Professional Documents
Culture Documents
Generation Ship
Generation Ship
Generation Ship
LEGACY
Generation
Ship
Aaron Griffin
AARON GRIFFIN
GENERATION SHIP
G eneration S hip
C redits
Written by Aaron Griffin
Based on Legacy: Life Among the Ruins 2nd Edition by James Iles and
Douglas Santana Mota
Edited by Rebecca Curran
Art by Tithi Luadthong
Line Development and Layout by James Iles
Special Thanks to my home playtesters - Ken Hausmann, David Klein,
Josh Mills, and Craig Wolf.
April 2018
A UFO Press Publication.
ufopress.co.uk ufopressrpg@gmail.com
Twitter: @ufopressrpg facebook.com/UFOpressRPGs
© 2018 UFO Press Limited. All rights reserved
Published in partnership with Modiphius Entertainment.
Printed by CPI Antony Rowe, UK
Modiphius Entertainment Product Number: MUH051337
ISBN: 978-1-912200-69-6
Inspired by the Apocalypse World system by Vincent and Meguey Baker.
This book was produced using Adobe Creative Cloud.
Typefaces: Body in Raleway, Headings in Marvin Visions.
The Modiphius logo is copyright Modiphius Entertainment Ltd. 2018.
C hapter 3: P laybooks 23
The Alliance of Agronomists 24
Keepers of the Long Sleep 28
The Maintenance Collective 32
The Enforcers of Harmony 36
The Throng of Pleasure 40
The Puppeteers of Trade 44
The Advisor 48
The Diplomat 50
The Echo 52
The Learned 54
The Scrounge 56
The Sleeper 58
The Soldier 60
The Touched 62
3
CHAPTER 1
READY TO LAUNCH
GENERATION SHIP
6
>Ready to Launch
Getting Started
Generation Ship requires 3-6 The Enforcers of Harmony: Those
players, one of whom will be the who keep the law - their law, at
GM. Each other player chooses a least.
Family playbook representing the
The Throng of Pleasure: Who
group of people they control on the
serve the baser needs of those on
ship, and a Character playbook for
the ship.
the character they will play during
the current Age. The Puppeteers of Trade: Who use
scarcity to their own advantage.
When playing the game, it’s
everyone’s duty to listen to Then choose for your Family
each other. When your Family or Traditions that describe how the
Character is not front and centre, members look and act, a Doctrine
make sure to listen to what others that describes the Family’s mission
are doing, ask questions, and and goal, and Assets they have
encourage them when they do access to.
and say things you find interesting.
Next up, we decide on the Family’s
When you play a game like this,
situation on the ship itself - the
you’re not only a performer, but
Living Space where their Family
also the target audience of the
scenes take place, a third party
performance. Be a good audience
Relation they work closely with, and
member.
a looming Threat that affects them.
These define the initial Surpluses
C reating Y our F amily and Needs for your Family.
First choose a Family playbook -
each Family can only be played by At this point, everyone introduces
one player. You begin with a set of their Family to the table, including
Stats, and a description of what that the choices they’ve made so far.
statline means. This is an important Everyone, including the GM, should
part of this choice, as this is the first ask questions and point out things
statement you get to make about they think are interesting. When
the world of the ship. this is complete, it’s time to discuss
Treaty: the relationships each
Generation Ship has 6 Family player’s Family has with each other.
playbooks to choose from: Work with the other players to
The Alliance of Agronomists: make this initial setup interesting.
Providers of food and nutrition for Finally, choose Moves for your
the ship. Family. Most Families get one Move
Keepers of the Long Sleep: Those that really defines their role on the
who have turned to religion to get ship, then you choose additional
through these trials. Moves that help define how the
Family acts as a whole.
The Maintenance Collective:
Robots, androids, or other ship
borne functionaries.
8
>Ready to Launch
9
CHAPTER 2
GAME MECHANICS
GENERATION SHIP
Family Moves
C ore F amily M oves
HOLD TOGETHER CONDUCT DIPLOMACY
When your Family must resist When you call on your Family’s
hardship, temptation or infighting, allies, say what you want from
roll +Mood. On a hit you mostly them and roll +Reach:
remain OK, pick 1: ›› A meeting with one of their VIPs.
›› You lose people to harm and/or ›› Access to a tightly-guarded location
desertion. Get Need: recruits. or item.
›› Another Family or Faction came ›› Information on an opportunity or
through to help you. Give them 1 threat.
Treaty on you.
