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<blockquote data-quote="Delemental" data-source="post: 244406" data-attributes="member: 5203"><p>Thanks first of all to those who've posted so far, your advice has been helpful.</p><p></p><p>Going back over my last post, where I explained how the crew and passengers died, I'm thinking of changing it a bit. Perhaps the original incident was the magical teleportation accident I described, but this only resulted in most of the people on board dying. As this was happening, the ship's soul panicked, trying to figure out what was going on, and everything went haywire. As I mentioned before, the ship was given control of a lot of different functions (initial tests indicated the pilot's spirit could manage the task of just flying the ship rather easily, so they began to hook more systems into his neural net). So as the pilot lost control, the systems began to act crazy; airlocks opened, security systems went into overdrive, environmental controls sent parts of the ship into deep freeze while others roasted, and so on.</p><p></p><p>This would give me two important elements; one, it gives me a little variety in my visions (PCs see some people disintegrated magically, while others are depressurized, or electrocuted, or frozen), and two, it gives me a reason to introduce some dangerous elements without making the ship's spirit a malignant force (perhaps he suffers from the same visions, constantly reliving the horror of that day, but the visions are still triggering the same events). I could even use this as an "early-warning" system for some of the more potentially deadly traps; having a character get a vision of people being blown out of an airlock seconds before the hatch opens up again.</p><p></p><p>I should mention that there are absolutely no signs of any of this carnage on board. The ship's soul put its maintenance robots to work after everyone was dead, loading their remains into the escape pods and firing them off as a sort of "burial in space". Thus when the players encounter the ship, it's completely sterile and empty, and all the escape pods are missing. That should make the first visions of the gruesome deaths even more shocking to them. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /></p><p></p><p>Xarlen also mentioned the presence of a "villain", or some shadowy figure in the visions. I like that idea. I may incorporate the ship's spiritual "presence" as they explore the ship (perhaps that "presence" gets stronger the closer they get to the hidden chamber where his soul resides).</p></blockquote><p></p>
[QUOTE="Delemental, post: 244406, member: 5203"] Thanks first of all to those who've posted so far, your advice has been helpful. Going back over my last post, where I explained how the crew and passengers died, I'm thinking of changing it a bit. Perhaps the original incident was the magical teleportation accident I described, but this only resulted in most of the people on board dying. As this was happening, the ship's soul panicked, trying to figure out what was going on, and everything went haywire. As I mentioned before, the ship was given control of a lot of different functions (initial tests indicated the pilot's spirit could manage the task of just flying the ship rather easily, so they began to hook more systems into his neural net). So as the pilot lost control, the systems began to act crazy; airlocks opened, security systems went into overdrive, environmental controls sent parts of the ship into deep freeze while others roasted, and so on. This would give me two important elements; one, it gives me a little variety in my visions (PCs see some people disintegrated magically, while others are depressurized, or electrocuted, or frozen), and two, it gives me a reason to introduce some dangerous elements without making the ship's spirit a malignant force (perhaps he suffers from the same visions, constantly reliving the horror of that day, but the visions are still triggering the same events). I could even use this as an "early-warning" system for some of the more potentially deadly traps; having a character get a vision of people being blown out of an airlock seconds before the hatch opens up again. I should mention that there are absolutely no signs of any of this carnage on board. The ship's soul put its maintenance robots to work after everyone was dead, loading their remains into the escape pods and firing them off as a sort of "burial in space". Thus when the players encounter the ship, it's completely sterile and empty, and all the escape pods are missing. That should make the first visions of the gruesome deaths even more shocking to them. :) Xarlen also mentioned the presence of a "villain", or some shadowy figure in the visions. I like that idea. I may incorporate the ship's spiritual "presence" as they explore the ship (perhaps that "presence" gets stronger the closer they get to the hidden chamber where his soul resides). [/QUOTE]
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