Showing posts with label robots. Show all posts
Showing posts with label robots. Show all posts

Monday, October 2, 2017

Droid Manufacturing Plant Encounters

 
Standard Battledroid

Droid Manufacturing Plant
For Sci-Fi OSR Adventures
Roll 1d20

[1] Head storage facility. Thousands of robot heads line the shelves, each row a different droid or model. Eight of the heads in this room are actually active and will sound the security alarm if you enter their line of sight. (Roll Alarm Encounter)

With a simple tinkering or robotics skill check, one or more of the heads can be turned into a type of helmet that is used like a pair of binoculars, using the advanced sensors of the droids. Could also be worn to potentially sneak past robots.

[2] Conveyor belt railway. Located near the heart of the facility- many destinations end up here. Several hundred different conveyor belt tracts, each potentially on a different vertical or horizontal level are here. Some are also on inclines.

This area allows you access back to any other Encounter space as long as the party members which access chute it takes, which are labeled with frustrating names. (A12-Alpha for a broom closet) none of the conveyors are labeled as the machines can use them without labeling.

[3] Old robot storage. The party will find several still activated though ancient robots within several unlocked and unmarked rooms. Each room is roughly sorted by model and type of droid.

The robots have parts plucked out of them and some cannot walk, though a few still have functioning weapons- However they do not attack intelligent beings under any circumstances as their original robot programming is programmed with robot 'laws' to protect humans and other creator races.

Roll a wandering encounter and double the number of enemies. The robots within storage will jump to defend the party members screaming “CREATORS IN DANGER!” and will help in the fight, even if they aren't that strong.

[4] Two strange Battledroids argue over what to do with a rat they captured in an old metal crate. One wants to horrible torture it, then kill it. The other wants to capture more rats and make them all fight in a “grand tournament”.

The Battledroids have faulty wiring that results in their cruelty circuits being overloaded. This is obvious to any robot technician that examines their casing. It also appears intentionally done.

If the party whispers or implies one of the two plans above without being seen, the robots will take it as extra arguing points said by an AI watching them and will end up killing each other, leading to only one injured battledroid left.

[5] Combat Simulation room. This room is controlled by an AI that controls the holographic 'hard light' projectors. Once all party members are within range it will activate and trap them, before speaking to them in a giddy electronic voice. The AI wants to speak to living beings badly and wants to study their morality.

Once trapped, the AI will subject the party members to several 'tests', including one with hologram soldiers pretending not to see inside the hologram bunker- where a hologram women says her hologram baby won't stop crying and needs to be strangled to keep the soldiers from discovering all of the hologram people and the party. Other common tests include the trolley problem. Coin under a few giant hologram cups (all hologram projections are somewhat transparent; AI will get angry if you cheat), a game of giant hologram chess among others. Party will also be released if they play along after 2d6 turns.

If the party members refuse to take part or make fun of the machine's attempts to test them it will summon a hologram soldier every round and have them all fight. Hologram soldiers can deal 1d4 damage with their hologram blasters and have one hit point each. The trick is to wait until the machine overloads its processor with the number of hologram soldiers to escape instead of killing them; approximately 10 or more all fighting and moving at once will overload the AI.

[6] Abandoned Lightsabre, sits on floor. Anyone who picks it up will experience a psychic vision of the secret mastermind or the past of the facility, illuminating them. Additionally, they gain +1 Wisdom but only so long as they own the lightsabre.

The lightsabre itself has an orange blade, burns extra hot, and deals +1 damage to machines.

[7] Janitor Closet A12-Alpha. Within is the skeletal remains of the janitor, his damaged cleaning droid, and a credit chip worth 1d6x5 credits. The cleaning droid has been stripped of all parts except for battery, a single camera, and brain faced towards the skeletal janitor; was forced to watch his owner die and rot away for the past few decades.

If rebuilt, the robot will by loyal to anyone who treats it kindly.

[8] Spare Droid Parts. Section of factory almost totally stripped clean; 1d6+1 Retrofitted Cleaning Droids guard this place.

