Histories
7
Medical Data
8
Personal Journals
TABLE 5: DATA CHIP CRATE
CONTENTS
LABORATORIES
The ship contains a number of
laboratories, most of which are
dedicated to biological research.
Players stumbling into these labs
have a 50% chance of finding a lab
with perfectly preserved specimens
of dead alien lifeforms in display
tanks.
11