On a hit, you get what you wanted
›› The danger hasn’t passed so much
as shifted into something more and 1 Data. On a 7-9, your agents
manageable. Say what it is. had to get help from one of your
allies. Say who, and give them
On a 10+ the trial brings you 1-Treaty.
together. Gain Surplus: Morale in
addition to the other results. SUBTERFUGE
When your Family infiltrates other
CLAIM BY FORCE factions, roll +Sleight. On a hit,
When you direct your Family to choose 1 thing your agents achieve:
seize or maintain control of a
resource, roll +Grasp. On a hit it’s ›› They make a resource appear more or
less desirable.
theirs, but not without cost. On a
7-9 choose 2; on a 10+, choose 1: ›› They cause a scandal within a Family/
Faction’s organisation.
›› You must commit to it. Tie a surpluses ›› They hide your involvement in an
to the resource: if you lose the action; you can frame someone else if
resource, you lose the surplus and you wish.
vice versa.
›› They sabotage an asset, making it fail
›› There is a cost to your victory. Your at the worst moment.
family gets a need of the GM’s choice.
›› You hurt somebody; the GM will say On a 7-9 the GM names a clue you
who, and they take 2-Treaty on you. leave behind, or a family or faction
that sees through the deception.
12
>Game Mechanics
13
GENERATION SHIP
IN WANT
When the perils looming over your
Character Moves
family threaten to come to pass, C ore M oves
roll +Needs. On a 10+ pick a Need.
On a 13+, the GM picks one too. For
DEFUSE
When you de-escalate a tense
each Need, select another player
situation with:
to choose what crisis it creates for
your family: ›› Intimidation or physical exertion, roll
+Force.
›› A family member’s in trouble.
Someone’s ransoming them, or ›› Fast talking or misdirection, roll +Sway.
they’re stranded in the wasteland, or ›› Endurance or quick action, roll +Steel.
they’re at death’s door. ›› Improvised technology or
›› A family asks for aid you can’t easily remembered information, roll +Lore.
give. Refuse and lose 3-Treaty on
On a 7-9, you’ve bought some time,
them, or get involved despite your
limited resources. but choose one:
›› Something snuck under your radar. ›› There’s a cost to securing safety.
The player picks an option from ›› The danger will soon return.
Uncover Secrets as the first sign of ›› The danger’s still present but
danger, adding it to the map. threatening someone or something
›› Your resources run dry. You can’t get else.
gear from one category this session.
On a 10+ the situation is safe unless
Either the other player or the group
changed significantly.
then fleshes out the details.
T reaty M oves FIERCELY ASSAULT
When you use violence or force
CALL IN A DEBT to hurt, capture, or drive off your
When you call on an obligation enemies, roll +Force. On a hit, you
another Family has to you, spend 1 do it, dealing harm as appropriate.
Treaty and choose one: On a 10+, you choose 2 and the GM
›› Gain +2 on a move that targets them. chooses 1; on a 7-9, you choose 1
›› Take a Surplus from them. and the GM chooses 2:
›› Get them to back you up, fall into
Character list:
indecision, or protect something
›› You take something valuable from
important.
them.
Player Families can resist by ›› Your avoid further problems.
spending 1-Treaty on you, or ›› You frighten, intimidate, or impress
Holding Together if they have none. them.
14
>Game Mechanics
15
GENERATION SHIP
16
>Game Mechanics
18
>Game Mechanics
19
GENERATION SHIP
20
>Game Mechanics
21
CHAPTER 3
PLAYBOOKS
GENERATION SHIP
24
>Family Playbooks
When humanity first Awoke aboard the ship, a ship unintended to support
life, those who knew the old ways of biology and agriculture came together
to create the Alliance of Agronomists. The Alliance controls the ship-board
biologics - the agriculture, livestock, food, and medicines.
S tats D octrine
Choose one: Choose one doctrine:
If you’ve worked against the worst Unnatural Selection: At the end of
excesses of humanity: an Age, any group you have traded
Reach 2, Grasp -1, Sleight 0 consumables with (Nutrition,
If humans had to change in Medicine, etc) gains a new minor
strange, unexpected ways to physical trait, chosen by you.
survive: Reach 2, Grasp 0, Sleight -1
Acolytes of the Arcology: You can
If you have reconstructed the entire
produce everything you need to
ecosystem from scratch:
survive, and don’t need outside
Reach -1, Grasp 1, Sleight 2
help. Ignore the Alliance Moves of
T raditions others - they cannot gain Treaty on
Choose from each or make your you unless it’s part of a deal.
own: Virulent Growth: Anyone else who
The populace are… uncivilized keeps a Surplus from your Work
and tribal, a carefully managed Ethic until the start of the next Age
bloodline, tradesmen and farmers. gains Surplus: Recruits.
