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Sci-Fi Horror Anomalies for RPGs

This document describes a tabletop roleplaying module involving unexplained phenomena aboard a spaceship with a malfunctioning hyperdrive. The module includes a d100 table of strange effects that could occur, ranging from minor annoyances to terrifying dangers. It also includes a map of the spaceship for the players to explore while encountering random hyperdrive effects.

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paulviejo
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0% found this document useful (0 votes)
12 views4 pages

Sci-Fi Horror Anomalies for RPGs

This document describes a tabletop roleplaying module involving unexplained phenomena aboard a spaceship with a malfunctioning hyperdrive. The module includes a d100 table of strange effects that could occur, ranging from minor annoyances to terrifying dangers. It also includes a map of the spaceship for the players to explore while encountering random hyperdrive effects.

Uploaded by

paulviejo
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd

Stress Spike - The foreboding nature of this place begins to

41 crack the facade of those within. All characters must make a


stress check. 56 Melodic Distractions - Moonlight Sonata plays melodically
through the ship.
Sudden Calm - A comfortable space appears before the
players. It contains numerous recreational activities, a sofa,
42 an entertainment video projector, a games cabinet. Stress is
reduced to 0. This area will disappear when the players leave 57 Crashing Overture - Tchaikovsky 1812 Overture dramatically
plays throughout the ship.
it.

43 Extreme Temperature Modulation - The temperature on the


ship rises to 40 C or 0 C for the next hour. 58 The Best Medicine - Laughter echoes through the ship.
Increase stress by 1 for all player characters.

44 Terror - Discover what a player fears. It manifests within the


hour.
59
Fourth Wall Scrawlings - Various scrawlings appear etched
on the wall. These spell out the names of the players at the
table.
It’s longer than you think - A character disappears and then
reappears almost instantly. To that character they were a
45 disembodied conscious in an infinite void for googol years.
The effect of this cannot be emulated through game 60 Sealed In - All doors seal shut on the ship and will not open
without extreme force.
mechanics.
Hyperspace Activation - The hyperspace drive triggers and
46 the ship teleports to a random coordinate in space and time
safely. 61 Airlock Malfunction - An airlock on the ship near the player
characters bursts open.
Schrödinger’s Ship - A malfunction triggers the ship's self-
destruct system, and the ship is destroyed, killing all aboard.
Simultaneously the same malfunction causes the Hyperdrive Lights Out - The ship's lights begin to malfunction. At first
to create a quantum rift where the ship is safe. 62 starting to flicker and eventually cutting out entirely plunging
everything into permanent darkness.
47 Until an outside observer (any NPC from outside the ship)
arrives to interrupt this rift, the characters are all both alive
and dead simultaneously. If the characters leave the ship
before then they are safe. 63 Life Support Malfunction - Emergency Life Support Systems
cut out across the ship. There is 1 hour of oxygen remaining.

Little Lost Robot - 2d10 Androids identical in appearance


appear within the ship. These Androids are each programmed
48 Shadow Thieves - All characters lose their shadow.
64 with a top level protocol that prevents them from harming a
human, or by inaction allowing a human to come to harm. One
of the Androids is not programmed with such a rule.
Replicant - One of the player characters is now secretly an
49 Distortion Field - All vision appears blurry and pixelated for
the next hour.
65 Android. They do not know, nor do the other characters. They

HYPERDRIVE
will be revealed when any situation comes up that would affect
an Android differently to humans.

:
Haemophilia - All characters develop minor bleeding, nose
50 bleeds, gum bleeds, eye bleeds. Increase Stress by 1 for
each player character.
66 Dopplegangers - A group that is identical to the group of
player characters is encountered on the ship.

51 Malfunctions - A pipe disconnects from the wall and sprays


hissing hot steam.
We can’t let you do that - The ship's hyper intelligent AI mind
activates from hypersleep. It is significantly unhinged from its
Anomaly
67 infinite amount of time in hyperspace. It has full control of the
ship and is able to penetrate the minds of those on it and turn
52 Electrical Discharge - Sparks fly from circuitry on the walls
causing minor electrical fires and disruptions. their nightmares into reality.
I must scream - An amorphous blob like creature with its
Engine Rumbles - The engine begins to rumble incredibly 68 mouth sealed shut with flesh appears. This was once human.
53 loudly reverberating through the ship, objects cascade to the
ground and smash.
It wants only to die.

