[Mothership] Help me flesh out a simple adventure idea

Hmm, what if there's no food because the first wave of farmers who will set up base camp are all androids stored in a part of the ship without life support until it arrives? All of the food for the colonists is currently seeds, which constitute less mass for the voyage.
 

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Hmm, what if there's no food because the first wave of farmers who will set up base camp are all androids stored in a part of the ship without life support until it arrives? All of the food for the colonists is currently seeds, which constitute less mass for the voyage.
Could absolutely work. The stuff they have access to is low-quality and low-quantity emergency rations. Enough for a week or two for a skeleton crew. The situation breaks both those limits. Though be aware a fair amount if seeds are edible.
 

Hmm, what if there's no food because the first wave of farmers who will set up base camp are all androids stored in a part of the ship without life support until it arrives? All of the food for the colonists is currently seeds, which constitute less mass for the voyage.
That's a good idea. A rogue faction of awakened passengers could be trying to figure out how to convert a Bay into farmland.

What could they use for "soil"....
 

Could absolutely work. The stuff they have access to is low-quality and low-quantity emergency rations. Enough for a week or two for a skeleton crew. The situation breaks both those limits. Though be aware a fair amount if seeds are edible.
Oh, my goal with Mothership is to provide players with lots of bad choices and letting them pick between them. (Or figure out how to combine them to maybe get to a good choice.)
 


Quick notes for myself before play:

Names of dead union organizers, in case the players ask for them:
  • Estrada (appears to have been burned alive in overheated cryosleep bed)
  • Goldberg (appears to have died of dehydration locked inside a cryosleep bed he couldn't escape)
  • Hale (appears to have drowned somehow, although the fluids are now drained from the cryosleep bed)
  • Hill (appears to have asphyxiated inside the cryosleep bed)
  • Reilly (no corpse -- missing from cryosleep bed)
  • Rustin (appears to have been killed by blunt force trauma)
The corporation MNR used to be the names of the three founders, but about a century ago, it was officially renamed to just be their initials with no other meaning attached, much like KFC no longer means "Kentucky Fried Chicken."

Doors between compartments normally are powered and open automatically when someone with a working ID badge approaches, but during interstellar flight, the doors are powered down and have to be opened manually, which is a slow process, as the ship will still check to make sure the compartments on each side of the door are pressurized. (Bad news if you're being chased by a murderous android.)

There is a small two-stall restroom connected as part of each crew compartment where sleeping colonists are kept. Unfortunately, a small LED indicator informs anyone who tries to use them in-flight that water has been turned off during the voyage, as only androids are expected to be occasionally moving around the ship.

There is water available in the maintenance compartment, but only those wearing the appropriate badges (which contain RFD strips) can get the water to operate. The maintenance compartment is centrally located and requires traveling through areas without full life support at the moment.

Additional android names, in case they're needed for some reason:
  • Amy
  • Brian
  • Christopher
  • David
  • Elizabeth
  • Frederick
  • Gary
  • Henry
  • Inez
  • Jennifer
  • Heather
  • Kimberly
  • Lisa
  • Michael
  • Nicole
  • Olivia
  • Paul
  • Quinn
  • Robert
  • Stephanie
  • Thomas
  • Uriel
  • Veronica
  • William
  • Xavier
  • Yusuf
  • Zoe
None of the PCs or NPCs have the badges to get them access to the bridge. There are terminals in several of the compartments where an exceptional hacker might be able override this, however.

Marine PCs have badges that will give them access to the armory, although if Sherman is aware they're awake, they will attempt to hack into the system to disable their badges.

Under normal circumstances, it doesn't require any badges at all to access the escape pods. One of them is already gone, having been taken by one of the other union organizers who woke up previously, figured out what was going on, and figured out the escape pod was his best chance. Escape pods have automated cryosleep beds and do not require Sherman or another cryosleep engineer to operate.
 
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Maybe they made some bad assumptions about storing the food and it spoiled. That could be what it appears to be on the surface and then it turns out to really be sabotage.
 


Ive been thinking about this set-up. I like Scargill-84 as the name of a mining colony with a union-busting theme.

So, some questions. What if a player chooses an android? Then they're not going to have been in cryo, which kinda means they'll have witnessed everything going on.

Why is a hugely powerful and wealthy corp worried about a few no-mark miners trying to unionise in the middle of nowhere? They face this nonsense all the time - the HR and legal department will sort that out.

Why not have the union be the ones trying to pull something shady? They put something on the ship - something dark and dangerous - to get their members paid danger rates. The dangerous thing was supposed be under control... but the dangerous thing proved more capable / inventive than it was meant to be and now is loose on the ship.

Maybe it's a bio-metallic panther controlled by an AI called Tebbit installed in the ship's navigation hardware. It's killed off the pilot and co-pilot who were awoken for the final approach to the mining site and now the ship is spinning on a crash course with the asteroid, prompting an emergency routine to kick in and pull other crew out of cryo.

That's my sketchy idea in a few lines.
 

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