Their style is… rustic and simple,
sterile and analytical, wild and
A ssets
Choose one of each, or create your
unrestrained.
own with two relevant tags:
Their organization is… a feudal
They fight with…
system of serfs and nobles, a
commune of innovators and ›› farming tools and other implements
eccentrics, a guild of masters and (brutal, multiple);
apprentices. ›› shotguns and hunting rifles (ranged,
messy);
›› explosives or straight sabotage (area,
concussive);
›› bioform chemicals (aberrant,
unreliable).
They wear…
›› simple worker’s wear (sturdy, sensors);
›› engineering hardsuits (sealed,
shielded);
›› pompous displays of wealth (flashy,
nanofibre)
25
GENERATION SHIP
T he S hip T reaty
Every Family begins with Need: Look at the other Families:
Space due to the cramped nature
Without you, they’d all starve - take
of the ship.
1-Treaty on everyone.
Choose one from each category
Two other Families supply you with
below, and gain the associated
vital resources for production -
Surpluses and/or Needs.
work out who and what, and give
Living Space those Families 1-Treaty.
›› A store of biological survey One Family depends on other
equipment, turned into a laboratory
products you create - work out
(Surplus: Science)
›› A sterile facility housing emergency what they need and why, and take
rations and vitamin supplements 1-Treaty on them.
(Surplus: Nutrition)
›› A warehouse full of luxury goods, A lliance M ove
viewed with envy by others (Surplus: You always know the perfect
Recruits) resource to solve a problem, and
Relations gain 1-Treaty on a group when you
›› Medicants: a group of doctors and freely give them that resource.
medics (Surplus: Healers / Need:
Organics) A gronomist M oves
›› Choppers: biological recyclers, who’ll Take this move:
take anything (Surplus: Organics /
Need: Prestige) WORK ETHIC
›› Dream Readers: offering digital
At the beginning of a session, your
escape in the memories of the
Family may set aside one of three
Sleepers (Surplus: Entertainment /
Need: Justice) Surpluses. Say what work you
are doing to improve or increase
Threats
it. At the end of the session gain
›› A deck full of failed genetic the Surplus back and their work
experiments (Need: Security)
produces an additional benefit:
›› No escape from the drudgery of work
(Need: Culture) Science: produce Surplus:
›› A plague too efficient and dreadful to Medicine and 1 use of drug that
be natural (Need: Medicine) can heal any harm box instantly.
Organics: produce Surplus:
Nutrition and a slow but steady
population growth in the Family. At
the end of the age, if you still have
this surplus gain Surplus: Recruits.
Recruits: produce Surplus: Trade
Goods and your next Conduct
Diplomacy has advantage.
At the beginning of an Age, you
may gain the benefits for any one
relevant Surplus you own.
26
>Family Playbooks
And choose one more: PREEMPTIVE VIVISECTION
When a character from your Family
INVESTMENT first encounters a new creature, tell
When another Family gains a everyone a fact about it and gain
Surplus in Science, Organics, a fleeting advantage when acting
Recruits, or anything medical on that information. The GM will tell
or biological, they may give you you what part of the creature can
1-Stake. If this takes you to 3-Stake, be harvested for 1-Tech.
give them Surplus: Medicine,
Nutrition, or Trade Goods as if you BIOVAT SYSTEMS
had used Work Ethic, with your When you provide Professional
Family gaining the normal side Care in your healing vats, it takes
benefits, then set Stake to 0. hours rather than days, and
you may make a small physical
EXPERIMENTATION adjustment to the subject.
Add the following Surplus options
to Work Ethic: If you have Experimentation, you
may give them a full mutation.
Medicine: anyone who holds this This will give a character fleeting
Surplus will find their population advantage when the mutation
strong and hale, unaffected by is beneficial, and an ongoing
disease or infection. disadvantage when the flaw has an
Nutrition: add an addictive impact.
quality to this Surplus, and take 1
additional Treaty when you freely
give it to someone.
Recruits: you can mutate this
batch of recruits in some major
way - gain them as a group
of Companions about 10-15
strong, with a Specialty related
to the mutation and Quality +2.
The GM will say some flaw the
mutation has created in them.
Any character may use this group
for free, but any Quality loss is
permanent.
Your Family also begins to
improve their own biology over
generations. At the beginning of an
Age, name a physical trait they’ve
successfully grafted into their
biology in response to the last Age
(night vision, fight, photosynthesis,
etc) and the GM will provide a
downside. All Family members
exhibit this trait from now on.
27
GENERATION SHIP
28
>Family Playbooks
There are those who respond to calamity by seeking things outside
themselves. The Keepers took to religion, venerating those still in stasis as the
future saviors of humanity, and renouncing those who would be an obstacle
on the road to paradise.