54
Minor Impact - A small piece of space debris impacts upon
the hull causing a minor tear in the area they are in. Increase 69 Tick Tock - The sound of a ticking clock reverberates through
the ship as though counting down to something.
stress by 1 for all player characters.
Terrifid - d10 egg like carnivorous plants begin to sprout from Jump Scare - A moment of silence followed by the doors on
55 the floors and walls. (Combat 40% | Lash - 2d10 | Instinct
35% | Hits 2.)
70 the ship suddenly bursting open to reveal…nothing. Increase
stress by 1 for all player characters.
NYHUR | LEYLINE PRESS | SPIDER00X | J.F. PIERRA
Hyperdrive Anomaly is a bizarre foray into a spaceship with You want some more action? - D5 Adult Abominations
a severely malfunctioning hyperdrive. This module comprises
a d100 table of unnerving, bloody and mind bending hyperdrive 11 appear on the ship. Abominations are a nightmare of barbs,
armoured plates, prehensile tails, long claws and rows of
sharp teeth. Combat 60% | Bite 4d10 | Instinct 45% | Hits 3.
26 Engorged - All characters are enlarged to 2x their current
heights for the next 10 minutes.
effects and a keyed map of the Hyperdrive Ship itself. Treat
all rooms as in pristine condition, fully functional and empty
of any encounters.
12 Déjà Vu - The last event that happened within the game
happens again. If it was an encounter on this table repeat it. 27 Shrunk - All characters are shrunk to 10x their size for the
next 10 minutes.

Roll 1d100 on the Hyperdrive Effect per 20


minutes of ship exploration or once per
room and corridor or as suits. 13
Pollock’s Constant - The walls are covered in a dripping fluid
sprayed chaotically across the area. Increase stress for all
player characters by 1.
28 Weapon Mishap - The next time a character fires their
weapon the shot hits a random ally instead.

D100 14
Grid Shift - The layout of the ship inverses relative to where
the players are. Left becomes Right. Up becomes Down. East
becomes West.
29
Visions of Loot - The next room has an abundance of
weapons, supplies, ammo, power suits and other goodies.
They disappear if taken outside of this room.
A Sinking Feeling - A character at random must save against
the Body. If they fail they will be sucked into the floor itself and
Jarring Flux - Pick a random Mothership Module or adventure
1 of your choice. The players are transported to a random
location within it. 15
Fast Forward - Time rapidly accelerates as though a cosmic
entity pressed a fast forward button. All in game actions
happen at 10x current speeds for 10 real world minutes.
30 trapped. Extraction will be grizzly and painful, any attempt will
force another save against Body which on a failure will kill
them.
Temporal Flux - Roll 1d100 x 100. If this is an even number, The Hanged Man - A man appears hanging dead from a rope.
time moves forward by that many years. If this is an odd Pause - Time is frozen temporarily. Nobody can move or act A blindfold over his eyes. If the blindfold is taken off he lets out
number, time moves backwards by that many years. If the ship 16 for 10 minutes of real time. Increase stress by 1 for all player
characters. 31 a wailing scream as his eyes fall on the floor revealing
hollowed, maggot ridden pits. Increase stress by 1 for all
2 moves forward in time by at least 1,000 years it turns into the
ship from Hyperdrive Degeneration. If the ship moves forward
in time by at least 5,000 years it becomes the ship from
player characters.
Iron Maiden - A sleek, silver, metallic pod stands upright in
Hyperdrive Haemorrhage. Replace the map and describe the
new area in both instances. 17 You want even more action? - D10 Space Pirates board the
ship. 32 the next area. When opened, blood gushes out in vast
amounts followed by the grizzled corpse of a woman in a
white dress. Increase stress by 1 for all player characters.
Amygdala Reality - Ask a player one thing their character Phalanges - Alien tendrils sprout from the ship tipped with
3 fears in secret or intuit this. It appears before them. Increase
stress by 1 for that player character.
18
jagged barbs. Target must Save against Body or take 1d10
damage and become infected. Infected hosts painfully sprout 33 What was that? Heavy footsteps and loud banging echoes
down through the area.
1d10 tendrils in 1d10 hours unless 1d10 excision points are
cauterised.
Egoic Reality - Ask a player in secret one thing their character Visions of Battle - 1d10 ‘enemies’ appear. These can be
4 desires or intuit it. It appears before them and is real. Reduce
stress by 1 for that player character. 19
Alien Void Beam - A Bioretti Void Beam Gun appears. Type -
Weapon DMG - 2d10 MDMG Range - 25m/200m/500m Shots
- 2/hour Special - Deal DMG to all within 3m radius on impact. 34
aliens, zombies, marines, demons or anything else. These
each die in one hit. They appear to deal damage but 10
User takes 1d10 DMG after shooting. minutes after the combat all characters are found to be
Echoing Whispers - One player character chosen at random unharmed.
hears a cacophony of whispers that calls out to them urging Alien Bonecrusher - A Bonecrusher appears - Type - Anxious Attachment - Pick two characters at random. They
5 them to take violent or rash action. They must Save against
Sanity. On a failure The Mediator chooses one action for them. 20 Weapon FIST: DMG - 3d10 CRIT - Breaks bone Range - CQC
Shots - 15/day RIFLE: DMG - 2d10 CRIT - Breaks bone 35 form an attachment to one another. If they move beyond
‘Close’ range of one another they make all rolls with
Increase stress by 1 for all player characters. Range - 20m/50m/100m Shots - 15/day disadvantage.
Hell is Only a Word - A deific, hideously malformed, extra
Hyperspace mishap - The ship rapidly accelerates through Mute - The next character who speaks has flesh seals over
6 dimensional being appears for one round to drag one
character to their infinite realm of torment. (Combat 99% -
Near - Body Save or dragged to hell | Instinct 99% | Hits 666.) 21 hyperspace to a random location in the universe. The reactor
then begins to implode. Characters have t-minus 10 minutes 36 their mouth. They can no longer speak. This effect ends in
1d10 x 10 minutes. Increase stress by 1 for all player
to escape. characters.
Bacchic Visions - Black & White figures resembling the ship’s

