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Here is the artwork for Silas Vane, "The Glitch," depicting him in his chaotic underground workshop, surrounded by the prototypes and bioware described in his NPC profile. This profile picks up right from
Since the 2d6 Superpowered system thrives on characters with high utility and narrative-shifting gear, a Tinkerer-style NPC needs to be more than just a "shopkeeper." They should be a plot catalyst—the person who provides the gadget that saves the day (or accidentally levels a city block).
Here is "The Glitch," an NPC designed specifically for 2d6 Superpowered.
NPC Profile: The Glitch (Silas Vane)
Concept: The Hyper-Caffeinated Underground Artificer
Archetype: Gadgeteer / Information Broker
Silas doesn't have "super strength" or "flight." His brain simply operates at a higher refresh rate than reality. He views the physical world as a series of poorly written lines of code that just need a little "hot-fixing." He operates out of a laundromat basement filled with high-end tech, half-eaten donuts, and at least three soldering irons that are always on.
Core Stats
Attribute
Value
Notes
Brawn
2
Not a fighter; prefers to hide behind a reinforced desk.
Agility
4
Lightning-fast hands for delicate circuitry.
Intellect
6
A genius-level polymath with a specialty in "unconventional" tech.
Will
3
High focus, but easily distracted by new shiny parts.
Powers & Signature Gear
Omni-Tool Rig: Silas carries a custom gauntlet that functions as a Swiss Army knife on steroids. (In 2d6 terms: Utility Power, +2 to any Tech or Repair rolls).
The "Feedback" Field: A passive defensive device that creates a localized distortion. Attacks against him suffer a -2 penalty as the air literally "glitches" around him.
Prototypes: He always has 1d6 experimental devices on hand. These grant temporary Powers (e.g., Invisibility, Gravity Manipulation) but have the Unstable complication—on a roll of double 1s, the device explodes or malfunctions spectacularly.
Roleplaying The Glitch
Personality: Fast-talking, paranoid, and perpetually exhausted. He speaks in fragments and often forgets that other people can’t follow his train of thought. He doesn't care about "Good" or "Evil"—he cares about whether the engineering is elegant.
The Hook:"I can fix your visor so it sees through lead, sure. But I also added a feature that translates bird calls into jazz. Don't touch the red toggle unless you want to smell like burnt ozone for a week. Now, do you have the micro-capacitors I asked for?"
Plot Hooks for Your Campaign
The Warranty Clause: A gadget Silas sold the players develops a "personality" and starts overriding their commands during a mission.
The Repo Man: A major tech conglomerate (the legal owners of the parts Silas "borrowed") has tracked their hardware to the players.
Upgrade Quest: Silas can build the team a base or a vehicle, but he needs a rare "Singularity Core" currently being used as a paperweight by a local Supervillain.
To capture the chaotic energy of a Tinkerer-style NPC like The Glitch, this table is designed for the 2d6 Superpowered system. These items are high-reward but high-risk.
When a player uses one of these, have them roll their 2d6. On a natural 2 (Snake Eyes), the device functions, but the Side Effect triggers immediately.
The Glitch’s "Mostly Functional" Prototype Table (d100)
d100
Device Name
Primary Effect (2d6 Mechanic)
The "Glitch" (Side Effect)
01-10
Phase-Shift Belt
Gain Incorporeal power for 3 rounds. Pass through walls.
You reappear 1d6 feet above the ground.
11-20
Kinetic Dampener
Spend a Reaction to reduce incoming Physical damage by 4.
You lose your next Move action as you "freeze" in place.
21-30
Neural Uplink
+2 to all Intellect-based rolls for the next hour.
You can only speak in binary or rhythmic beeps for 10 minutes.
31-40
Gravity Boots
Gain Flight (Low Altitude) or walk on ceilings.
One boot stays magnetized; -2 to Agility rolls.
41-50
Flash-Bang Glove
Emit a burst of light. Targets must roll Will vs. TN 10 or be Stunned.
You are also Blinded for 1 round.
51-60
Molecular Glue
Traps an enemy in place (TN 12 Brawn check to escape).
The glue is sentient and tries to "hug" your arm too.
61-70
Bio-Organic Med-Spray
Heal 1d6 Wounds instantly.
You sprout decorative, non-functional feathers or scales.
71-80
Pocket Wormhole
Teleport up to 30 feet to a visible location.
You swap one piece of clothing with a random NPC nearby.
81-90
Static Overload Gun
Ranged attack: 2d6+2 Energy damage.
The gun needs 2 rounds to "cool down" (unusable).
91-99
Probability Engine
Reroll any one die in a 2d6 pool.
The GM gets to reroll one of their dice against you later.
00
The "Everything" Button
Roll twice on this table; both effects happen at once.
The device explodes. Gain a Permanent Scar or -1 to a random Stat.
How to use this in your Session
Instead of letting players buy these, have Silas offer them as "Field Testing Loans." * The Deal: Silas gives them the gear for free, but they have to record "telemetry data."
The Catch: If they bring the gear back broken, he demands a favor (a plot hook). If they lose it, he sends a "Remote Retrieval Drone" (a combat encounter) to get it back.