Retrofitted Cleaning Droids (1HD, +2 AC, blades deal 1d6+1 damage, no ranged attacks, compulsive need to clean messes before attacking)
Written here is a data-log entry about how the cleaning droids were retrofitted as combat models, but were too weak and fastidious to be useful for anything but guarding an empty room. Droid parts of defeated droids could be used to repair other robots.

[9] Chemical Tanks. Giant vats holding various chemicals, paints, enamels, and other caustic and dangerous liquids. There is a large AI gravity puller that can travel along tracks on the ceiling; will attempt to pick up party members and fling them into vats, dealing either 1, d4, d6, or d8 damage a round depending on the liquid.

At the bottom of one tank is an airtight container with a brain scan of a robot technician and his life savings; 500 credits. Brain scan can be used in a robot or body-blank to create a clone copy of that man, who is self centered but skilled.

[10] Oven. Long hallway with a long conveyor oven on one side. Unbeknownst to party there are laser tripwires which if activated will send out a silent alarm (Roll Alarm Encounter).

Most things coming out of the oven are for combat machines, which is obvious given the plants purpose, but still frightening.

[11] Blaster Testing Range. Three one-armed robots fixed in place test fire each blaster used for combat droid assembly. They cannot swivel on their own power but can use their arm to manually rotate themselves around to fire upon intruders, which they will do if the party makes enough noise to be heard over blaster fire.

Blaster Test Droids (1HD, +3 to hit, d6 blaster, cannot move on their own)

This room has enough blasters (d6) and blaster battery packs to arm a small army.

[12] Robot ethics and education center. Totally destroyed; filled with hundred corpses of ex-staff members. There will be a clue here that points to the Mastermind table. Among the bodies is a packet of Gazlor Grey- a type of smoked or chewed drug that cures paralysis and brings ectasy. Worth decent money of the black market.

[13] Droid AI Core Production Center. The entire mainframe computer that uploads droid programming into new droid brains is dilapidated and torn apart, made make-shift from wires and PDAs hooked up to it. This explains the weird 'robot personalities' so many bots here have.

Another clue will be left here to the identity of the Mastermind table results.

[14] Droid painting & finishes. Still active but decommissioned (all currently produced droids are unpainted). Six painter bots are currently spray-painting all over a nearby wall, drawing beautiful murals but are constantly erasing and defacing each others' work, as if competing.
The fumes here cause 1 damage to Wisdom or Intelligence each turn spent in this room.

[15] Main Assembly. Massive room with hundreds of arms, presses, conveyor belts, forges with molten steel and more. Moving anywhere but on the catwalks acts as though you activated a trap due to all the industrial chaos, requiring a save or lose a limb to one of the horrible machines.

The robots here are not active and there is surprisingly little security, but stopping the machines from functioning or foreign material being added to any of the processes will cause an Alarm encounter.

Additionally, roll a regular random encounter when party explores this area, but due to the noise and smell it is easy to avoid detection (+2 sneak).

Within this room are many semi-valuable robot parts and an assembler AI core, worth several hundred credits on its own. Taking the core instantly deactivates the entire process though and activates an Alarm encounter when taken.

[16] Klipnitiz Nest. Alien creatures with a taste for sweets; but can survive off eating electrical wires and corpses. Can also turn invisible if they are shocked enough by electricity, but still take damage from it.

Klipnit (1HD, +2 attack, 1d6 damage bite)
Looks a bit like a mix between a kangaroo and a dog with rainbow fur that seems to change color randomly depending on how you look at it. There are about 8 of them in the facility, with at least 3 here. The security does not notice them as they are not intelligent enough to classify as an alien race, but they are smart enough to avoid eating any wires in or around the central assembly room.
Can be distracted with surgery treats.

[17] Battledroid Storage. Hundreds of battle droids standing still in neat rows in a gigantic warhouse. There are far too many to fight by normal means for normal people. If party gets their attention make a reflex or agility save or die as hit by hail of blaster fire.
Additionally, if Masterminds are found or fought in the lair, they will activate these battledroids on a warpath, killing anyone they see.