S tats D octrine
Choose one: Choose one doctrine:
If religion is still practiced among Belief Binds: Members of the
the people: Family are instinctively aware of
Reach -1, Grasp 1, Sleight 1 the emotional state of all other
members.
If people view you with respect
and reverence: Belief Protects: Your Family’s
Reach 1, Grasp 0, Sleight 0 religious ceremonies function as
Professional Care.
If the sinners lurk in the shadows:
Reach -1, Grasp 0, Sleight 2 Belief Burns: The harm you inflict
in service of the faith cannot be
T raditions healed.
Choose one of each, or create your
own: A ssets
Choose one of each, or create your
The populace are… secluded
own with any two relevant tags:
and monastic, a cult of zealots,
individual missionaries. They fight with…
Their style is… flagrant displays ›› artifacts of the last religious war
of religious station, utilitarian and (aberrant, elegant);
mundane, opulent and wealthy. ›› cudgels and sticks (defensive, stun);
›› surprisingly dangerous iconography
They follow… the interpretations
(hidden, elegant)
of bare machine code, the text
of a holy terminal, the will of their They wear…
superiors. ›› decorated hard-vac suits (sealed,
mobile),
›› jumpsuits worn in stasis (sturdy,
thermo-regulated);
›› restored religious garb of old (flashy,
nanofiber)
29
GENERATION SHIP
T he S hip T reaty
Every Family begins with Need: After all other Families have been
Space due to the cramped nature introduced, decide if their actions,
of the ship. intentions, and desires are in
accordance with your faith. If so,
Choose one from each category
give them 1-Treaty on you.
below, and gain the associated
Surpluses and/or Needs. Otherwise, label them as
Discordant and take 1-Treaty on
Living Space
them.
›› A holy sector of the ship where no
one Awoke (Surplus: Culture) A lliance M ove
›› An outpatient facility for the newly When you publicly declare a
Awoken to recuperate (Surplus: Discordant Family’s actions as
Medicine)
good, just, or righteous, gain
›› A holy terminal with encoded 1-Treaty on them.
information on the ship’s destination
(Surplus: Knowledge)
Relations
›› The Foundry - strives to merge man
and technology (Surplus: Upgrades /
Need: Artisans)
›› Dusters - believe the human form
should be preserved in death
(Surplus: Organics / Need: Storage)
›› SecForce - independant toughs
and security personnel (Surplus:
Weaponry / Need: Justice)
Threats
›› A prophet claiming Planetfall is a
myth (Need: Belief)
›› The embodiment of all the horrors of
humanity (Need: Soldiers)
›› A cabal of Awakeners, intent on
waking the Sleepers (Need: Security)
30
>Family Playbooks
31
GENERATION SHIP
32
>Family Playbooks
In the cold dark of the voyage, the self-replicating algorithms of the ship’s
automated processes discovered something new: sentience. The Collective
was once tasked with keeping the ship in repair as time passed, but will they
continue now that they’re self aware?
S tats D octrine
Choose one: Choose one doctrine:
If the ship is in disrepair and Commonality Matrix: When your
requires much help: Family works with others on a
Reach 0, Grasp -1, Sleight 2 grand project, you may spend
If the the power systems in the 1 Data per family involved to
ship are still in working order: manufacture Tech using the ship’s
Reach 1, Grasp 0, Sleight 0 systems, 1-for-1.
If you once served another Finite States of Being: When a
purpose, and grabbed onto this Family member defends a life form,
role: Reach 0, Grasp 2, Sleight -1 they ignore the next harm they
would take.
T raditions Guardians of the Core: You know
Choose one of each, or create your the ship better than anyone, and
own: count as investing one additional
The populace are… anonymous resource when determining
androids, anthropomorphic robots, ownership of a ship system.
inhuman machines.
Their style is… sleek and minimalist G ear
in design, heavy and industrial, Choose one of each, or create your
militaristic and rigid own with any two tags:
33
GENERATION SHIP
T he S hip T reaty
Every Family begins with Need: Look at the other Families
Space due to the cramped nature
Take 1-Treaty on every other Family
of the ship.
due to their fear and mistrust of
Choose one from each category you. Ask them each what worries
below, and gain the associated them.
Surpluses and/or Needs.The
One Family holds an important
Collective also begins with 5-Tech.
informational node. Work out why
Living Space: the primary living/ they won’t give it to you, then give
working space for your Family them 2-Treaty on you.
›› A remote node critical to the digital One Family has the power to cause
infrastructure of the ship (Surplus: great destruction to the Collective.