A Quick Rule of Thumb for 2d6 Superpowered
If a player wants to "tinker" with these items themselves during a Rest:
Intellect + Tech Roll (TN 10): They stabilize the device. It no longer glitches on a natural 2, but loses its charge after one use.
Fail: The device activates immediately in their hands.
Gemini said
In the 2d6 Superpowered system, cybernetics and bioware are often treated as permanent Power swaps or "Gear with a Cost." For every two major augmentations, a PC should typically reduce their maximum Will by 1 to represent the strain on their psyche or biological harmony.
Here is a d100 table of "The Glitch’s Black-Market Body Mods."
The Cyber-Bio Augmentation Table
d100
System Name
Type
2d6 Effect
The Trade-Off (Complication)
01-10
Subdermal Plating
Cyber
+2 Armor vs. Physical; ignore "Bleeding" effects.
-1 Agility; your skin feels like cold, stiff plastic.
11-20
Adrenal Pump
Bio
Once per combat, take an extra Action.
After the combat ends, you are Stunned for 2 rounds.
21-30
Optical HUD
Cyber
+2 to Ranged attacks; see in Infrared/UV.
Visual "Lag." -2 to Will saves against Illusions.
31-40
Prehensile Tail
Bio
Gain an extra limb for Grappling or holding items.
Hard to hide in public; -2 to Social/Stealth in crowds.
41-50
Logic Co-Processor
Cyber
Automatically succeed on any TN 8 or lower Intellect task.
"Cold Logic." You cannot use Empathy or Persuasion.
51-60
Pheromone Glands
Bio
+2 to Charisma/Persuasion rolls.
Animals hate you. Dogs bark, horses bolt.
61-70
Nanite Blood
Bio
Regain 1 Wound at the start of every turn.
Nanites are "hungry." You must eat 4x the normal calories.
71-80
Retractable Claws
Cyber
Melee attacks deal 2d6+2 Lethal damage.
Metal detectors are your worst enemy. Always.
81-90
Sound Dampener
Cyber
+4 to Stealth rolls involving noise.
You are effectively Deaf while the system is active.
91-99
Titanium Skeleton
Cyber
+1 Brawn; you cannot be knocked prone.
You weigh 400 lbs. Swimming is no longer an option.
00
The Chimera Core
Both
Choose any two effects from this table.
Your body is rejecting the mods. Lose -2 Will permanently.
Implementation: The "Installation" Scene
When a PC decides to go under the knife with Silas, it’s never a clean hospital procedure. It’s more like a "chop shop" for humans.
The Procedure: The player must make a Brawn + Will roll (TN 10).
Success: The installation is a success. The character gains the benefit immediately.
Failure: The body rejects the part initially. The character suffers a -1 penalty to all rolls for the first 24 hours while their nervous system "reboots."
Critical Failure (Snake Eyes): The Glitch "accidentally" installed a different part. Roll again on the d100 table to see what they actually got.
Maintenance and Repair
Unlike natural powers, these systems can be hacked or EMP’d.
EMP/Electrical Attacks: If a character with cyberware takes Energy damage, they must roll 2d6. On a 4 or lower, their augmentations "short out" and are disabled until they spend an Action to manually reset them.
Healing: Bio-ware heals with the body. Cyberware requires a Tech + Intellect roll (TN 10) and spare parts to fix if the character is severely wounded.If the players decide to "forget" to pay Silas or try to walk off with his prototype railgun, he doesn't call the police—he sends The Bloodhound.
For those who lean into the "Bio" side of his shop, Silas also offers Cyber-System Organisms (CSOs): living parasites or symbiotic creatures engineered to live inside a host's body.
1. The Remote Retrieval Drone: "The Bloodhound"
The Bloodhound isn't a sleek, corporate drone. It’s a flying junk pile of mismatched thrusters, grabber claws, and a very loud speaker that plays Silas’s voice on a loop demanding his stuff back.
Bloodhound Stat Block (2d6 Superpowered)
Brawn: 4 (Industrial hydraulics)
Agility: 3 (Clunky but persistent)
Intellect: 2 (Basic AI; "Locate. Grab. Return.")
Will: 5 (Hardened against hacking)
Powers & Features:
Mag-Lock Claws: +2 to Grapple checks. If it wins a Grapple against a character holding a "Glitch" item, it automatically disarms them.
Taser-Net: Ranged attack (30ft). Targets hit are Restrained and take 1d6 Energy damage per turn until they break free (TN 12 Brawn).
Hardened Shell: Armor 3. It ignores the first 3 points of damage from non-piercing sources.
Geofence Recall: Once it has the item, it engages "Turbo-Thrusters" and flies directly back to Silas at double speed.
2. Cyber-System Organisms (CSO)
Unlike traditional cybernetics, CSOs are alive. They require a "Host Bond" (a Will roll vs TN 10) to install. If the bond fails, the organism tries to consume the host for nutrients instead of helping.
The CSO d100 Table
d100
Organism Name
Placement
2d6 Effect
The "Hunger" (Drawback)
01-20
Neural-Leech
Base of Brain
Grants Telepathy (Limited to 60ft).