[18] Corporate Offices. Surprisingly clean and well-lit part of the facility. Roll a random encounter and put it inside of a random room here. The offices contain the personal belongings of some of the staff, alive or dead, and the party can scrounge up about 150 credits worth of stuff here. Immune to wandering encouter checks here.

[19] Hand & Limb storage facility. Several dozen pairs of hands, arms, and legs are stored here. With an advanced first aid or tinkering skill check you can replace lost limbs and hands with robot ones for the time being.

[20] Reactor Core. Glowing miniature sun stuck within a glass orb; fusion energy powers the entire facility. If glass is cracked the star will go supernova and self destruct the entire facility in 1d6+1 turns.

Party simply being in this room activates an Alarm, and if self-destruct begins all the battledroids in [17] will probably go on a killing spree.

Wandering Encounters (Regular)
Roll 1d6

(1) Franken-Droid (1HD, 2 random weapons each, +2 AC)
Group of 1d4-1, minimum of 1 appearing. Strange robots either made as an experiment, by survivors or something else.

Random Droid-Weapon Sub-table: (d6)
  1. Scrap Blaster. Overheats and melts after one round of firing.
  2. Regular Blaster. D6 damage.
  3. Orb Launcher. Works only once but fires an exploding orb; d8 damage AoE
  4. Circular Saw. Cuts off a limb on max damage roll.
  5. Flamethrower. Short range, lights people on fire dealing d4 damage a turn.
  6. Razor-Drones. Flying drones with razor sharp wings and bodies- like to cut people up and can easily chase down party even if they escape the encounter normally.
(2) Rogue Battledroids (2HD, +2 to hit and AC, armed with d6 blasters and accurate)
3 Appearing.

Battledroids are basic but effective combat robots that operate on simple rank and file military tactics. They communicate with each other through high pitched whines and whistles, which is too high pitched for humans to hear or interpret, but other alien races might be able to.

Do not retreat under any circumstances, but are known to use suicide tactics when on losing side of battle to demoralize and further injure opponents.

These battledroids have gone Rogue due to faulty programming and will be attacked by security the same anyone else will, currently looking for a way out but will not speak or ally with organics easily.

(3) Metal-Hermit Crab (1HD, +2 AC, d6 claws that shread armor)
1d6 appearing.
Cousin of a hermit crab, but bigger, land dwelling, and stays inside old discarded robot parts instead of shells. Stays near the humid parts of the facility and eats whatever comes out of broken sewage and water piping.

(4) Hackers (1 HD, +3 to hit and damage vs machines only, d4 laser pistol)
1d4+1 appearing
Humans who have come to hack the computer mainframe here to turn the control of the bots to themselves, but are not strong enough to penetrate deeper into the facility.

One among them is actually a psychic trying to learn how to read machine minds as well as human ones but keeps his mind-reading powers a secret, even from his own group. Willing to trade or help party but will not sway from mission unless proven how hopeless it is.

(5) Killdroid (3HD, +2 to hit, d8 energy blade)
Lone droid with faulty intelligence. Views self as a master ninja assassin. Wears a Klipnit pelt and wants to know how to turn invisible like they do.

(6) Haywire Sexbot (1HD, -1 to hit and damage, 1d4 'death tickle' weapon)
Lone robot. Completely ineffectual in combat, but murderous. Worth good money if somehow disabled in one piece and sold.

Alarm Encounters
Roll 1d4 only when 'Alarm' sounded

(1) Battledroid Interceptors (2HD, +2 to hit, d6 blasters, fast moving)
1d6+1 appearing

Faster then regular battledroids but less armored. These droids are clever enough to lay in ambush for party members or use hit and run tactics, but are also known to commit suicide if they can take out a party member with them (push both of them into a crushing machine for example)

(2) Heavy Battledroid (4HD, always hits if in 'turret' form, d8 heavy blaster, +3 AC)
1 or 2 Appearing

Uncommon Heavy Battledroid. Can switch into 'turret' form where it cannot move but also doesn't miss its attacks. Extremely strong but easy to outmaneuver and trick. Likes to set up on the ends of hallways in Turret form.

