In the Hostile and Orbital 2100 settings, a Creator Relic ship is not just a vehicle; it is a biological super-weapon that violates every known law of human physics. To a Belter or a corporate scientist, these ships are "Ancient Astronaut" technology that feels more like a living god than a machine.
I. Technical Specifications: The Creator Relic
These ships do not use fusion drives or chemical thrusters. They manipulate gravity directly using an internal organ known as the Gravity Controller.
| Feature | Specification |
| Hull Type | Organic Calcified Bio-Matter (Self-Healing) |
| Drive | Gravity Pulse Drive (Faster than any human ship) |
| Armor Value | 25 (Immune to standard PDC and Missile fire) |
| Tonnage | Variable (Ships can "grow" or "shrink" over centuries) |
| Crew | 1 Pilot (Must be a Guyver or Zoalord to interface) |
Ship-Scale Weaponry
Gravity Ram: The ship can project a localized gravity well. This treats enemy ships as if they have Hull Value 0 for one round.
Bio-Laser Arrays: Hundreds of small "eyes" on the hull can fire simultaneously. Damage: 6D6 Starship Scale.
The Atmospheric Purge: The ship can "exhale" a cloud of corrosive enzymes that dissolves the hulls of nearby ships (1D6 Hull damage per minute).
II. Expanded Material: Biological Systems
1. The Control Metal Interface
A Relic ship cannot be piloted by a standard human. It requires a Control Metal (from a Guyver) or a Zoacrystal (from a Zoalord) to act as a bridge between the pilot's brain and the ship's nervous system.
Pilot Link: While linked, the pilot "feels" the ship's hull as their own skin. If the ship takes damage, the pilot must pass an END check or take 1D6 psychic damage.
2. The "Remover" Safeguard
The Creators built the ships with a "backdoor." Each ship contains a Remover Device'”a handheld golden baton.
Effect: If pointed at a Guyver or the ship's console, it sends a "Stand Down" signal. The Guyver armor will forcibly detach from the host, and the ship will enter a dormant, petrified state.
3. The Navigation Logs (The "Path of the Gods")
The ship's memory banks contain the location of every "Laboratory World" the Creators visited. In the Orbital 2100 setting, this includes:
Site Alpha: A hidden base inside the sun's corona.
Site Beta: A shipyard buried under the sands of Mars (explaining why Cronos is so active there).
The Gateway: A wormhole point near Pluto leading to the Creators' home galaxy.
III. Gameplay Mechanics for Hostile RPG
Maintenance & Feeding
A Relic ship does not need fuel, but it needs nutrients. If the ship is "starving," it will begin to consume its own interior corridors to stay alive.
Feeding the Ship: Players must provide organic matter (biomass). In a gritty Hostile campaign, this might mean "disposing" of captured enemies or purchasing tons of processed protein.
The "Psychic Shadow"
Being inside a Relic ship is taxing for non-augmented humans.
Rule: Every 24 hours spent aboard, a human player must make a Social/INT check. Failure results in a temporary -1 to all rolls as they experience "Relic Sickness" ”hallucinations of ancient alien voices and geometric patterns.
IV. The "Relic-Class" Ship-Sheet (Quick Ref)
Ship Name: The Ossuary of Enceladus (Example)
Hull Points: 150 / 150
Sensor Range: System-wide (Bio-Empathic)
Stealth: Passive (Looks like an asteroid to standard radar)
Special: Regeneration. The ship restores 5 Hull Points every hour as long as it has been "fed."
In the Hostile setting, technology is usually fixed with a wrench and a prayer. In a Creator Relic, "fixing" the ship might require a surgical kit or a blood transfusion. When the ship takes damage or the pilot’s Control Metal loses synchronization, roll a d20 to see how the organism reacts.
The Relic Ship Glitch Table (d20)
| Roll | Glitch Name | Effect & Narrative Description |
| 1 | Systemic Necrosis | The hull begins to rot. A section of the ship "dies," becoming brittle. Armor Value drops by 5 in that zone. |
| 2 | Coriolis Vomit | The gravity organ spasms. Gravity flips 180° instantly. Everyone takes 1D6 bludgeoning damage. |
| 3 | Neural Feedback | The pilot suffers a seizure. They take 2D6 damage and are stunned for 1D6 rounds. |
| 4 | Pheromone Leak | The ship vents "fear" hormones. All non-augmented humans must pass an INT check or enter a state of panic/paranoia. |
| 5 | Organ Prolapse | A vital propulsion organ bulges through an interior wall. It is pulsing and vulnerable (AC 10, 5 HP). If destroyed, the ship can't maneuver. |
| 6 | Digestive Reversal | The floor becomes acidic. Players take 1D6 damage/round to their boots/environment suits. |
| 7 | Optical Cataract | The external sensors (bio-eyes) cloud over. The ship is effectively blind for 1D6 minutes. |
| 8 | Hyper-Sensitivity | The ship becomes "scared." It automatically engages the Gravity Shield but refuses to move. |
| 9 | Spontaneous Spawning | The ship's immune system panics and "gives birth" to 1D3 headless Bio-Sentries that attack everyone. |
| 10 | Atmospheric Fever | Internal temperature spikes to 50°C. Players in EVA suits suffer "Heat Stress" penalties. |
| 11 | Synaptic Lag | There is a 3-second delay between pilot command and ship action. -2 DM to all Pilot checks. |
| 12 | Telepathic Bleed | The ship broadcasts the pilot’s private memories onto the interior HUD-veins for the crew to see. |
| 13 | Calcification | The doors (sphincters) harden and lock shut. Requires a STR check or explosives to bypass. |
| 14 | Acoustic Scream | The ship emits a high-frequency vibration. All glass shatters; electronics take 1D6 damage. |
| 15 | Vessel Cannibalism | The ship "eats" a piece of installed human tech (like a radio or medkit) to repair hull damage. |
| 16 | Metabolic Hibernation | The ship shuts down all power to save its "heart." 1D6 minutes of total darkness and silence. |
| 17 | Fluid Leak | A ruptured vein sprays "Synaptic Fluid" into a corridor. It’s slippery and highly flammable. |
| 18 | Gravity Singularity | A small, localized black hole forms in a random room. It sucks in loose items before vanishing. |
| 19 | Erratic Acceleration | The ship surges forward at Max Velocity. Anyone not strapped in takes 2D6 G-force damage. |
| 20 | Cellular Rebirth | Critical Success/Fail. The ship miraculously heals 20 HP, but it permanently grafts the Pilot deeper into the chair. |
Managing the Glitches
The "Medic-Engineer": In this campaign, the ship's engineer should have the Biotech skill. Fixing these glitches usually involves "cauterizing" a bio-vein or injecting the ship with concentrated nutrients.
The Guyver's Role: If a Guyver is plugged into the ship, they can spend 1 Endurance Point to reroll a Glitch, "forcing" their will upon the ship's dying brain.
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