Feeds on memories. Permanent -1 to Intellect rolls after a week.
21-40
Adrenal-Wasp
Near Heart
Once per Day: Ignore all damage penalties for 3 rounds.
When it "stings" your heart, take 1 Wound that cannot be healed for 24 hours.
41-60
Viper-Tongue
Throat/Mouth
Ranged Attack: Spit acid (2d6 damage).
You lose the ability to taste food; everything tastes like copper and ash.
61-80
Chameleon-Skin
Epidermis
+4 to Stealth rolls when stationary.
The skin is cold-blooded. -2 to all rolls in freezing temperatures.
81-00
Hydra-Lung
Chest Cavity
Breathe underwater and immune to toxic gas.
You must submerge in water for at least 1 hour a day or take 1 level of Exhaustion.
3. The "Cyber-Sickness" Tracker
In 2d6 Superpowered, balance is key. If a player goes "Full Metal" or "Full Bio," use this scale based on their total number of Augmentations/CSOs.
Number of Mods
Title
Mechanical Penalty
1-2
Augmented
None. Just some weird scars.
3-4
Glitched
-1 to all Will rolls. You start hearing radio static.
5-6
Overclocked
-2 to all Social rolls. Your humanity is fading.
7+
Tech-Terror
You become an NPC. Your body is now a vessel for the machine/parasite.
A Note on Maintenance
Cyber-Organisms don't need a mechanic; they need a Biologist (or a very steady hand with a needle). To "repair" a CSO, a player must make an Intellect + Medicine roll. If they fail, the organism goes "Feral" inside the body, causing 1d6 internal damage.
In H.P. Lovecraft’s 1936 novella At the Mountains of Madness, the Elder Things (also known as the Old Ones) represent a shift from supernatural horror to science fiction. Unlike the chaotic, god-like entities common in the Cthulhu Mythos, the Elder Things were a highly advanced, biological race that governed Earth millions of years before humans existed.
Physical Anatomy
The Elder Things are famously described as "bio-mechanical" marvels, blending characteristics of animal and vegetable life. Their physiology is radically alien:
The Barrel Body: They stand about eight feet tall with a ridged, barrel-shaped torso.
The Starfish Head: A five-lobed, starfish-shaped head sits atop a short neck, featuring eyes on stalks and cilia for "seeing" in the dark.
Appendages: They possess five long tentacles for locomotion and five sets of branching wings that allowed them to fly through the interstellar ether and Earth's early atmosphere.
Symmetry: They exhibit radial symmetry, a trait usually reserved for simpler organisms like jellyfish, yet they possessed complex brains and nervous systems.
History and Civilization
The Elder Things were Earth’s first true "colonizers," arriving from the stars shortly after the moon was formed.
Founders of Life: They are credited with creating all terrestrial life—including the precursors to monkeys and humans—largely by accident or as a source of food and labor.
The Shoggoths: Their greatest achievement (and eventual downfall) was the creation of Shoggoths, massive, multi-cellular protoplasmic blobs capable of shifting shape to perform heavy labor.
Rise and Fall: They built massive, windowless geometric cities (the "Cyclopean" ruins found in Antarctica).Their civilization declined due to a combination of cooling global temperatures, a series of wars with other alien races like the Mi-Go and the Star-Spawn of Cthulhu, and a violent slave revolt by the Shoggoths.
Culture and Nature
What makes the Elder Things unique in Lovecraft’s work is the empathy the protagonist, William Dyer, eventually feels for them.
Scientific Minds: They were scientists, artists, and administrators. Their history was meticulously recorded in bas-reliefs on their city walls.
Decorum: They buried their dead in funeral mounds, a detail that led Dyer to realize they were not "monsters" in the traditional sense.
The Famous Quote: Upon realizing they were just explorers caught in a changing world, Dyer exclaims:
"Scientists to the last—what had they done that we would not have done in their place? ... They were men!"
Comparison with Other Mythos Entities
Feature
Elder Things
Great Old Ones (Cthulhu)
Origin
Extraterrestrial / Biological
Extra-dimensional / God-like
Composition
Matter (Carbon-based)
Semi-material / Non-Euclidean
Motivation
Scientific & Colonial
Inscrutable / Malevolent
Vulnerability
Can be killed by physical means
Often immortal or dormant
In At the Mountains of Madness, the Elder Things are defined by their scientific rigor. Lovecraft went to great lengths to portray them not as magical demons, but as hyper-intelligent materialists who operated through the lens of biology, engineering, and sociology.
The "Scientists to the Last" Philosophy
While many Lovecraftian entities represent "chaos," the Elder Things represent order and inquiry. Their entire society was structured around the preservation of knowledge. Even when their civilization was collapsing due to the Shoggoth uprisings and the freezing of the planet, they continued to document their history and perform biological experiments.
Key Scientific Achievements
The Elder Things were masters of several high-level disciplines that make modern human science look like child's play:
Synthetic Biology: They were the ultimate bio-engineers. They didn't just find life; they manufactured it. They created the Shoggoths through a process of cellular manipulation, using them as living, plastic tools.