7 former crew appear in front of the players. They are in the


midst of an indescribable blood orgy. Increase stress by 1 for Kaleidoscope - The surrounding area has a chaotic
37
Visions of future wars - The windows of the ship suddenly
light up as a vast fleet of ships warp in and begin a
all player characters. 22 kaleidoscope of colours and distorted patterns for the next ten
minutes. Increase Stress by 1.
cataclysmic battle known as B-R5RB. The battle lasts 10
minutes then disappears as though nothing ever happened.
The Man At The End of Universe - A suited man appears. Visions of ancient wars - Acrid smoke fills the characters
8 His body frozen, his mouth in a grimace. Increase stress by 1
for all player characters.
23 Gravity flux - The next area the characters find themselves in
is entirely upside down from their perspective. 38
nostrils. They see ahead a horse. Upon the horse is a figure
wearing a gasmask and wielding a bayonet charging them
down. The figure appears for 10 minutes then disappears as
though nothing ever happened.
Your Divining Stones Lack Meaning - For the next 10 Visions of Overdose - The next time any character in the
9 minutes of real time no die can be rolled at the table. All results
are considered null. 24
group uses stims or takes a pain pill they must make a Body
Save. On a failure they have a sudden heart attack and 39
Impact - A sudden reverberation hits the ship as an asteroid is
flung into it causing a massive rupture in the hull. All
characters must make a Stress Check.
die. This effect lasts 10 real world minutes until everyone
realises it didn’t really happen. Stats are just a number - Treat all characters Strength as
You want some action? - 4 Marine Grunts and 1 Marine
Speed, Speed as Intellect, Intellect as Combat, Combat as
10 Captain board the ship. They are piloting the USCAP Amico.
They are secretly part of an aberrant cult of Martin Rayne and
will seek out a grizzly ritual sacrifice.
25 Geek - The next time a character eats the food turns into raw,
maggot ridden flesh in their mouth. This actually does happen. 40 Strength. Sanity as Fear, Fear as Body, Body as Armour,
Armour as Sanity. This effect lasts until this result is rolled
again.
Alien Mercury Pod - A Xalt’rag Iath’ka in a mercury pod Visions of Friendship - A person a character knows
appears Type - Equipment Special - User can manipulate HOW DO THESE 3 ZINES WORK TOGETHER, AND WHERE

71 objects with the trunk or read memories of touched creatures.


Make opposed Intellect Check, if the user wins the target
86 appears on the ship. All player characters witness this
hallucination. Have them describe who the person is and
what their relationship is to them. They are not real.
DO I FIND THEM?

takes 1d10 Stress and one traumatic memory is shared with Hyperdrive Degeneration is the first of three linked Mothership adventure
the user Tranquillity - A peaceful tranquillity befalls the ship. There is modules. Each module is set on the same spaceship at vastly different eras in time as the
87 a pleasant scent in the air. Characters feel calm and restful. malfunctioning hyperdrive of the ship causes untold mutations and bizarre quantum

72 Alien Muscle Shirt - A KG Muscle Shirt appears Type -


Armor - Armor Save - +3% +20 Strength
Reduce stress for all player characters by 1. events upon its hull and those within its metallic prison.

The Dice Love Me - Treat all player die rolls irrespective of The other two modules in the series are Hyperdrive: Degeneration followed by
Rane of Blood - Disciples of Martyn Rane appear on the
88 results as critical successes for the next 10 real world Hyperdrive: Hemmorhage.
73 ship. Zealots of a man whose ruthless nature has left untold
thousands butchered, sleeping in the black arms of space.
His objectives are to hunt and kill.
minutes.
Each module presents the ship at different eras with its layout warped and events
upon it changed. Certain events can also teleport the ship back and forth in time or import
Visions of Whips - A pyroelectric whip appears before 89 The Dice Hate Me - Treat all player die rolls irrespective of
results as critical failures for the next 10 real world minutes. elements from the later eras into the current era with the intent being the Warden can
74 players. If used it will appear effective but secretly does not
exist and has no effect.
switch the modules and maps as fits. Likewise they can insert any of the modules into their
campaign as a single entity or a series of linked adventures.
Skilless Homebrew - All player characters lose all of their
Mind Upload - A copy of each player character’s minds has 90 skills for the next d10 x 10 minutes. They receive no
75 been uploaded to the ship. Should any character die a
holographic replicant of them will appear in their place.
bonuses though they still believe they are skilled.

