100 or more Space Ship, Installation, or Base Rooms


Homebrew and House Rules

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Goth Guru wrote:
I'm going to keep adding to it. Feel free to add your favorites.

No! Create a whole new thread of 100 things to find in a technological crate! These lists within lists are driving me insane(r). (More insane).

47. Battery 47
This room houses a battery of six large-scale or siege weapons: lasers, proton emitters, energy torpedoes, etc. They are intended to be fired from another location or command area, but there is a manual bypass allowing a gunner to control and fire one should remote control be lost.

One of the guns in this battery has been sabotaged to fire slightly out of time with the others after the first shot or barrage in a set period of time (to prevent test firing from noting it). Any creature or pilot aware of this specific information receives a +2 bonus to defense against this battery on the second and subsequent attacks.

This battery may also be connected to a Rower's Galley (room 29), allowing it to be fired if power is lost and that room is manned. Otherwise, for every four successful 'oars' used to super-charge it, its damage output increases by +1.

Also...:
This room contains a crate. Roll randomly on a chart somewhere the f#ck else to determine the contents.


48.Hall of vending
200 feet long and 15 feet wide this corridor is lined on both sides with vending machines. See the vending machine table topic to determine randomly or select. This room has it's own power for the vending machines and the subtly buzzing ceiling lights.


49.Endless corridor
This curving corridor goes in a loop through the main body of the ship or installation. rooms near the outside are through doors in the outer curve. Rooms to the inside are through doors on the inner curve. This corridor is 15 feet wide and suitable for go cart races. Go carts found abandoned here are simply out of power. Goblin encounters are actually racing, as are any undead.


50.Gate Room
There is a bank of consoles, a wall bisecting the room, and on the other side a large doorway made of crystal and wires.

The bank of consoles has 4 chairs, made for m sized humanoids. The controls have buttons, dials, slider switches, and screens, all with strange alien symbols.

The wall is very hard metal, an airlock door, and a window just as tough as the rest of the wall.

The doorway will start showing just the wall behind it. When turned on(engineering or use magical device 10) it will resume cycling through 100 locations in the galaxy. It will stay at each location for 5 combat rounds. Stopping it at a location is DC 19. A person can step through, but gasses will not either way.


51.Hamster Cage
Most of this room is taken up by a huge hamster cage containing giant (huge size) hamsters. The power and lights are maintained by a giant hamster running on the wheel. There is also a charging station and several utility bots. The utility bots clean the cage, fetch food for the hamsters, and remove hamsters that have died of old age.


Created a new topic, random food table, so feel free to add to it there.


52.Pinball
There is a large viewing screen, two ballers on either side, and a control station. The viewing screen shows the entirety of the pinball field. At the bottom is a score and a high score. After all the bumpers, spinners, knockouts, and other features, there is the vault entrance. The ballers are columns of plastic, open in the front, size M and L. When someone crouches in the column, it incases them in a clear, plastic, ball, and puts them in the launcher. The control station has a launcher knob, two paddle buttons, and a coin slot. The controller and the ball jockey both roll a reflex save, DC20.
Success
1)Bumper 1 point
2)bouncing between 2 bumpers 3D6 points
3) Spinner 5 points
4) Knockout 10 points
5) Gravity well 1D10X10
6) Wormhole shoots the ball out of the top of the game. 100 points and roll again +1
7) Drift shoots the ball out of a random place in the game. 1000 points and roll again +2
8)The vault. 5000 points and all the loot they can carry.

Failure(Determined after the successes.)
1)Ball rolls out past the paddles, game over unless extra ball for every 10 thousand points.
2)Black hole. Ball is trapped till another one is launched.
3)Hole in the game. Ball lands in random room. A new ball can be launched.
4)Tilt. All balls leave play. Game resets.
If the game ends normally, you get a prismatic coin with the score in gpv. You get experience points equal to the score to split among the characters.

The vault: 5-100 pound bars of platinum, a sunstone in an insulated box, the violet crystal wand, 3 tech items, 10-50 lb. cloth bags of UPB, and the hoard treasure type of whatever game system you are using. The character will be unballed at the door, select what they can carry, and then leave via the baller.

The violet crystal wand is an artifact that fires 3 violet beams(DC30), 3 violet walls(permanent till dispelled), 1 violet sphere per day, makes you radiate magic, and is 1/7th of the crystal staff.