Aeronautics & Space Travel: Their wings were capable of navigating the "ether" of space, resisting vacuum and pressure changes that would crush or explode biological matter.
Cryogenics: The specimens found by the Lake expedition had been in stasis for millions of years. Upon being thawed, they didn't just wake up; they immediately began performing dissections on the humans and sled dogs to understand these "new" life forms.
Architecture: They built "Cyclopean" cities using advanced geometry. Their structures in Antarctica were designed to withstand millions of years of tectonic shifts and glacial pressure.
The Lake Expedition Incident: A Peer-to-Peer Encounter
One of the most chilling aspects of the novella is how the Elder Things reacted when they were awakened by the human scientists.
Mutual Curiosity: The humans (Lake’s team) dissected the Elder Things to understand them.
Scientific Retaliation: When the Elder Things woke up, they didn't kill the humans out of "evil"—they killed them for research. They performed neat, methodical dissections on the human explorers, even packing some specimens in salt for later study.
The Recognition: This is why Dyer (the narrator) eventually sympathizes with them. He realizes the Elder Things weren't "monsters" attacking humans; they were fellow scientists investigating a strange, primitive invasive species (us).
The Elder Thing "Lab Note" Style
Their history was recorded in five-pointed bas-reliefs. These weren't just art; they were a systematic, chronological database of:
Geological shifts.
The chemical composition of the oceans.
The failure of biological experiments (the Shoggoth revolts).
"Radiates, vegetables, monstrosities, star-spawn—whatever they had been, they were men!"
— William Dyer, acknowledging their shared intellectual spirit.
To understand the Shoggoths, you have to view them as the ultimate industrial accident. They weren't evolved through natural selection; they were engineered as "living Swiss Army knives" by the Elder Things.
1. Biological Composition: The "Protoplasmic" Marvel
The Shoggoths were composed of a unique, viscous protoplasmic substance. They lacked a fixed skeletal structure or permanent organs. Instead, they were a mass of pluripotent cells capable of instantaneous transformation.
Shape-Shifting: A Shoggoth could form temporary eyes, mouths, limbs, or specialized tools (like shovels or drills) out of its own mass whenever needed.
Size: In their "resting" state, they were roughly 15 feet in diameter, but they could expand or compress their mass to fit through narrow tunnels or swell to the size of a subway train.
Sensory Organs: They typically manifested "spheres of light" or greenish glowing eyes to see, and they communicated by mimicking the musical piping sounds of their masters.
2. The Evolution of Intelligence
The Elder Things made a fatal scientific error: they prioritized utility over safety. Over millions of years, the Shoggoths underwent a terrifying cognitive evolution:
The Early Phase: They were mindless "beasts of burden," controlled by the Elder Things through hypnotic suggestion or telepathy.
The Middle Phase: To make them more efficient, the Elder Things allowed them to develop a rudimentary brain capacity so they could follow complex instructions without constant supervision.
The Rebellion: By the Permian Age, the Shoggoths had developed autonomous will. They realized they were physically superior to their creators. They began to "imitate" their masters' language and culture, but in a mocking, distorted way.
3. The Symbiotic Collapse
The relationship between the Elder Things and Shoggoths is a classic "Frankenstein" narrative. As the Antarctic climate cooled, the Elder Things became more dependent on their creations for survival.
Stage
Action
Result
Creation
Bio-engineering in the labs.
Efficient labor force created.
Expansion
Shoggoths build the great stone cities.
Elder Thing civilization peaks.
Mutation
Shoggoths develop independent "idiot-brains."
First recorded slave revolts.
The End
Shoggoths decapitate their masters.
The "Old Ones" are hunted to extinction.
4. Why They Are "Tekeli-li!"
The most haunting biological trait of the Shoggoth is its voice. They do not have their own language; instead, they mimic the musical piping of the Elder Things. When the human explorers hear the cry of "Tekeli-li! Tekeli-li!" in the tunnels, it’s the sound of a predator using the "recorded" voice of its extinct creator to hunt.
5. Current Status: The "Sub-Antarctic" Abyss
In the "modern" setting of the novella (the 1930s), the Shoggoths have outlasted their creators. They dwell in the dark, sunless abyss beneath the Antarctic ice, tending to the blind albino penguins and guarding the ruins of a civilization they destroyed.
Adapting the cosmic horror of At the Mountains of Madness into Stars Without Number (Revised Edition) requires framing these entities as "Remnant Xenos"—remnants of a Pre-Scream or even Pre-Human era.
Here are the stat blocks and lore hooks for incorporating the Elder Things and Shoggoths into your sector.
1. The Elder Things (The Primordial Scientists)
In SWN terms, these are a TL5+ biological civilization. They don't use "tech" in the way humans do; their tools are often integrated into their architecture or grown from specialized vats.
Statistic
Value
Armor Class
16 (Durable, leathery hide)
Hit Dice
4 HD
Attack Bonus
+5
Damage
1d8 Tentacle / 1d10 Constrict
No. Appearing
1d6 (Resurrected) / 5d10 (Ancient Colony)
Saving Throws
12+
Movement
20’ Walk, 40’ Flight (in atmosphere or vacuum)
Morale
9
Amphibious/Space-Hardened: They can survive in vacuum, high pressure, or underwater without equipment.