Water Torture - A mind numbing dripping sound follows the Anomaly


Hologram - A holographic projection of a former crew
91 characters wherever they go. Slow. Steady. Endless. Drip.
76 member appears. Their mind has been uploaded to the ship
before they died a horrendous death upon board. They warn
everyone in strong terms to leave.
Drip. Drip.
Screech - A rending screech emanates through the ship as

92 though coming from the ship itself or some kind of tortured


mechanical creature. Increase stress for all player
77 We Are One- A Meld spore artefact appears in front of the
players containing an active Meld Swarm. characters by 1.
Anomalous Self Repair - The Hyperdrive Anomaly causes
a malfunction on the Hyperdrive that destroys the

78
Dimensional Chasm - A dimensional chasm appears in the
fabric of time and space within the ship. Going through this
chasm will materialise you in a ship identical to the current
93 component that was causing the anomalies. The Hyperdrive
now works as intended. Do not roll on this table anymore.
The player characters now have a hyperdrive capable ship.
ship in its original state when the player characters arrived.
Blood Flux - The characters are transported to the ship as

79 Bloody Ritual - The cult of Martin Rayne performs a


sacrificial blood ritual on a victim. There are 1d10+1 cultists.
94 depicted in Hyperdrive: Degeneration. If you don’t
have a copy re-roll this result or make something
cool up yourself.
Alien Flux - The characters are transported to the ship as

80 Slippery - The floor becomes slick, moist and wet with some
kind of fluid, characters must test speed or slip and fall.
95 depicted in Hyperdrive: Haemorrhage. If you don’t
have a copy re-roll this result or make something
cool up yourself.

Geographic Flux - Roll 2d100. The first number is your

81
Digestion - The walls of the ship begin to slowly take a flesh
like texture and narrow. The area slowly begins to fill with
digestive fluid. Exits seal like sphincters. All characters will
96 North Coordinates. The 2nd number is your East
Coordinates. The player characters are transported to the
nearest landmass on Earth related to those coordinates.
Layout: Eric Alsandor | Spider00x
take 1d10 damage per round until they escape. Writing: Leyline Press
Art Assets: Leyline Press, E|00x
Map Design: Leyline Press, E|00x

82 Origami - Small origami figures of animals are scattered


across the ship floor made from textured multi colored paper.
97 Reset - The next session starts as though the previous
session never happened. Collabrative Work of 3pp Mothership Creators
Ver 1.0
None of this ever happened - The characters realise

83
Visions of beauty - Flower petals fall upon the characters
from the aether. None of these are real. Reduce stress by 98 they’re simply pawns in an elaborate game. They must all
make stress checks as they come to terms with this reality.
one for all player characters.
Time Flux - All game time is now measured in real time. For

84
Gravity Drive - The ship's gravity drive deactivates, there is
no longer any gravity on the ship. This ends in 1d10 x 10 99 example a combat that takes 30 minutes to resolve in real
life takes 30 minutes to resolve in game. A 10 minute ingame
break means 10 minutes passes in the game.
minutes where everything is violently flung back down.
Authority is an illusion - Pick a random player in the group.
The Sphere - A glowing orange sphere appears. Touching They are now The Warden. Their former character is now an Content Warning: This module contains body horror, fourth wall
85 the sphere absorbs it into whoever is touching it. Ask the
player who touched the sphere what the first word that came 100 NPC they control. The Warden creates a new character to
join the party and hands the new Warden all of their notes
breaks, gore, violence, psychological manipulation and similar adult
horror content that some may find distressing.
into their head was. It becomes reality. and resources.
1

19
BRIDGE
MAIN
AIRLOCK

18
DUCT

2
LABS 1&2

20
3
FORWARD
CARGO OFFICERS
QUARTERS

4 5 SMALL
ARMS LOCKER

OFFICERS
HEAD

17
CARGO
AIRLOCK
6

MESS HALL
7

16
MAIN CARGO AFT AIRLOCK
8

15
CRYO HOLD
MAINTENANCE
WORKSHOP
9

CREW
14
HYDROPNICS & DORMATORY
LIFE SUPPORT
10

DORMITORY
13

TANKED HEAD
STORAGE
Anomaly
11

REACTOR
12

MAIN REACTOR CONTROL

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