Derelict Gen is an electronic implementation of Karl Scheer's Derelict Generator
which is is licensed under a Creative Commons Attribution Share-alike 4.0 International License.
A Few Assumptions About the Galaxy
While designed to be system agnostic, Karl's rules strongly imply
a theme for the sessions in which these derelicts are used:
The galaxy is harsh.
Its people scramble to find even one valuable piece of old tech,
from debris indicative that whoever sent out these ships in the
first place didn't have their crew's best interest in mind.
Derelicts are massive.
Even the smallest ships housed hundreds of thousands of people.
Some ships were the transportation for entire colonies or
corporations.
Someone survived.
The derelict's fate still hangs in the balance. Dramatic
differences in travel time in space could mean that this derelict
could have come from any time in the past. Maybe the ship failed
yesterday. Maybe a meager few crewmen scrape by on the supplies
originally designated for a few thousand.
Nodes:
Dice | Type | Details |
d4 | Reactor | All ships have a reactor, but it could be in any condition. |
d6 | Common Modules | Rooms which are common in most ships for general utility. |
d8 | Weaponry/Defense | Few ship will navigate the vastness of space without something to protect itself. |
d10 | Unique Places | Every ship bears some unique signature of its maker or specializations for its particular mission. |
d12 | Command Area | This reflects both the physical location of the bridge and the personality of the ship's captain. |
d20 | Plot Twists | There's a reason why you're here. |
You'll need to draw your own lines connecting the nodes as you see fit or as the fiction dicates.
Choose one of the default dice sets or create your own.
Derelict Layout: |
-Nodes- |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Problems with this web site? Contact admin@tangent-zero.com
|