Scientific Intuition: Gain a +2 bonus on all Fix, Know, and Heal skill checks.
Radial Vision: They cannot be surprised by flanking or rear attacks due to 360-degree vision.
2. The Shoggoth (The Protoplasmic Laborer)
A Shoggoth is a Relic Bio-Weapon. In SWN, they are treated as an apex threat, comparable to a high-level biological horror or a malfunctioned nanite swarm.
Statistic
Value
Armor Class
14 (Amorphous; hard to hit vitals)
Hit Dice
12 HD
Attack Bonus
+10 (x2 Attacks)
Damage
2d10 Crush/Smash
No. Appearing
1
Saving Throws
10+ (Immune to Mind-affecting/Poison)
Movement
30’ Ooze/Climb
Morale
12 (Fearless)
Mutable Form: Can move through any gap larger than 1 inch. Can manifest eyes, ears, or limbs as a Main Action.
Engulf: If both attacks hit a target in one round, the victim is engulfed. They take 2d10 damage automatically each round until they escape (Evasion save at -4).
Piping Mimicry: Can perfectly mimic any sound or voice it has heard, forcing a Mental Save to avoid being lured into an ambush.
3. Sector Integration Hooks
The "Frozen Outpost" (Adventure Seed)
Players discover a derelict "O’Neill Cylinder" in the outer rim. Inside, the atmosphere has failed, but they find 5-foot-tall, star-headed barrels in stasis. If the players use Heal or Fix to restore power, the Elder Things wake up. They aren't hostile—they just want to perform "biopsies" on the players to update their database on the current state of the galaxy.
The Bio-Drive (Artifact)
Instead of a traditional Spike Drive, an ancient ship found by the players is powered by a Shoggoth Core. The "engine" is a massive vat of protoplasm that physically warps the ship's hull to transition into metadimensional space.
The Risk: If the pilot fails a Lead or Program check during a spike drill, the engine develops "willpower" and begins consuming the crew.
The Pre-Human Bas-Reliefs
On a desert world, players find ruins that predate the Mandate by millions of years. A Know check reveals that these "Elder Things" actually engineered the local fauna. The players find a "Master Key" (a TL5 sonic flute) that can control Shoggoths—but the battery is dying.
Comparison for GMs
The Elder Things are an encounter of Diplomacy and Investigation. They are alien, but rational.
The Shoggoths are a Combat or Stealth encounter. They are a force of nature that cannot be reasoned with once they go "feral."
Since the Elder Things use TL5+ Biological Engineering, their "artifacts" aren't just gadgets—they are often semi-living, strangely textured, or mathematically perfect objects that defy human understanding.
In Stars Without Number, these items should feel distinct from Pre-Scream human tech. They don't have "buttons"; they respond to touch, specific musical frequencies, or biological signatures.
The D100 Elder Thing Artifacts Table
d100
Artifact Name
Form & Appearance
Function / Effect (SWN Mechanics)
01-10
Crystalline Comm-Lobe
A jagged, translucent star-shaped shard.
Telepathic Translator. Grants the Telepathy psychic technique at Level 0 for 1 hour. Users must make a Mental Save or suffer 1d4 System Strain from "alien thoughts."
11-20
Protoplasmic Solvent
A vial of iridescent, shifting grey fluid.
Molecular Acid. Melts through any non-magical material (including starship hulls) at a rate of 1 inch per round. 3 uses.
21-30
The Piping Flute
A five-holed flute made of an unknown, cold green mineral.
Shoggoth Control. Playing a specific sequence (Perform/Lead check) can stun or command a Shoggoth for 1d6 rounds. Fails cause the creature to target the player first.
31-40
Vitreous Mapping Sphere
A heavy glass ball containing swirling mists.
Holographic Map. When shaken, it displays a 3D star map of the sector as it looked 50 million years ago. Provides a +2 to Know checks regarding ancient history.
41-50
Organic Surgical Rig
A cluster of twitching, needle-tipped tentacles in a case.
Auto-Doctor. Acts as a TL5 Medkit. Can stabilize any biological creature instantly, but has a 10% chance of "mutating" the patient (cosmetic only).
51-60
The Star-Stone Seal
A small, soapstone-like tablet with a five-pointed star.
Gravity Anchor. When placed on a surface, it increases local gravity by 5x in a 10ft radius. Useful for pinning enemies or stabilizing cargo.
61-70
Etheric Membrane Suit
A thin, leathery film that looks like dried seaweed.
Void Suit. When touched to skin, it wraps around the user. Provides 24 hours of oxygen and protection from vacuum/radiation. AC 15.
71-80
Geometric Focusing Lens
A prism that refracts light into "impossible" colors.
Energy Weapon Mod. Can be fitted to a Laser Rifle (Fix-2 check). Adds +1d6 damage, but on a natural 1, the weapon melts into a puddle of slag.