53. Radio Room
Banks of dials and switches in one room. In the other room is a large, blood stained couch with a trivid camera pointed at it. An atomic power supply is wired in. If a derelict, it is right now tuned to contact a dead civilization. An engineering or use magic device check DC20 will allow a friendly ship or planet. A failure will contact nothing. A fumble will contact the nearest enemy fleet.

54. Server Room
Banks and banks of positronic disks that support a ship wide infosphere. A nerdy criosphinx has a blog he spends most of his time recording in this room. He often talks about the virtual game, freak base, a shooter that represents the base or ship overrun demon undead. Argus has 4 virtual helmets allowing him and 3 “friends” to play as a team. This is all powered by a cosmic energy collector made of crystals and magnets.


55. Repeller Room (vermin)
This 10x10 room contains mechanical and electronic gear designed to emit pulses, vibrations, and frequencies which are distracting and uncomfortable to vermin, such as insects and most rodents. These pulses include this room and any rooms directly adjacent to its location (including a level above or below) as long as their intervening barriers and walls are 5 feet thick or less (and don't have inherent vibration or frequency dampening qualities).

Affected creatures leave or avoid such areas unless actively controlled, magical, or intelligent. Even then, such creatures are constantly at a –2 distraction penalty (including attempts to handle or control them, other than to get them to leave the area by the quickest route, ie. no trying to make them move through the area by claiming "they're leaving through the other side") and are more prone to flee or withdraw than take other actions.

The equipment can be tuned to exclude a particular type of creature or affected species (such as hamsters, bees, or rats) but this requires both a knowledge of the creature (hearing frequencies, sensitivities, etc.) and mechanical or electronic manipulation of the equipment settings. Every two excluded species lowers the distraction and control penalties to other affected creatures by 1.

Such a room can also be specifically constructed and tuned to repel one specific breed of creature, such as dogs, horses, orcs, etc. With the distraction penalties to their actions and attempted handling being at –3.

56. Repeller room (dust)
As Room 55 above, this room repels the accumulation of dust and similar coating on the floors, walls, and equipment in protected rooms. It only stops typical accumulation, it doesn't protect against dumping a handful of baby powder on a console, but it will prevent incidental airborne dusts, pollen, skin cells, and powders from alighting upon such surfaces.

This room consists of a vent and fan system which periodically flushes and clears such free-floating particles from the protected area, removing them.

Note: Other versions of this room include a rust repeller room, which prevents normal, natural corrosion from accumulating on metals within the protected rooms.

Scarab Sages

57. Laundromat
A series of machines that put any clothing placed inside of them through a thorough decontamination, cleansing cycle removing all stains, dirt and grime leaving a clean, dry outfit for collection. Some have wondered what might happen to a living being placed in one of the cleaning machines . . .

58. Thaumaturgic Research, Analysis and Production.
Many primitive cultures believe in magic and the supernatural abscribing to magic what any civiliized being will know are purely natural processes and laws. However certain spells and abilities have proven to be replicable over and over in a laboratory setting. This room is dedicated to the vivisection and study of magical beings and phenomena in an attempt to identify and record the laws that they obey in order to aid in the development of a unified field theory. So far it has been proving difficulty to accurately measure the energies invoked by these beings.


59. Ritual Room
There are a glowing magic circle surrounding a pentagram inlaid in the floor in glowing stone. There are tall candle holders outside the circle and cabinets full of incense, candles, strange books, and other ritual tools against the walls. This place adds 6 to the success of any ritual conducted here.


60.Locker Room
100 lockers. Row of 25 on opposite walls. 2 rows back to back down the middle. Benches between the lockers. 1-locker is empty with no padlock, 2-Empty with door ripped off and on floor, 3-Full with locked, combination padlock, 4-Empty with unlocked combination padlock.
A full locker contains a uniform with id badge. 1-3 technological devices, 1D6 cosmic clutter objects, 10 random plastic coins, and 1D100 forms they put off filling out.


61. Trash compactor
A small room which can become smaller still. May contain uncrushable creatures.

62. Waste reprocessing
Large vats and pools for turning waste back into usable air and water. Immersion in waste pools and vats tends to risk disease. Creatures immune to this may be present and able to lunge out at intruders on the ladders and catwalks here.

63. Damage control section
Stores of parts and bits of hull material, forklifts or equivalent to move them and possibly a forge for reshaping them.