(3) Strangudroid (2HD, in the form of flying dust, cannot be hit except with explosives or AoE attacks)
1 or 2 appearing.

Uncommon 'swarm' droid that attacks people by diving into their windpipes and using tiny lasers to blast their insides. Save to avoid breathing them in while within the cloud. They deal either 1 damage per turn outside of the body but 1d6 within it. Extremely dangerous without a mask, flamethrower, or some other weapon to combat them. The excessive heat of [15] can damage them enough to kill them.

(4) Scavengers (2HD, +2 to hit, one has 1d12 lightning cannon, the rest d6 blasters) 
1d6+1 Appearing
Random human and alien survivors looking for advanced technology. They found it.

Secret Mastermind Table
Roll 1d12 to determine a secret mastermind between the battledroid factory

  1. Alien merchant-lords, resurrect the facility for their own gain.
  2. Politicians ordered the facility reopened so they can pass laws banning robots.
  3. Robot Rights activists; proves spontaneous robot personalities
  4. Facility AI went Rogue, killed all staff to take over the world.
  5. Sole staff member went rogue, killed the staff and messed up the facility.
  6. Tiny space-amoeba god; unwittingly changed facility into what it is
  7. Intelligent Rats- Their intelligence only lasts as long as facility continues to run.
  8. Psychic of the Hackers- wanted to lead friends to death to absorb their minds
  9. Engineering Project based around AI and optimization gone horribly wrong.
  10. Government experiment gone horribly wrong, but they wanted this to happen
  11. Battledroids all share a hivemind. Want to start glorious communist revolt by force.
  12. Random acts of nature and accidents caused everything to happen.

Thursday, September 28, 2017

Gonzo Derelict Ship Encounters

Dead ship giving off SOS signal
 Gonzo Derelict Ship Encounters
Roll 1d20

[1] An extremely primitive robot greets you in a very quiet voice. It lacks any form of locomotion; it all appears to have been damaged or removed a long time ago. It now comprises only of a sensor area/”head” and speaker. It asks you for your name. If any character responds with a name, either true or false, the robot will immediately shout “DANGER X YOU ARE IN DANGER!”. This makes enough noise to make one roll on the wandering monsters table unless the head is smashed immediately when the noise begins.

[2] Within a small housing unit or kitchen. There is a very large vat or pot that contains a strange, squirming blue liquid. It's a gigantic amoeba, though only about the cize of a very fat house cat. It is extremely slow but also hungry, and will follow the party in an attempt to digest them.
It cannot digest anything it can't fully encapsulate. Only a little green man, a young child, a pet, or someone in the fetal position could be eaten by the creature. If fed any organic material and led around it may become a pet.

[3] Gravity Distortion! The ship's artificial gravity is messed up in this area. Roll 1d8
  1. Gravity is normal (down)
  2. Gravity is reversed (up)
  3. Gravity is off
  4. Gravity is localized; all pulling towards one random point in the center of the area. Tiny ball of soot, dust, and small debris float there as a 'core'.
  5. Gravity is 3x heavier. All exploration is slower and acrobatics are extremely hard.
  6. Moon Gravity- much lighter. Everyone moves faster and can acrobatics with ease.
  7. Gravity is set as to whatever is most useful for the highest Charisma character.
  8. Gravity is whatever is most debilitating for the lowest Charisma character.

[4] Roll on wandering monster table. That group is all here, but dead.. The only injury they all share is two tiny holes in the head. Look peaceful.

[5] Armory found! Either the ship's old security station or a private collection from a paranoid crew member; this armory contains several weapons. Roll 1d6 once for each party member.
  1. Laser pistol. 2D10 shots on battery
  2. Laser rifle. 1D10 shots on battery.
  3. Energy Sword. (deals d6 + burns)
  4. Personal Force field. (absorbs 8 damage before needing a recharge)
  5. Pack of batteries, offering a full charge. (pistol = 20, rifle 10, force field 8)
  6. Energy Disk Grenade. (Thrown like frisbee, deals 2d6 damage to all in radius, only used once because explodes)

[6] Small bedroom or office. Floating in the center of the room is what appears to be a tiny ball of light, orbited by colorful orbs and tiny stones; it appears as a miniature solar system. If any of the party members touch or block the movement of any of the stellar bodies; several tiny star-destroyers fly from several of the planets and bombard them with tiny lasers and bombs.