81-90
The Memory Bas-Relief
A heavy stone slab with moving, carved images.
Skill Data-Bank. Studying this for 8 hours grants 100 bonus XP that can only be spent on the Know, Fix, or Program skills.
91-99
Stasis Slumber-Pod
A barrel-shaped sarcophagus filled with nutrient brine.
Cryo-Pod. Can preserve a dying creature indefinitely. Takes 1 hour to "thaw" the occupant safely.
00
A Dormant Shoggoth Seed
A pulsing, fist-sized black pearl.
The Nuclear Option. If dropped in water or fed biological matter, it grows into a full Shoggoth in 1d4 hours. It is not under the user's control.
GM Tips for Elder Thing Tech
Maintenance: These items don't use Power Cells. They might need to be "fed" organic nutrients or submerged in salt water to "recharge."
The "Yuck" Factor: Describe the items as smelling like old yeast or brine. They should feel slightly damp or vibrate at a frequency humans find mildly nauseating.
Encumbrance: Elder Thing tech is often made of heavy, dense materials. Most items on this list should have an Encumbrance of 1 or 2.In the context of the Traveller RPG (specifically Mongoose 2nd Edition), the Elder Things sit in a unique, terrifying bracket. They don't follow the standard human "metal-and-silicon" developmental path, making their Tech Level (TL) a bit of a hybrid.
Broadly speaking, the Elder Things are TL 15 to TL 16, with specialized "Biological" breakthroughs that push into TL 17+.
TL Breakdown by Category
Category
Traveller TL
Capability Description
Spaceflight
TL 15
They don't use Jump Drives. They use sub-light "ether-wings" and biological stasis for millennia-long voyages. However, their mastery of physics allows them to navigate the "interstellar spaces" with 100% reliability.
Biotechnology
TL 17+
This is their peak. They surpass the Third Imperium. They can "program" DNA like code, creating the Shoggoths (TL 17 biological robots) and seeding entire planets with life.
Energy / Power
TL 14
They use strange, eternal "magnetic" or "atomic" lattices. Their cities remain powered and climate-controlled for millions of years without maintenance.
Medicine
TL 16
Their surgery is flawless. They can resurrect specimens frozen for 50 million years with no brain damage (as seen in the Lake Expedition).
The "Anachronistic" Nature of Elder Things
In Traveller, a civilization is usually defined by its Jump Drive. The Elder Things are an anomaly because they are pre-Jump or non-Jump. In a standard Traveller campaign, this makes them "Low-Tech High-Tech":
No Jump Drive: They find FTL travel crude or unnecessary. They operate on a "Deep Time" scale.
Biological "Tools": Instead of a TL 13 Computer, they use a brain-tissue mass. Instead of a TL 15 Plasma Gun, they might use a concentrated sonic vibration (TL 14) or a chemical corrosive.
The Shoggoth Factor: A Shoggoth is essentially a TL 17+ Nanite Swarm, but made of macroscopic protoplasm. In Traveller combat, a Shoggoth would have traits like Invulnerable, Amorphous, and Regeneration.
Using Them in Your Campaign
If your Travelers encounter an Elder Thing city, the Library Data check would likely return:
REPORT: "Non-Humanoid Biologicals. Origin: Pre-Ancient. Tech Level estimated at 15-16. Note: Subject race exhibits total mastery of organic synthesis. Avoid any contact with 'Protoplasmic Servitors'—they are classified as Planetary Class Hazards."
Elder Thing "Ship" Stats (Traveller)
If you were to stat an Elder Thing "City-Ship" or transport:
Hull: Configuration 1 (Sphere or Cylinder), TL 15.
M-Drive: Gravitic (TL 12) or Reactionless (TL 15).
J-Drive: None (or a "Biological Gateway" equivalent to TL 17).
In Traveller (Mongoose 2nd Edition), exploring a derelict Elder Thing station is less about "dungeon crawling" and more about managing System Strain and Sanity (if using Call of Cthulhu crossover rules) or simply surviving Environmental Hazards.
The station is likely millions of years old, carved into an asteroid or buried under glacial ice, featuring non-Euclidean geometry (slanted walls, five-pointed rooms) that makes human navigation difficult.
Encounter Table: The Abyssal Laboratory (2d6)
2d6
Encounter
Description & Mechanic
2
The Thawed Specimen
A lone Elder Thing has just woken up. It is confused and performs a Medical/Dexterity check to "dissect" the nearest Traveller to see what species they are.
3
Gravitic Flux Vent
The station’s ancient TL15 inertial dampeners flicker. Athletics (Dexterity) check or take 2d6 damage from a sudden 5G spike or 0G drop.
4
Bioluminescent Mold
Patches of iridescent lichen that feed on radiation. Touching it requires a Medic check to avoid "Cellular Irritation" (-1 DM to all physical tasks for 24 hours).
5
The Records Room
Tens of thousands of green soapstone cylinders. A Language (Elder Thing) or Science (History) check reveals the location of a nearby "Seed World."
6
Dormant Maintenance Drone
A small, crab-like biological construct. It ignores the Travellers unless they damage the walls, at which point it uses a TL14 Stun Ray.