64:Access Tubes
The door and the tubes are wide enough for a repair bot. They go all around the ship or base. They provide ventilation and access to all the electric, optical data, oil, and water cables and tubes. There are small bulk heads that slide across every few feet if a section is exposed to a hostile environment. They are independent sensors and computer devices that can be overridden by lock picking, hacking, or the central computer if it's operational. M sized creatures can crawl through at 1/4 speed, S sized creatures can crawl at half speed, but burrowing creatures like ratmen or deep gnomes can move at full speed through the tubes. The ordinary access doors have vertical slits and are held on by screws at the corners.

GM notes: Reconnecting central power to any room is possible here. If you jam a sliding bulkhead, this disables a vacuum trap. Several connect to most junctions, which are much wider.


65. Attic
A room crammed full of junk. Almost-OK chairs, information storage readable by no device in the installation, containers of chemicals past their use-by date even when the installation was running, memorabilia. It doesn't have to be above the ceiling, any awkward to access area will do.

Traps set against vermin may be present. PCs may qualify as vermin to the traps.

66. Autotailor
A cubicle that will automatically scan anyone who enters it. This process is harmless though perhaps disturbing to those troubled by strange lights and sounds. Fiddling with the controls will create clothing to fit the person scanned, appearing on the person if they are still inside.

If the builders of the installation are not humanoid this clothing may be impractical to wear by humanoids. Making it look good will require a lot of practice in any case.


67. Xeno-biology Laboratory

This laboratory has all the cool R&D toys for cutting up newly-found life forms in the most ethical way possible and analyzing them. Bonus points if this lab is manned by the Louie, the French Chef from The Little Mermaid, except instead of hacking, chopping, and stuffing seafood, he's dissecting aliens and singing about it.

"Les poissons, les poissons
How I love les poissons
Love to CHOP and to dissect little aliens
First I cut of zeir heads
Zen I pull out zeir bones

Hee hee hee, hohn hohn hohn

First you pound the alien flat with a mallet
Then you slash through the skin
Give the the belly a slice
With the cleaver I hack them in two
I pull out what's inside
Ah, I love little aliens, don't you? "


68.Garbage Bay
There is a lot of garbage, a whole mountain of it. There is, toward the outer wall, a 10 by 10 trash compactor, that when the buttons are pressed, closes, compresses the contents to a small size category, then ejects the cube out of the base or ship. The buttons can be pressed in any order, so you can compress something, then open the compacter and retrieve the cube. You can just eject someone, whole and alive in a spacesuit if they need to get out fast.

There are 80% chance some ratmen (4 warriors armed like goblins) collecting rotten food to take home. Anyone with a janitor chip installed, will be trying to eject garbage.

69.Rat town
An empty bay with lots of ratman and women living there. Whole families are in houses made of trash, Tending a small garden and compost pile. Their clothes are sewn together scraps of fabric. Their equipment are tinkered together from broken technology. The town elders are engineering experts specializing in recycling. You can check rumors and swap food for repaired technological items. They have an atomic generator that powers the solar lamps.


Library
There are shelves of books, videos, Data chips containing a billion pages each, Data pads, cubic ioun stones containing recorded memories, and some really exotic media. There are tables, chairs, media cubbys with a cyberdeck, keyboard, mouse, and screen, and other "reading" equipment. The librarian is a ghost who will appear as soon as someone makes too much noise, tries to steal something, or tries to damage something. The gravity and lights are independently powered.

Memory Crystal
This Ioun stone is a clear perfect cube. When a creature sends it spinning around their head they gain a skill or feat, and have a series of memories included. It gives 1 skill point, and skill points from magic items do count towards using the skill. If it is in effect while gaining a level the skill is gained as if a class skill, and that aspect of the crystal is no longer of use to the owner. Each crystal can hold 24 hours of memories, unchanging once made. The memories are first person and not language dependent.


71. Junction 71
This ordinary-seeming junction in the maintenance tunnels contains a secret still behind one of the access panels. Clever tubing and storage cells are worked into coolant pipes and steam and exhaust are piped into disposal vents to hide any obtrusive scents or indicators.

With the proper ingredients, and assuming the pipe and power networks in the section remain functional, the still can produce 1 gallons of 'shine' per day. The quality varies based on ingredients and brewer skill.

Note: If a storage closet or storeroom is located nearby, it will likely have jugs, jars, or other containers which are co-opted by the brewers as needed (though otherwise of no importance). If not, a secret smuggler's cache will be behind a nearby panel for storing empty containers and completed runs of liquor until they can be distributed.


