Standard OSR sci-fi (think Stars Without Number, Mothership, or Traveller) thrives on high stakes, weird ecology, and the cold indifference of space.
Here is a d100 Random Encounter Table designed to provide a mix of social friction, environmental hazards, and "what the hell is that?" moments.
The Deep Space & Frontier Encounter Table
| d100 | Encounter Type | Description |
| 01-05 | The derelict | A silent transport ship. Gravity is off; the interior is coated in frozen, crystallized blood. |
| 06-10 | Space Junk | A cloud of high-velocity debris. Requires a Pilot check or takes $1d6$ hull damage. |
| 11-15 | The Taxman | A Sector Authority cutter demanding "transponder calibration fees" (a bribe). |
| 16-20 | Void Fauna | Shimmering, translucent "space whales" that disrupt electronics with their song. |
| 21-25 | Distress Signal | An escape pod containing a person in cryo. They were a prisoner of war 100 years ago. |
| 26-30 | Solar Flare | Radiation spike. All unshielded electronics malfunction for $1d4$ hours. |
| 31-35 | Mercenaries | A "security" squad looking for a runaway bounty. They think you look suspicious. |
| 36-40 | The Monolith | A perfectly smooth obsidian cube floating in the void. It emits a low hum in the crew's minds. |
| 41-45 | Gas Giant Miners | Grimy laborers in a massive rig offering to trade fuel for fresh rations or booze. |
| 46-50 | Automated Probe | An ancient survey drone that insists your ship is "unauthorized" and tries to board. |
| 51-55 | Pirate Ambush | A "disabled" ship acting as bait. Two fighters are hiding in a nearby asteroid shadow. |
| 56-60 | Religious Zealots | A luxury yacht full of pilgrims who believe technology is a sin—except their yacht. |
| 61-65 | Spatial Rift | A tear in reality. Looking at it requires a Sanity/Morale check. |
| 66-70 | Medical Emergency | A small shuttle with a crew suffering from a fast-acting, glowing blue fungus. |
| 71-75 | Smugglers | They offer you high-grade "stimpacks" (illegal combat drugs) at a 50% discount. |
| 76-80 | Nano-Cloud | A swarm of "disassembler" bots eating a defunct satellite. They’re hungry for more. |
| 81-85 | The Ghost Ship | Your own ship's transponder signal reflects back, but the "other" ship is 20 years older. |
| 86-90 | Wandering Merchant | A junker ship selling "Artifacts of the Pre-Scream." Most are literal trash; one is lethal. |
| 91-95 | Military Blockade | A planetary lockdown is in effect. "Turn around or be fired upon." |
| 96-99 | Black Hole/Anomaly | Extreme gravitational pull. Time dilation occurs: 1 hour here is 1 week outside. |
| 100 | The Mothership | An alien vessel the size of a city. It ignores your hails but begins scanning your DNA. |
Pro-Tips for the Referee
Reaction Rolls: Don't assume every encounter is a fight. Roll $2d6$. On a 2-5 they are hostile, 6-8 they are wary/neutral, and 9-12 they are surprisingly helpful.
Distance: Roll $1d6$ to determine how far away the encounter starts.
1-2: Right on top of you (immediate action).
3-4: Short range (visuals clear).
5-6: Long range (sensor ghost only).
A Note on Lethality: In OSR play, if the players roll the Nano-Cloud or the Black Hole, remind them that running away is a valid—and often the only—tactic.
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