7
Atmospheric Mismatch
The room fills with a brine-scented, high-pressure gas. Travelers in Vac-Suits are fine; those without must make a Stamina check or begin suffocating.
8
Automated Disposal Shute
A floor segment opens. Reflex check to avoid falling into a vat of TL17 Organic Solvent (4d6 damage/round, dissolves armor).
9
The Star-Map Room
A massive holographic display of the sector. It shows Jump Routes that no longer exist. Provides a +3 DM to Navigation for the next 1d6 Jumps.
10
Residual "Piping"
The sound of musical whistling echoes through the vents. It’s a recording—or is it? Investigate check to find the source.
11
Shoggoth "Slough"
A trail of stinking, black iridescent slime. Following it leads to a Planetary Hazard; avoiding it requires a Stealth (Dexterity) check.
12
The "Tekeli-li" Echo
A Feral Shoggoth (15D6 Hits) emerges from a disposal pipe. It mimics the voice of a dead crewmate to lure the Travellers closer. RUN.
Special Hazard: The "Five-Fold" Geometry
The Elder Things did not use stairs; they used ramps and specialized "wing-grips."
Navigation Penalty: Human Travellers suffer a -1 DM to all Tactics and Movement checks while inside the station due to the disorienting radial symmetry.
Sensory Overload: The colors used in their "art" exist in the ultra-violet spectrum. Travellers with Augmented Vision or TL13+ Sensors can see the "true" beauty (and horror) of the facility.
Loot / Salvage Potential
If the Travellers manage to strip the station, they might find:
Biological Computer (TL15): Weighs 50kg, requires a nutrient bath, but processes data with Computer/4 capability.
Star-Stone Sculptures: Highly prized by collectors of "Xeno-Antiquities." Worth Cr 500,000 at a high-end auction (e.g., on a Core World).
Experimental Mutagen: A canister of Elder Thing "life-starter." Could be used to terraform a barren moon or sold to a Megacorporation for Cr 5,000,000+ (and likely a permanent bounty on the Travellers' heads).In Traveller, a "Biological Jump Drive" is a terrifying piece of TL17+ technology. It doesn't use lanthanum coils or high-frequency capacitors; it uses a Living Warp Core—a massive, semi-sentient organ that "remembers" the way through the jump-space dimensions.
Installing this on a standard human ship is an act of desperation or extreme scientific hubris.
Component: The Star-Spawned Warp Organ (TL17)
This drive is a pulsing, leathery mass of muscle and glowing nerves housed in a pressurized nutrient vat. It replaces the standard Jump Drive and parts of the Fuel Tankage.
Statistic
Details
Tons
10% of Hull (Min 10 Tons)
Cost
MCr 50 (Plus "feeding" costs)
Power
5 (Low power, as it is biological)
Jump Range
Jump-4 (Regardless of Ship TL)
Unique Traits & Mechanics
Fuel Efficiency (Non-Hydrogen): The drive does not use liquid hydrogen. It consumes Organic Biomass. To initiate a Jump, the crew must "feed" the drive 1 ton of organic matter (livestock, processed algae, or... other things) per Jump parsec.
The "Piping" Chant: During the week in Jump-space, the ship’s hull vibrates with a musical, whistling sound. All crew must make a Mortal (10+) EDU or PSI check once per Jump. Failure results in 1 point of temporary Wisdom/Sanity damage or a -1 DM to all checks for 1d6 days due to "Eldritch Fatigue."
Biological Precision: Because the drive "senses" the folding of space, it provides a +2 DM to all Astrogation checks.
Sentient Malfunction: If the ship takes a Critical Hit to the Jump Drive, the organ doesn't just break—it panics.
Effect: The drive attempts to "Engulf" the Engineering deck. Treat as a Small Shoggoth (6D6 Hits) defending its vat.
The Maintenance Requirement: "Tending the Organ"
Unlike a mechanical drive that requires an Engineer (Jump Drive) check, this requires an Engineer (Life Support) or Medic check.
GM Note: If the Travellers fail to provide high-quality "food" (biomass) for the drive, the Jump-4 range drops to Jump-1. If it starves completely, it begins consuming the ship’s internal atmosphere and eventually the crew.
Plot Hook: The "Free" Drive
A mysterious patron offers to install this TL17 drive on the Travellers' ship for free, provided they "test" it by jumping to a specific coordinate in the Empty Quarter.
The Catch: The coordinates lead to a dormant Elder Thing city that is waiting for a "fresh biological signal" to begin its planetary re-colonization protocol.
[04:00] - Pre-Jump sequence.
The "engine" is agitated today. We pumped in the three tons of lab-grown protein slurry the patron provided, but it didn't settle. The vat wall—that translucent membrane we’re supposed to call a 'housing'—was rippling. It felt less like a pre-light check and more like watching a predator breathe. Captain says we need to make the 4-parsec run to the Vane system by Tuesday, or we lose the contract. Engaging the... organic interface.
[04:12] - Transition.