72.Burned out section
This is a crew quarters with no light, no heat, and no artificial gravity.
The intercom does not work. If in space the air is very cold and the few bodies are floating. There are bunk beds against one wall and the crew lockers against the other.


73:Gene banks
This large room is full of shelves of genetic extracts with memory crystals. There are sections for plants, animals, and others. There are 8 clear glass cabinets that can reduce any living thing to an extract, or recreate a living thing from an extract. 2 additional cabinets are completely shattered. It is attended by an officious (lawful neutral) android who has a stunner and a trank gun because he doesn't want the gene banks damaged. If there is a destructive creature in the room at the same time as adventurers, he will try to immobilize it, push it into a cabinet, and reduce it.

He keeps the restricted creatures in a locked cabinet. He claims one of them is Amon Sutekh, a human with a brain welk that destroyed several planets that defied him. Osirus he claims he doesn't have, but that brain welk is rumored to be in a crate and may possess a person who finds it.


74: Zero G Room
This room is independently powered and constantly at zero gravity. When the door is closed, no communicator, telepath, scrying spell, or suchlike can operate through it's walls. There might be a monster trapped in here, as well as a technological item, and some cosmic clutter.

GM Notes: As outside inertia is also blocked, this is a good place to be if the ship is rapidly maneuvering. It's also great for meditation, sleeping, recovering spells, ect.


75. Zero C Room
This room is independently powered and infused with an anomalous 'dark matter' that blocks out, suppresses, hinders, and negates all forms of light and vision. Even vision that doesn't depend on light. When the door is closed, nothing can be seen in this room visually or with eyes (Which is why it's called the "Zero 'See' Room" or sometimes even the "Zero I/Eye Room"). Any vision requiring eyes or eyesight, including ultraviolet, thermal, darkvision, and even see in darkness or aura sights that allow seeing auras (such as aura sight as opposed to sensing auras, such as with detect evil or detect magic) fails to work.

Non-visual forms of navigation, like tremorsense, echolocation, or blindsight or blindsense (if not dependent on eyes or vision) still work. Sonar devices or other methods of navigation can be used, but note that users can't read displays or indicators in such rooms, requiring them to have non-visual indicators, like an increasing beep or vibration when moving or orienting in a direction or near a wall or obstacle.

76. Zero P Room
These rooms can be any room in an installation and used for most functions, like storage, but specifically will not have toilet facilities within or connected to them.


77: Fun house room
A: The entrance is a spinning cylinder that requires a reflex save DC16 or fall down and start tumbling. It's 10 feet wide and 50 feet long.

B: The main room is a 50 foot wide cube with the floor having boards sliding back and forth. Reflex DC 18 to stay upright. The walls are made of panels that are constantly tilting in and out. Climbing is -4. The ceiling is concentric circles spinning in opposite directions. Even spider climb is DC 18 to keep from falling.

C: The exit room is a 25 foot wide cube that spins in the opposite direction from the cylinder. It's also a bounce house so you also have to use acrobatics to control your movement.

Notes: The monster, tech item, and cosmic clutter item should be placed appropriately.

Scarab Sages

78: Reality Mirror
A rare room to be encountered this otherwise empty room contains a control panel and shimmery silver wall that seems to ripple in unsettling patterns. This mirror allows the user to view other realities. The closer and less different the realities are the higher is the DC of the intelligence check (or computer use if the person has it) to view them. A universe that evolved completely differently and is a fluid medium occupied by star sized pink squids may only be a DC 10 whereas the universe where you had eggs instead of porridge for breakfast is a DC 60.

The reason these rooms are so rare is that when the magitists built it they realized they'd forgotten to include a spatial component so it only looks on the other side of the wall its on and there is rarely anything interesting there.


79: Polarity Project
Banks of controls facing a metal cage. Nothing will happen till the power lever is moved from zero, up to 11. The metal cage is large enough to hold a huge creature. It's like a faraday cage, but there is another lever marked polarity. It's currently at + but it can be thrown to minus. The notes, if you can read them, describe an experiment to contact the dead. Note that the actual result of the experiment will transport you to an anti matter world where life and death are reversed. There are fail safes to prevent the mixing of matter and anti matter resulting in a great big explosion.


About 78: A carefully selected poster on that wall could really mess with characters heads. "Hey look, I changed the mithril militia poster to read the canary squid choir."

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