Tiny Cruisers (2d8 appearing. Successful attack rolls only deal 1 damage, unless AoE attack. Each Cruiser only has 1 HP. The whole fleet deals d4 damage in tiny weapons to each party member. If there are less ships then party members instead it deals d4 to each of the closest party members to the ships.)Capital Defense Cannon (Only one, appears only on the 2nd planet from the star in this system. Seems to be homeworld; the dark side is totally glowing with electric lights. If party member gets close to this planet the cannon fires, dealing d6 damage in cataclysmic damage. Can only fire once as a trap.)[7] Gigantic pile of alien pornography and smut. The top layer contains human stuff, but as it goes down the female creatures become more and more alien and exotic. Any type of alien that exists in the setting can be found in the Xenoplayboy pile in 1d6 minutes.

The pile of pornography is probably not worth much except to a huge pervert.

[8] Airlock system with 4 functioning space suits still within. Outside the airlock are several astronaut suits, still floating on their taglines. Closer inspection reveals corpses inside each one, perfectly preserved without bacteria or flies to decompose them. They have little of value except the tools they hold and their suits.

10% chance each time you go out here a strange cosmic radiation wave reanimates the dead into vicious astronaut zombies. Maybe be smart enough to try and cut the tag lines or break the oxygen tanks of your characters.

[9] You find a hidden storage locker containing 'human suits'. Artificial skin, compression plates, even mechanical muscles in the face and eyes to have the illusion of emotions and facial expressions.

There are spots for 6 of them, but 2 are missing. At least two human survivors or characters on the ship are actually aliens in disguise. Your alien party members could also put these to use as well.

[10] You come across a freezer or refrigeration unit. Several chains, police tape lines, duct tape and other binders are trying to keep it closed. It also has the words 'DANGER KEEP CLOSED' written along it hastily in paint.

If opened, a Mollobster jumps out.

Mollobster (2HD+1, d4 tentacles, d6 claw, slick froth, AC +4)
This creature appears to be some rare cross between a mollusk and lobster; attacks with tentacles and large claws. It spews a slippery froth from its mouth, causing clumsy party members to fall to the floor.

It attacks hard and fast, and its shell is extremely resistant to damage. It seems very aggressive because it has eaten almost all the food that was in the fridge with it. If killed and eaten it tastes absolutely delicious. The shell can be made into a small piece of armor that grants +1 AC. If captured alive, can be sold to a gourmet chef for several hundred credits.

[11] Advanced simulation chair containing a starving human gamer within, still alive and moving, but only in the context of the simulation. He's been trapped inside there for who knows how long, and been getting an IV drip and insulin from his own cruel AI.

The AI is not self aware or disobeying its owner; the owner simply programmed the AI to not allow him to leave without beating the simulation. However whatever caused the ship to get ruined also messed up his game, causing it to become much harder. 1D4+1 remaining mind-jacks allow the party members to enter the simulation if they choose to.

The simulation is a war game. The simulation follows a large medieval kingdom under attack by extremely advanced aliens. The kid has been running through it and failing again and again trying to unite the medieval people to be able to fight their superior enemies.

Combine the intelligence of all party members jacked in + 16 for the kid. If the total >50 you win the simulation in 1d6 hours. If the total is >70 you win in the first round. Party members are trapped if not intelligent enough to succeed the simulation.

If simulation wins; the kid will join you. He starts as a level 1 specialist with good skills in programming and hacking, plus he knows the layout of the derelict.

[12] Radiation is leaking from the engine or nuclear weapons in this part of the ship. The area is somewhat dangerous but most space-suits or medkits can make someone immune to radiation.

