Final transmission from Imperium research vessel ID-10-T: “Security forces overwhelmed…test subjects’ numbers increasing at unforeseen rate…evacuation pods sealed to prevent further spread…research personnel presumed deceased…self-destruct mechanism disabled in battle…sealing all active hatches and doors…recommended course of action: destruction of vessel by external force…”
Background:
Imperium research vessel ID-10-T is (or was) a massive, interstellar research station constructed by the Abyssal Imperium. Its purpose was to provide a location where experimentation deemed too classified or hazardous to conduct on a planet could be conducted in a tightly-controlled, highly secure environment. Its superstructure was formed from a colossal asteroid, one nearly the size of some smaller moons. The interior is now a honeycombed maze of rooms, shafts, passageways, and natural caverns.
The station provided a steady stream of research and development for the Imperium, until an attempt to create a biological superweapon went horribly awry. Mutated, genetic abominations broke free from their containment units and began to rampage throughout the vessel, annihilating the security forces, crew, and research personnel with savage efficiency. Before going offline, the central computer sealed the station to prevent any escape by the alien horrors.
It has been ten years since the vessel was compromised and sealed, but the Imperium has taken no action to either reclaim or destroy the vessel, seemingly content to let it drift through uncharted space towards whatever fate awaits it…
Areas of interest:
The vessel is in a condition consistent with being subjected to a decade in the harsh depths of space without maintenance, while being ravaged within by a horde of near-mindless monstrosities. It is not pretty, in other words. Equipment has been damaged and strewn about the vessel, and the walls and floors are scored by plasma blasts and stained by the blood of the former occupants. Emergency lighting is still functional in some areas, but the bulk of the interior is swallowed in darkness. Turbolifts and other forms of transit are disabled, though a few could still function if power was restored to their sector. Passageways range from large enough to easily drive a vehicle through to cramped and claustrophobic maintenance corridors that only allow for a single human-sized individual to pass at a time.
- · Hangar bays: the surface of the vessel is dotted with these, as it was a hub of activity during its operation, with smaller craft transporting materials and personnel to and fro. Now all hangars have been sealed by the deactivated central computer, meaning that anyone wishing to gain access through one of them will need to either use force or mechanical jury-rigging to do so.
- · Research labs: these can vary widely, depending on the nature of the research being conducted within them. Most of these have been sealed, and the ones that are not will generally have been stripped bare by looters or savaged by the genetic horrors that now populate the vessel.
- · Security center: originally one of the most secure locations on the vessel, this area was heavily damaged by the battle between the mutated abominations and the vessel’s desperate, final survivors. Caches of standard Imperium combat gear (plasma rifles, grav maces, and arcanium armor) may still be tucked away in the recesses.
- · Command center: another location that suffered massive damage during the battle, there is little left of note here besides the disabled central computer. Though damage to the various systems has effectively rendered the vessel centrally inoperable, bringing the computer back online would allow some return of functionality, such as hydraulic door controls, lighting, video surveillance, and turbolift operation.
- · Central power core: though not directly damaged during the fighting, the central power core of the vessel has suffered from a decade without even the most basic of maintenance. It retains enough power to keep the internal systems functioning, but has been rendered incapable of powering the ships engines, leaving it adrift in the cosmos.
Enemies:
The genetic aberrations that have overrun the station do not have a uniform appearance, although all seem to share both simian and insectoid characteristics. Wicked-looking claws, fangs, and mandibles are all common, although there is a great deal of variance in regards to size and number. How the creatures reproduce is uncertain, but their numbers have continued to expand in the decade since they escaped imprisonment. They all possess the following traits:
- · Strength: 1-ton range. Their natural weapons can easily shred most mundane armor.
- · Durability: their carapace provides them with a degree of protection from small-arms fire, although a well-placed shot from a handgun can still penetrate a weak point (eyes, joints, etc.).
- · Speed: roughly twice that of a peak human athlete.
- · Feral: their simple, savage minds are nearly impossible to control; only the most skilled telepath would be able to exert limited control over a small group of them, and not for very long.
- · Neurotoxic blood: upon contact with flesh, the aberrations’ blood functions as a quick-acting, powerful hallucinogen. The duration of the psychosis varies with the amount of exposure.
- · Senses: can track biological prey by scent, and can see in complete darkness with no penalty.
- · Metabolism: requires no food, drink, or sleep. Exposure to the airless vacuum of space will not kill them, but will cause them to enter a torpor-like state until they are returned to an atmosphere.
Rules:
- · This is an open RPG location. Your first post should indicate how you managed to get here, seeing as the vessel is adrift in the vast expanse of space and all.
- · It’s up to you to RPG the enemies here; I won’t be responding to every post. Sell them as much as your power levels allow; they should be a deadly threat to street-level characters, a considerable challenge to mid-tiers, and can even give high-tiers a hard time, in large enough numbers.
- · Collateral damage is perfectly fine, but nothing that would destroy or otherwise render the entire ship inaccessible to other characters. Keep your damage localized.
- · If your character comes here looking for some fun alien tech, the description of what you find and what it does are up to you. However, much of what you find would still be in the experimental stage, so try to RP its imperfect and unreliable nature. Also, make sure that getting it is a bit of an adventure; all of the easy-to-grab material is long gone. What’s left is going to be in the less accessible parts of the ship, and/or where the enemies are the most densely populated.
- · Standard RPG rules apply: no godmodding, no-selling, and blah, blah, blah…I really shouldn’t have to spell this part out.
- · Have fun…that’s an order!
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