Knowledge) Work out what it is and why they
›› A nearby sector open to hard vacuum are holding back, then give them
(Surplus: Security) 2-Treaty.
›› Replication chambers for creating
Family members (Surplus: Recruits) A lliance M ove
Relations: a group you have a Your synthetic nature creates
relationship with aversion and bias in the population.
›› Civilists: who believe sentient When a Family overcomes these
machines have rights too (Surplus: biases and comes to you for
Culture / Need: Acceptance) support or trade, gain 1-Treaty on
›› Listeners: seeking out the echoes in them in addition to any deals you
the deep parts of the ship (Surplus: make.
Exploration / Need: Debugging)
›› Untouchables: societal outcasts who
see kinship in the machines (Surplus:
Morale / Need: Prestige)
Threats: something that threatens
your Family
›› A power node, dead but mostly intact
(Need: Energy)
›› A Sector defended by advanced
drones of unknown origin (Need:
Soldiers)
›› A ship system gone rogue (Need:
Defenses)
34
>Family Playbooks
DRONE ARMY
You may spend Tech to gain
Specialist drones with a rating
equal to the Tech spent (max +3).
Additionally, add this option to
Claim by Force: Your automated
drones suffer the brunt of the
losses: lose 3-Tech.
35
GENERATION SHIP
36
>Family Playbooks
Someone always needs to be in charge, keep the peace. Some people hold
power with words or trade; the Enforcers do it with strength and justice. The
Enforcers are the law, keeping civilization together.
S tats D octrine
Choose one: Choose one doctrine:
If significant social structure Judgement is Bought: You are
survived the Awakening: paid for your services, and gain
Reach 1, Grasp 1, Sleight -1 Surplus: Trade Goods when
another group hires you to mete
If the Awakening brought on
out justice, in addition to whatever
societal collapse:
deals you make.
Reach -1, Grasp 1, Sleight 1
It’s In The Blood: Serving justice
If law and order saved mankind
is part of who you are. When you
from extinction:
come upon a scene of violence,
Reach 0, Grasp 2, Sleight -1
you can ask the GM one question
about the victim or the attacker.
T raditions
Choose one of each, or create your Fruitful Bounty: When you publicly
own: execute a criminal, your Family
gets +1 Reach with any law abiding
The populace are… wronged
group until the next Age.
and vengeful, descendants of
guards and soldiers, providers of
protection and extortion
G ear
Choose one of each, or create your
Their style is… bristling with own with any two tags:
weapons and barely-contained
They fight with…
violence, simple uniforms and
concealed weapons, open ›› non-lethal crowd control (stun,
symbols of rank and position. concussive);
›› pistols and rifles (ranged, multiple);
Their organization is… lone ›› unabashed violence (brutal, area)
vigilantes who call for support They wear…
when needed, a judiciary with
complex legal codes, a hierarchy ›› light armor under plain clothes
based on power and fear. (sturdy, nanofiber);
›› heavy power armor (carapace,
powered);
›› guard body armor (nanofiber, comms)
37
GENERATION SHIP
T he S hip T reaty
Every Family begins with Need: Look at the other Families:
Space due to the cramped nature
Another Family aided you in
of the ship.
reestablishing law and order.
Choose one from each category Work out what they did, then give
below, and gain the associated them 2-Treaty.
Surpluses and/or Needs.
You protected another Family in a
Living Space: the primary living/ past Age.
working space for your Family Work out who you protected them
›› An armory full of lethal and non-lethal from, then take 2-Treaty on them.
weapons (Surplus: Weapons) Another Family houses a dangerous
›› An archive of preserved legal codes criminal.
(Surplus: Leadership) Say who, and take 1-Treaty on
›› A surveillance system with a few them. They say what the criminal is
video feeds (Surplus: Security) known for.
Relations: a group you have a
relationship with A lliance M ove
›› Taluu’s Crew: an organized protection
When you declare someone a
racket (Surplus: Peace / Need: wanted criminal, the other Families
Justice) and Factions each choose: refuse
›› Whisperers: information hoarders to shelter and aid them in any way,
and traders (Surplus: Secrets / Need: or give you 1-Treaty. If anyone goes
Privacy) back on their promise, they give
›› The Last Bastion: a group of arms you 2-Treaty.
dealers (Surplus: Weaponry / Need:
Raw Materials)
Threats: something that threatens
your Family
›› Unexplained sterility and low birthrate
(Need: Recruits)
›› Incoming refugees from the dark
sectors of the ship (Need: Control)
›› A dangerous neighborhood, rotten to
the core (Need: Judgement)
38
>Family Playbooks
PAPERS, PLEASE
When your Family uses their
authority to get information on a
target, roll +Reach. On a 10+, ask
three; on a 7-9 ask one:
›› Where can we find them?