If more then 2 turns or twenty minutes are spent here, the party will encounter 1d6 Giant Cockroach men, made from the radiation. You will encounter another 1d6 each ten minutes further.

Cockroach Men (1HD, 1d4 bite, AC +2, 50% chance to not die when reaching 0 HP) The cockroach men will use any weapons they found, but aren't smart enough to reload or repair them.

[13] Robotic police enforcers have been set up in this area. The robots do not have any lethal weapons, but do posses tasers and pepper spray. Their criminal scanning systems have been compromised after the lawlessness on this station for the many years of looting, now even simple acts of aggression or picking up dropped goods count as theft. The police bots will do this to both party members and enemies, but will also follow anyone around that seems the most latent criminal.

Law Bots (3HD, nonlethal weapons only, AC +4)
The law bots will pepper spray and taser anyone who attacks them, but cannot fight back harder then that and could be destroyed by continued assault.

[14] Hologram generator. It creates holographic copies of scanned into it, including party members. The holograms last for 1d8x10 minutes divided by the number of holograms.

Intelligent enemies can also use this to make themselves appear like there are more of them, or some other clever trick like fake equipment on the ground for a trap.

[15] Small group of survivors hiding out in a storage container. They are snacking on a couple of deep-dehydrated rations. The survivors have a 50% chance to be here from when the ship was originally here, or they are another group of scavengers who were trying to raid the ship too but got trapped.

They are neutral in temperament, or make a reaction roll. Add +1 to the roll if the whole party is human.

[16] Part of the ship is seemingly in great repair. Artificial gravity and oxygen is perfect, and the walls even appear clean and smooth. The ship is repairing itself here, metal slowly bending back into shape, wires and cords fixing themselves. Anyone that damages the ship here, even indirectly, is subject to the security system's wrath.

There is also a stuck door, that must be forced open to find treasure inside. Will trigger alarm.

[17] An insane man growls at your party like an animal. He's defensive, prefers to run instead of fight but is naked and doesn't appear to have any intelligence.

The next encounter you roll, add in a two legged dog that speaks and appears very concerned. He claims he was body-swapped with his dog. This is true, but if he finds out you killed his old body he will be very angry, attacking the person responsible. However even if found alive, it seems unlikely that he knows how to switch.

Regardless, if friendly enough the dog-scientist will join your party.

[18] Four men cower in four corners of a large and comfortable living space. The entire room is covered in blood, blast marks, knife cuts, and other symbols of damage. The four men say that they are only allowed to leave if they kill each other.

The men usually argue about trying to work together, but will eventually start fighting regardless of party intervention, end up dying. When all four end up dying, a subtle mist descends on the room and make the corpses shamble back to their starting positions, restores their wounds, and makes it start over again.

Each cycle plays a little differently, but all the men usually end up dying within an hour and a half or so. If their bodies are removed from the room the fog will travel outwards and eventually try to reanimate the corpse. If taken away or blocked somehow, instead the cycle will continue with only three men.

[19] Praying mantis like alien being that has developed god-like powers over everything within a single room of the space ship. The entire room hums like a rainforest and the floor is a giant leaf. He is currently engaged in intercourse with several females of his species.

The door will fade away and be nearly impossible to find again without either gaining the mantis-god's favor or killing him.

[20] Cryogenic freezing room. There are three kinds of tanks here; ones with a gray or dim light to show the subject with is dead, ones with a blue light to show subject is alive and will return to normal when unfrozen, and finally tanks with red lights indicated that the subject will go berserk when frozen. There is no obvious instruction showing what the colors of the light means, it must be learned by trail and error.

In this room are 1d4 Dim light tanks, 1d4 Blue tanks, and 1d6 Red Tanks. A small button on the far away console is an 'all clear' button; opening and unfreezing all the tanks at once.

There are spots for 1d8 other tanks that appear missing. They are hidden around the ship, but without lights above them there is no way of knowing what their occupants are like without unfreezing them and finding out. When you open a tank, roll 1d20 on the Cryogenic Statis Tank table.

