Hail and or Howdy Everyone,
So in my latest I'd like to share my methodology of handling Warp Events...
I like to make each a puzzle that the players have to figure out to solve - thats the basis of what can be found below.
Specifically these are some of the things I've done when a Warp Event is called for on the Table.
Warp Events I've made up and used
This Space is Sour
All the food aboard the ship becomes "supernaturally" foul and spoiled - not the water...
Apply Game Mechanics as you see fit
What I did:
For obvious reasons this event can be deadly if/when caught in transit at an convenient location out away from any habitable or worthy warp route. For us this resulted in the ship's crew going without food for 3 weeks - I assigned a 1-Point Morale Loss for a total of 3 Point Loss.The main saving grace that the players found in all this was that their water supply was unaffected!
The Fire that Entices
A fire breaks out aboard the vessel, initially the crew try and take care of the issue - the eventuality of play resulting in a call to "Peer Command" (i.e. what I call the Players), when the players arrive they find a fiery contagion has spread itself across many holds and chambers within (thus there is no magic bullet to quell the whole of the effect).
This fire as witness by the Players causes crew to enter into its warm embrace - like being hypnotized to do so...
Apply Game Mechanics as you see fit
What I did:
Either way the players loss 1% Population due to the event; otherwise if their fail really badly at the Rolls to Command or otherwise direct their crew away from harm or otherwise may result in greater losses; say -1% per Two Degrees of Failure.
Ethereal Phasing
Portions of the ship become ghostly and thus people (i.e. crew) fall through the ship into the Warp...
Apply Game Mechanics as you see fit
What I did:
I don't remember the penalty or mechanics I applied herein exactly LOL
Scrawls & Scripts
Any and all "handwriting" shifts, turns, and morphs into the profane truths of Chaos, i.e. magic
Apply Game Mechanics as you see fit
What I did:
Of this I had a Scribe from the Church onboard (out of many fold) graduate into an actual Sorcerer of limited talent, the players I must say made short work of him LMFAO!
Echoes & Reflections
Any and all reflective surfaces show the viewer’s reflection as an independent entity...
Apply Game Mechanics as you see fit
What I did:
I went around the game table and asked the players if any of them wished to actually listen to what their reflection has to offer?
Those who did were asked to perform a Willpower Test; every two degrees of Failure resulting in a +1 Sanity Gain.
The Blob
Like the namesake movie; an enormous anamorphic thing consisting of a pinkish translucent goo populates the ship. Like the Fire that Entices it occupies multiple chambers and holds by the time the Players arrive to help the crew deal with the problem.
Apply Game Mechanics as you see fit
What I did:
I allowed the Players to metagame the situation by knowing "cold" was the way to go in this instance. In this case the Players opted to rerouting vents and cooling against the thing - those sections of the ship were quarantined - after freezing menials and servitors were sent in to clean up the mess including the Voidmaster who purged the pipes in that section of the ship - the Blob was jettisoned once the Players translated into real space.
Dangerous Sleepwalkers
Crew on their rest cycle begin walking the companionways and corridors - once alone with a witness they attack...
Apply Game Mechanics as you see fit
What I did:
I think our Arch Militant took to liquidating all said threats on board; -1 Morale
(Visitations) Simulacrum
A key member of the Dynasty is formed by the proteins and oils left behind by mere touch alone... A doppelganger of one of the Players forms and proceeds to enact a twisted version of said Player's goals.
Apply Game Mechanics as you see fit
What I did:
The Simulacrum in this case was the group's Missionary; this double then proceeded to enter a large hold where meals are processed - there it began to dispose its twisted litany trying to recruit the crew there; eventually after some armsmen are killed by it - our Arch Militant arrived and quelled the lowly thing...
The Touch Traveller
Possession by Body Jumping Entity; this event involves an enityt from the warp possessing crew members one by one by jumping from body to body by touch (I believe i got this from a Densel Washington Movie called Fallen)...
Apply Game Mechanics as you see fit
What I did:
The Players become aware after about after a week of this thing being on board; its been going up to panels and control surfaces and issuing some sort of chatter to the ship's cogitator. Person after person has been seen on Pict Recorders at differing points in time and aboard the vessel - the Explorator of our Group opted to identifying it out by theses means... Currently the players are 4 hours behind the thing's last jump to a new host - that's where we left off at last session!
(Ghost Ship) Coursing Peril
While in the Warp your ship sensors read another vessel with coms chatter peaking through a temporarily dormant communications departmentum (if the comms are turned off - static electricy powers them thru "spectral" phenomenon). That nearby ship begins a course towards the Players voidship - eventually passing "thru" the Players ship like a ghost - while that happens the "ghost crew" of that passing ship grab living crew from the Player's vessel while the two ships "phase" through each other...
Apply Game Mechanics as you see fit
What I did:
The Players first had to deal with the rising tension of having a ship barreling towards theirs - from that I surprised the Players who thought the approaching vessel was in fact solid matter - the surprise of course comes once the ghost ship passes through the Player's ship. I hit the crew with Morale Loss while the Player Characters suffered Sanity Gains. I assigned it as d5 for either (Morale Loss and Sanity Gain) - with the ability of the Players to somehow lessen the severity of the event via Command Tests or actions taken by the ship's Confessor - in our case the Missionary...
New Events
TK Torque (Screws turn, nails pop, bolts become undone)
Wail of the Warp (Audio devices such as Comlinks, Vox Casters, and the like are filled with the behemoth brand of inhuman tones – SAN Gains)
Cacophony (Voices and human sounds are caught in a cumulative building loop – getting louder and louder, characters and crew risk going deaf, this only stops once the ship has left the warp)
Edited by MorbidDon