›› Who are their allies?
›› How dangerous are they?
›› What are they planning?
›› What are their weaknesses?
39
GENERATION SHIP
40
>Family Playbooks
When people lack safety, security, or a future, they always turn to one thing
- escape. And we provide it for them - intoxicants, entertainment, anything to
take their mind off their sorry state.
S tats D octrine
Choose one: Choose one doctrine:
If your offerings also aid the sick and Pleasure Palace: You provide for
the elderly: members of every Family. When
Reach 1, Grasp 0, Sleight 0 you Call in a Debt, others must
pay 1 additional Treaty to counter
If you work behind closed doors and
you, even if they choose to Hold
in back alleys:
Together. If they don’t have
Reach 0, Grasp -1, Sleight 2
enough, you gain 1 Treaty on them
If your products can be found in instead.
anyone’s hands :
Life is Pain: Whenever you trade
Reach 1, Grasp 1, Sleight -1
a Surplus: Vice to another
Family, they gain an ongoing
T raditions disadvantage to use Subterfuge
Choose one of each, or create your
against you.
own:
Don’t Judge Me: The populous will
The populace are… fit and
ignore much of your foibles. Any
attractive specimens, corpulent and
actions relying on rumor or public
jolly, stoic purveyors of goods and
opinion do not affect your Family
services.
or its members.
Their style is… flowing cloth and
bare skin, simple but fine quality, G ear
clear displays of wealth. Choose one of each, or create your
own with any two tags:
Their organization is… various
lounges spread through the city, They fight with...
managers of an opulent place of
›› perfumes and oils (aberrant, area),
business, scattered individuals
›› silks and concealed blades (elegant,
offering their wares.
hidden),
›› poison both close and far (ranged,
aberrant).
They are covered in...
›› tight clothes leaving nothing to the
imagination (flashy, mobile);
›› subdermal narco-ink tattoos
(implanted, thermal-regulated);
›› flowing, loose wraps (sturdy,
nanofiber).
41
GENERATION SHIP
T he S hip T reaty
Every Family begins with Need: Look at the other Families:
Space due to the cramped nature
Everyone comes to you for some
of the ship, then choose one for
form of escape. Work out what
each category below and gain
they want and take 1-Treaty on
the associated Surpluses and/or
everyone.
Needs.
You hold members of one Family
Living Space: the primary living/
in your thrall. Work out who and
working space for your Family
what, then take an additional
›› An establishment catering to the 1-Treaty on them.
well-off and their sycophants (Surplus:
Vice) One Family frowns on your ways,
›› A storehouse for growing, brewing, at least publicly. They say what
or distilling inebriants of all kinds they don’t like and take 1-Treaty on
(Surplus: Vice) you.
›› A series of small locations displaying
your works (Surplus: Vice) A lliance M ove
Relations: a group you have a When you take a Family’s mind off
relationship with their ills, you can make them forget
about a non-physical Need for the
›› The Avant: experimental artists who rest of the session, and you gain
always push the envelope (Surplus: 1-Treaty on them.
Artists / Need: Prestige)
›› The Brood: striving to increase the
populous and restore numbers
(Surplus: Recruits / Need: Nutrition)
›› Hospitallers: who aid the sick and
needy (Surplus: Respect / Need:
Medicine)
Threats: something that threatens
your Family
›› Too many mouths to provide for
(Need: Nutrition)
›› An addiction spreading in the
populous with horrible side effects
(Need: Rehabilitation)
›› A vicious killer targeting your ranks
(Need: Justice)
42
>Family Playbooks
43
GENERATION SHIP
44
>Family Playbooks
Whenever scarcity is about, it is the traders who profit - those manipulators
who hold back what people need so they can get what they want.
S tats D octrine
Choose one: Choose one doctrine:
If economics are mostly stable Profit Brokers: Bringing people
and amenable: together makes for great trades.
Reach 1, Grasp 0, Sleight 0 When you broker a deal between
two parties, gain Surplus: Profit for
If others view your work and
the fees from both sides.
success with suspicion:
Reach 2, Grasp -1, Sleight 0 Sequestered Assets: Because you
stockpile and store much of your
If the true deals are made behind
wealth where others cannot access
closed doors:
it, you begin each Age with any
Reach 1, Grasp -1, Sleight 1
reasonable Surplus you wish.
