For high tech and sci-fi settings
You came here in that? You are brave
A collection of space habitats, space stations, space colonies, and anything else artificial that serves as a home to humans in SPAAAAAAAAAAAAAACE!
Cramped crawl spaces, virtually all starships have them, and usually most players ignore them. Unless a nasty alien gets loose inside the ship, even many Gms don't give them a second thought..
Here are 30 other issues that could require some crawl space access and provide an interesting sub plot.
Bucky Batteries: when you need batteries to last a long long long time
A 100 piece of sci-fi minutia
Choke horrors are nightmarish creatures that give the most knowledgeable and adventurous pause. They are tall gangly bipedal creatures that have four whip like appendages instead of arms.
"Drinks or info chummer, both cost. One costs cred and the other costs favors. Too much of the former will give you a killer hangover, and too much of the latter might just kill you altogether."
A bartender contact/info broker for the Shadowrun rpg setting, can be easily adapted to any cyberpunk or other high tech campaign.
Because someone must come up with new ways to kill.
The Earth-That-Was got used up.
The folk that could made for the sky, and made themselves a new home out here. They made a dozen worlds and all their moons just like Earth, but it weren’t all roses and sunshine.
The government, in their vast and mighty wisdom, made the worlds of the Core great havens of culture, medicine, and trade, then dumped everyone else out on the rim with nothing but forty acres and a donkey, and expected them to be happy about it. Eventually, they decided even that was too much, and took back the one thing they’d let the Rimworlders have - their independence.
So naturally, there was a War. The people who just wanted to be left alone, versus the big bosses who wanted to control everything. The bosses won, of course; now everyone’s part of the Alliance and supposed to love, honor, and obey them, ‘til death do us part.
But that was six years and a few million lives ago. Purple or brown, we’re all just folk now. Out here on the Rim, we just do what we have to, take what we can, and thank Whoever every time a new day sees us still flying.
Except for the few of us they took everything from, whose daily prayer is just for a chance to get some of it back.
We’ll fly as long as we have to, but we’re looking for a place to land.
You have to infiltrate a warzone, get engineering data, and get out. Simple. The twist: The data is on the large moon tantalus IV. Better known as "Hell" by its inhabitants. Good luck…
"Sivver is the common name given to crystalline parasites, which interact with the nervous systems of carbon based Chordate life forms."
Definition of the word Sivver provided by the Galactic Scouting Guild's Almanac
“The Sivvers are an alien weapon that turns people into murderous glass sweating zombies.”
Uwell Ofmobile, retired Galactic Scout
"...a process of planetary engineering, specifically directed at enhancing the capacity of an extra-terrestrial planetary environment to support life. The ultimate in terraforming would be to create an uncontained planetary biosphere emulating all the functions of the biosphere of the Earth, one that would be fully habitable for human beings."
Here am I, floating in a tin can, far above the moon, Planet Earth is blue, and there’s nothing I can doo.
Mistakes were made, people will be held accountable
A vast tome of knowlege that literally gives you the creeps…
A collection of plot hooks for a game on the road, or more precisely, on the route.
A brief list of warship types and their identification
THE GNOMES OF UDNALOR: Part I
Upon entering the deep underrealm of Udnalor, one must first pass through the upper halls, which were the residences of the gnomes in days of past glories. Now they have abandoned the fading tapestries to the worms and moles, and an uncanny silence reigns, laid over the oaken tables like the thick layers of dust and humus.
There may be creatures which now inhabit these areas: nests livid with giant maggots, rats and other vermin.
The watchtowers and passageways which lead to the Overground are frequently trodden, however. After all it takes a great many small humanoids to hoist a single giant rabbit corpse back through the fathoms of earth.
The gnomes primarily hunt giant rabbits with bows and arrows tipped with the subterranean poisons concocted by their best alchemists.