Wandering Monsters
Roll 1d6 for a wandering monster
(1) 1d8 Space Pirates (1HD, +1 To Hit and AC, d6 general laser weaponry. They like to gang up on people and are cowardly.)
There is a 50% chance one of them is carrying a heavy laser gun (d8 damage)
There is a 50% chance one of them is a medic (can heal another pirate 1d6 HP per turn)
There is a 50% chance they have a robot with them (extra enemy, 2HD, +3 AC, fists only)
(2) 1d4 Psychic Wraiths (1HD, 1d4 psychic lash, takes no damage from physical attacks, takes half damage from energy weapons, cannot hurt robots or psychic 'blanks'.)
The Wraiths are leftovers from when the ship wasn't a derelict. The can be destroyed with enough energy attacks, psychic attacks, or can be put to rest by completing a task the ghost wished to complete when it was alive, but this is difficult if not impossible to determine.

(3) Nanobot Swarm (1HD total, +3 AC, each attack except for AoE only deals 1 damage to swarm, swarm deals d4 to everyone in it.) Tries to rearrange the molecules in the party's bodies. 
(4) Lobotomized Chimpanzees (1d6 appearing, stats as goblin but can throw disorienting blasts of psychic energy).(5) Security Turrets(1d4 appearing, 2HD, cannot move but can swivel 360 degrees. Fires 1d8 heavy laser at -1 To Hit)
Placed at hard points around the ship, you can usually avoid it by just moving around it, or disable its targeting systems by finding security chips off of corpses and implanting them.

(6) Clone-Vat Men (1d10 appearing, 1HD, no armor or weapons, 1d4 bites and scratches.) These vat men all appear the same, clones that come out of a few large cloning vats at one point in the station. A simple science check will reveal that the clone men come out every 2-4 years as the clone station auto-attempts to repopulate the ship with useful technicians to repair the damage, but without any educational material or people to learn from they become feral instead. If one of them could somehow be trained they would be revealed to be very naturally talented with machines.
What's in the Cryogenic Stasis Tank?
Roll 1d20
  1. Extremely strong human body builder, freakishly flexible along with it.
  2. Alien bounty hunter still armed with plasma gun. Very trigger happy.
  3. 2d6 Raccoons, all hugging for warmth.
  4. 80 year old man identical to the Clones. Has multiple stab wounds from where his DNA was extracted during his cryo-sleep.
  5. First appears as a mutant, actually a man with a tremendous amount of body-modifications including horns, claws, eyebrow ridges, scales, etc.
  6. Brain on a metal pan. Will jump at anyone with a Wisdom of 7 or less; trying to wiggle into their head to control them.
  7. Several thousand cockroaches bust out, the pod was packed to the brim with them.
  8. A skeleton. If the cosmic ray from [8] has occurred; this skeleton will also animate.
  9. Forty bottles of space cola, stored here to keep them icy cold and fresh.
  10. A Calico Housecat. Collar reads Princess
  11. Young, nubile naked blonde women. First thing she says “Do I really need to pose like that?” before she realizes where she is.
  12. Three extremely skinny mutants, all pushed inside the same pod. Spots on their skin have been marked with X's as if for later surgery or study.
  13. Service droid. Because it is not organic, it has been aware this entire time while frozen. Its memory banks contain the only constant account of what happened on this ship, but only from the perspective of a tiny glass window and the noises outside it.
  14. Man with a massive piece of metal stuck in his head. He screams constantly; he was frozen for later surgery. He dies within 1d6 minutes of being unfrozen.
  15. Several high quality stakes of a delicious creature that has been eaten to extinction.
  16. Violent space alien that lays eggs in dead bodies. Runs and stalks the party instead of fighting directly if it can.
  17. Station Sheriff. Armed with a laser revolver (1d6+1 and +1 to Hit) and a security clearance badge that gives whoever wears it clearance + clearance to everyone traveling within 10ft of wearer.
  18. A chimpanzee, not yet experimented upon.
  19. Appears empty, but releases a faint cloud of reddish smoke. Was actually filled with frozen Neon gas.
  20. Fourth dimensional being. One of its 'fingers' was stuck in this tube.