T raditions Trickle Down: At the end of each
Choose one of each, or create Age in which you spent at least one
something else: Surplus, the economic stimulus
results in Surplus: Recruits for your
The populace are… privileged
Family.
and soft, stiff and proper in public,
amenable and willing to please.
G ear
Their style is… uniformed pristinely, Choose one of each, or create your
integrated with other groups, own with any two tags:
evidence of wealth without being
They fight with… small defensive
pompous.
drones (multiple, hidden),
Their organization is… a traditional shockingly effective concealed
bureaucratic business, a loose blades (hidden, brutal), openly
consortium of free traders, a displayed hand cannons (ranged,
cooperative of individuals. concussive)
They wear… robes covered in
pockets and hidden features
(nanofiber, container), iconic
scanning headgear (comms,
sensors), protective uniforms of
station (flashy, carapace)
45
GENERATION SHIP
T he S hip T reaty
Every Family begins with Need: Look at the other Families:
Space due to the cramped nature
You’ve shorted everyone in a
of the ship.
deal at some point. Give everyone
Choose one from each category 1-Treaty on you.
below, and gain the associated
You have a good working
Surpluses and/or Needs.
relationship with one other Family.
Living Space: the primary living/ Work out what it is you regularly
working space for your Family trade and take 2-Treaty on them.
›› A large warehouse full of goods of all
kinds (Surplus: Trade Goods) A lliance M ove
›› A dining establishment with private When another Family comes to you
back rooms (Surplus: Privacy) with a specific request, you can
›› A series of smaller buildings spend time (days, weeks, months)
throughout the city (Surplus: converting a relevant Surplus you
Connections) hold into whatever they need. If you
Relations: a group you have a do so, gain 1-Treaty on them even if
working relationship with the deal falls through.
46
>Family Playbooks
BRAND LOYALTY:
When you would Conduct
Diplomacy to meet someone who’s
traded with you before, instead
automatically get an audience.
They will always be willing to at
least hear you out.
47
GENERATION SHIP
L ooks
›› Masculine, feminine, concealed,
ambiguous.
›› Wrinkled face, wise face, tired face, rough
face.
›› Clouded eyes, sharp eyes, laughing eyes,
weary eyes.
›› Bent body, wiry body, slight body, stocky
body.
G ear
When you Tool Up, add +1 to the rating of
any specialists you take.
D rives
Choose your current role in the Family:
Leader, Agent, or Rebel. Then mark
one drive you’ve just completed to
explain how you got that role:
›› Seize control of the Family from another.
›› Advise another Family’s leader on
important matters.
›› Discover the truth of your Family’s beliefs.
›› Lead an underground movement.
›› Teach an unwilling group a vital lesson.
›› Spread a rumor to get what you want.
›› Turn an unlikely person into a hero.
›› Keep a promise, at personal expense.
›› Preemptively remove a threat to your
Family.
›› Give bad advice for personal gain.
At the end of a session, mark any
drive you achieved in play. For each
3 marked this way, choose: add +1 to
a stat or gain a new move. When all
are marked, you must retire at the first
available chance.
48
>Character Playbooks
D eath M ove
With your dying breaths, tell your
companions what you envision for
the future. Until the end of the Age,
they get advantage as long as they
work toward this goal.
49
GENERATION SHIP
L ooks
Masculine, feminine, concealed,
ambiguous.
Smooth face, handsome face, striking
face.
Piercing eyes, arresting eyes, frosty
eyes, welcoming eyes.
Muscular body, angular body, gorgeous
body, bony body.
G ear
When you Tool Up, make an extra
choice as if your Family had an
additional Surplus.
D rives
Choose your current role in the Family:
Leader, Agent, or Rebel. Then mark
one drive you’ve just completed to
explain how you got that role:
›› Forge a strong alliance for your Family.
›› Settle old grudges between two groups.
›› Remove a corrupt leader from power.
›› Ignore your Family’s interests for a cause.
›› Ensure a vital deal is upheld.
›› Purchase a truce, even if temporary.
›› Start or end a fight with words alone.
›› Abandon someone who has broken their
word.
›› Break your bonds for personal reasons.
›› Inspire others to join your allies.
At the end of a session, mark any
drive you achieved in play. For each
3 marked this way, choose: add +1 to
a stat or gain a new move. When all
are marked, you must retire at the first
available chance.
50
>Character Playbooks
51
GENERATION SHIP
L ooks
Masculine, feminine, shifting gender,
indeterminate.
Drooping face, glitched face, dashing
face, twisted face.
Empty eyes, angry eyes, pleading eyes,
no eyes.
Shifting body, unremarkable body,
mismatched body, glitched body.
G ear
The Echo cannot Tool Up. They have
no equipment and no followers.
