Actually, also neat to remove the occassional fiend or undead who are made of blood.
Also, in the Scarred Lands DnD setting, the enchantment may be worth a fortune to remove the titans' blood that corrupts the land. Go to Comment
64. Some joker thought to program two distinct personalities into the ship's comp. Think split personality.
65. The ship is a decommissioned war wessel. The computer greets the people with military ranks, and the crew must have faux ranks, lest half the ship and functions are off limits, due to low clearance. Must state rank and service number, etc.
66. Drive type and controls slightly mismatched. Manual operations is necessary, and a pilot unaccustomed to the ship will have a hard time handling it.
67. Tolerances for Red Alert set too low. Alert will go off in less-than-critical circumstances.
68. Warp Drive out of sync, causing greater than normal disorientation after hyperspace jumps.
69. Ship's designer was a fan of Escher.
70. Prodigious quantities of weird porn in all databanks, often stashed away in subfolders and the like.
71. Artificial gravity at a slight tilt.
72. The ship's gym will lock one in until it has calculated that a sufficient number of calories have been burnt.
73. Previously owned by smugglers. Numerous hidden compartments.
74. Infested with a harmless yet annoying life-form that can endure short periods of hard vacuum.
75. Subsonic noise from one system and a weird lighting quality give the ship an eerie feeling.
76. Hyper-sensitive sprinklers. Go to Comment
83. The ship uses cyborg computers, basically neural tissue in vats. Still looks disturbing.
84. The weapons systems go online from time to time, with no apparent reason.
85. The shields got somehow linked to a particular vidsystem on board, displaying whatever is on screen, but magnified manifold and repeated over the surface of the shield.
86. Formerly a japanese highschool tour spacebus, it is decorated with toxically cute motifs all over, even the comp speaks kawaii.
87. There is a room on board which is permanently locked, and the ship itself tries to prevent anyone from entering it.
88. The IFF system has about a dozen ship registrations in its secure database, and alters the ship's ID according to which system it enters, without asking the crew.
89. While innocent-looking to a human, the ship's shape is considered obscene by a spacefaring species.
90. The ship's drive is badly tuned and flares up on sensors like that of a vessel two classes larger. Go to Comment
105 - The controls are salvaged from a huge cargo hauler, yet the ship is a light freighter; the computer still believe the ship to be huge, and the autopilot behaves as if it was piloting an unweildy ship a hundred times the actual size; alarms go off when the ship tries to dock, as it 'could not possibly fit in there'.
106 - The drive is made by the alien Psilon using a space-bending psi matrix. As a side effect, it enhances human cerebral function, making everyone on board slightly smarter - and their personalities more pronounced, sensory perception and emotions more vivid.
107 - Once owned by neo-goths, the ship resembles a flying cathedral; there is even an effing organ on boad.
108 - A Murder-o-matic Doom Cannon is mounted along the ship's axis. The sad thing is that it shuts down the reactor core when fired.
109 - The ship is fitted with automated refuelling and restocking utilities - sadly, it always orders the most expensive fuel and supplies.
110 - Antiquated hyperspace boosters mean that teams at stargates need to re-calibrate the jump portal manually. While the law demands that the earlier designs be supported and accomodated, it results in waits and a passionate hatred from jump portal crews. Go to Comment
114-The ship is finely tuned for best performance by one of the most elite crews in the galaxy, and you managed to buy it only because they got a new, better one. The drawback is that it is heavily customized (thus, unique and no-one has any idea where what is), personalized (controls adapted to the non-standard anatomy of some former crew members, etc.) and the controls ride on a hair trigger (the gas pedal especially can be difficult to handle).
115-Built by a mad scientist, the drive is unlike any other in the galaxy; thus, it does not fit any regulations and is considered dangerous by ecologists and blasphemous by the Ever-Moist Church of Quacksplort.
116-The ship's quantum brain may be semi-sentient and slightly telepathic, but lacks empathy and a sense of propriety. Recently, it has ordered the maintenance droids to paint memories gleaned from crew members in vivid colors both on the inside and the outside of the ship.
117-Once a temple-ship of the Val-Shanja, it has several quirks: it opens the doors to anyone who wishes to receive blessings, it preaches, it offers aphorisms and parables for every situations, and, at random times, arranges weddings for random crew members.
118-Inaccessible, in impenetrable yet translucent containers built into the very structure of the ship, the former crew members hibernate, awaiting ... no one knows what they do await, if anything. They are alien, and rather disturbing to behold. The last captain had the containers covered with 2" plasteel, yet you still know: they are there.
119-Several AIs control separate systems. Most often, they do get along. Not always.
120-During hyperspace trips, the ship seems to collect random lost debris, often tiny objects that were lost in the depths of space: spare parts, personal pictures, a stray comm unit. So far, this anomaly was harmless. Go to Comment
121-The ship is a war veteran, scarred and weathered. Back, in the War (one of those with a capital W) there was but one enemy vessel it failed to catch - again and again. Whenever the ship crosses paths with one of >those< vessels again, you better have all the overrides handy, for your trusty conveyance will deploy all its ordnance in alpha strikes, without asking.
122-Trojans and adware in your systems. Horny sailors will come knocking at your airlock looking for those hot and eager Raksha hive queens and space-borne grannies will want you to sell them the Nihil-Cleaner, the only substance sure to desintegrate 120% of whatever they decide needs to be scrubbed away.
123-Impulse drive used for takeoffs packs some serious EMP. Be sure to never visit a planetside spaceport twice, lest they remember it was you who fried their systems.
124-It's a bio-ship. You need a neural symbiote to do anything more complicated than getting a sode (bubbly secretions of some kind, ok) from the vending machine.
125-The ship is seriously pimped, with electric blue quad rear thrusters, warp-luminescent outer lighting and the horns of a space dragon on the prow. Some spacemen may consider you immature, others awesome. Space dragons consider you a mate in heat. Go to Comment
I still think this has more potential than "you die, lol" - all those effects could be summed up in one sentence under one number: "After touching it, you die horribly: either spiders spawn from your body, rocky growths spread through your flesh like cancer, ..."
I can think of a dozen more disturbing effects off the top of my head.
"Every midnight, the curse picks someone within a mile. You are transformed into that person's sexual fantasy."
"Your shadow comes alive, can move independently, and whispers you evil."
I somehow wish they'd be able to use the hole left after the heart is removed for something, biting, being a portal to a realm of death, or housing either some magic jar, holy text, a likeness of their charge, or a lesser critter... a skull?