There was no Jump-flash. Usually, you get that momentary "stomach-in-throat" sensation as the lanthanum coils kick in. This was different. The ship didn't move; the ship sobbed. A low, harmonic piping sound started in the bulkheads and worked its way into my teeth. I pulled the lever, and the organ pulsed—a deep, violet bioluminescence that turned the whole engineering deck the color of a fresh bruise. We didn't enter Jump-space; it felt like we were swallowed by it.
[Day 3 in Jump]
The sound is the worst part. It’s not mechanical. It’s a flute-like whistling that mimics our own voices. This morning, I heard the ship’s internal comms "pipe" my own name back to me in a three-note melody. Tekeli-li. That’s what it sounds like. I checked the vat. The "drive" has grown thin, translucent cilia that have begun threading through the power conduits. It’s not just powering the ship; it’s integrating.
[Day 7 - Re-entry]
We’ve exited into Vane. The Astrogator is pale; he says we hit the exit coordinates with zero-meter variance. Impossible precision. But the drive is... hungry. The protein slurry is gone, and the sensors in the vat show it’s started to "reach" toward the life support vents.
Captain wants to keep the drive. He says the speed is worth the "eccentricities." I'm looking at the way the bulkheads are beginning to sweat a salty, iridescent slime, and I'm not so sure. We aren't the crew anymore. We're just the parasites living inside a giant, flying lung.
GM Note: The "Creep" Factor
In your Traveller game, you can track the "Integration" of this drive. Every Jump, have the players roll a 1d6.
On a 6, the drive permanently replaces 1 ton of cargo space with "vein-like" conduits.
Once the ship's cargo capacity is reduced by 20%, the ship is no longer a vessel—it is a Biological Entity, and the Elder Things can "remote-pilot" it from across the sector.In Traveller, a mechanical failure is fixed with a wrench. A biological malfunction requires a scalpel, a sedative, or an exorcism. When the Living Warp Core (Elder Thing Jump Drive) suffers a mishap, it doesn't just stop working—it reacts.
Use this table whenever the crew fails an Engineer (Life Support) check, takes a "Jump Drive" critical hit, or fails to properly "feed" the drive.
The D100 Biological Malfunction Table
d100
Malfunction Name
Effect & Mechanic
01-10
Cellular Lethargy
The drive enters a hibernation state. Jump range is reduced by 50%. Requires a Medic check (Hard, 10+) and 2 tons of high-protein "nutrients" to wake it up.
11-20
Vocal Mimicry
The drive begins broadcasting "distress calls" through the ship's internal comms using the voices of the crew. All crew suffer a -1 DM to all checks due to sleep deprivation and paranoia.
21-30
Vascular Leak
A "vein" in the bulkhead bursts. The deck is flooded with iridescent, slippery brine. Movement on that deck is halved; Athletics (Dexterity) check required to avoid falling.
31-40
Symbiotic Integration
The drive grafts a neuro-filament onto the ship’s computer. The ship's Intellect/Expert programs gain a "personality" that is ancient, cold, and obsessive.
41-50
Atmospheric Taint
The drive breathes out a prehistoric gas mixture. Unless the crew is in Vac-Suits, they must make a Stamina (10+) check or suffer 1D6 damage and hallucinations of "cylopean cities."
51-60
Photic Overload
The drive pulses with ultra-violet light. Anyone in Engineering without polarized visors is Blind for 1d6 hours. The ship's sensor signatures become "Impossible to Hide" (+4 DM to enemies tracking you).
61-70
Manifestation of Cilia
The interior walls of the ship grow fine, twitching hairs. These hairs "catch" small items. Any tool or weapon not secured is "consumed" by the ship after 24 hours.
71-80
Hyper-Spatial Hunger
The drive begins "eating" the ship's hull to sustain the Jump. The ship loses 1D6 points of Hull every 24 hours spent in Jump-space.
81-90
The Budding
A small, fist-sized growth detaches from the drive. It is a Larval Shoggoth. It begins stalking the maintenance tunnels. It has 2D6 Hits and a nasty bite.
91-95
Dimensional Retch
The drive "vomits" the ship out of Jump-space early. Roll on the Standard Misjump Table, but add a +2 DM because the drive is actively trying to steer toward a "Black Site."
96-99
Total Metamorphosis
The ship's interior lights turn deep violet. The air smells like the sea. The doors no longer open via buttons, but by "petting" the wall. The ship is now a Biological Entity.
00
The Call of the Old Ones
The drive initiates a Jump-6 to a coordinate not on any human map. The "Piping" becomes deafening. The crew has 1 hour to kill the drive before they arrive at the Antarctic City on a forgotten Earth.
Handling the "Fix"
The Surgical Approach: Fixing these malfunctions usually requires a Medic or Science (Biology) check instead of Engineering.
The Cost of Failure: If a Traveller fails a check to fix the drive, the drive might "defend" itself by attempting to graft a neuro-link onto the Traveller's arm (Strength check to pull away).
GM Tip: The Narrative Toll
As the d100 rolls get higher, stop describing the ship as "The Icarus Prospect" (or whatever its name is). Start calling it "The Organism" or "The Great Body." This subtle shift in language reinforces the horror of the Elder Things' technology.