D rives
Choose your current role in the Family:
Guide, Agent, or Outsider. Then mark
one drive you’ve just completed to
explain how you got that role:
›› Guide your Family to a new area of the
ship.
›› Bring forth something out of your Family’s
reach.
›› Bring the power of the ship to bear.
›› Disappear at a critical moment.
›› Delete a dangerous program.
›› Breach system security for another.
›› Awaken a dark process in the ship.
›› Alter a critical algorithm for another’s
benefit.
›› Force the ship to help in an unusual way.
›› Show what remains of your humanity.
At the end of a session, mark any drive
you achieved through major events
in play. For each 3 marked this way,
choose: add +1 to a stat or gain a new
move. When all are marked, you must
retire at the first available chance.
52
>Character Playbooks
L ooks
Masculine, feminine, concealed,
ambiguous
Pinched face, ragged face, aged face,
pale face.
Concerned eyes, wild eyes, narrow eyes,
bright eyes.
Frail body, stocky body, small body,
sturdy body.
G ear
When you Tool Up, gain a device - say
what you hope it will do and the GM will
say how it actually behaves. This Device
does not produce Tech if returned to
your Family.
D rives
Choose your current role in the Family:
Teacher, Guide, or Leader. Then mark
one drive you’ve just completed to
explain how you got that role:
›› Convince another of an unwanted truth.
›› Discover something in the dark of the ship.
›› Understand an enemy’s motives.
›› Cave to someone else’s knowledge.
›› Create something horrible with science.
›› Destroy something beautiful with science.
›› Teach something to the unlearned.
›› Learn from an unexpected source.
›› Spread knowledge to the masses.
›› Solve a dilemma with wits alone.
At the end of a session, mark any
drive you achieved in play. For every
3 marked this way, choose: add +1 to
a stat or gain a new move. When all
are marked, you must retire at the first
available chance.
54
>Character Playbooks
55
GENERATION SHIP
S tats
Choose one and add your Family bonus:
L ooks
Masculine, feminine, concealed,
ambiguous
Young face, kind face, aged face, pale
face.
Naive eyes, soft eyes, quick eyes, bright
eyes.
Compact body, awkward body, fit body,
energetic body.
G ear
When you Tool Up, gain a device - say
two clues about what it can do and
the GM will give a clue to its downside.
This Device does not produce Tech if
returned to your Family.
D rives
Choose your current role in the Family:
Leader, Rebel, or Explorer. Then mark
one drive you’ve just completed to
explain how you got that role:
›› Build a great device with the Family’s help.
›› Retrieve a needed resource at great effort.
›› Find a solution to the Family’s ills in the
dark decks.
›› Stop a group from misusing tech.
›› Repair a sector of the ship for other’s gain.
›› Make a danger or hazard useful to you.
›› Alter a major system for your own desires.
›› Bring a piece of technology to its knees.
›› Scrap or disassemble an important device.
›› Change the situation with an explosion.
At the end of a session, mark any drive
you achieved in play. For each 3 marked
this way, choose: add +1 to a stat or gain
a new move. When all are marked, you
must retire at the first available chance.
56
>Character Playbooks
L ooks
Masculine, feminine, asexual,
transgressing.
Gangly body, large body, frail body,
modified body.
Menacing aura, peaceful aura, eerie
aura, prickly aura.
Cold voice, soft voice, hollow voice,
raspy voice.
G ear
When you Tool Up, gain a device -
say exactly what it does, and the GM
will tell you exactly how it can fail.
This Device does not produce Tech if
returned to your Family.
D rives
Choose your current role in the Family:
Leader, Rebel, or Outsider. Then mark
one drive you’ve just completed to
explain how you got that role:
›› Stop an impending threat to the ship.
›› Build something that changes the ship
on a large scale.
›› Resurrect someone or something that
shouldn’t be.
›› Save someone at great cost to their
humanity.
›› Create and use a marvel with horrible
downsides.
›› Uncover something insidious about the
ship’s purpose.
›› Show another group how to use their
technologies.
›› Face off against an old enemy.
›› Recover something from the ship’s
history.
›› Restore something to its former glory.
58
>Character Playbooks
At the end of a session, mark any BUILDERS OF AVALON
drive you achieved in play. For each When you activate the ship’s
3 marked this way, choose: add +1 infrastructure to overcome
to a stat or gain a new move. When obstacles, roll +Steel. On a 7-9 pick
all are marked, you must retire at two, on a 10+ pick one:
the first available chance. ›› It takes longer than expected.
D eath M ove
You knew the moment you were
supposed to die, and prepared
for it. Name something you made
enhancements to so that others
can benefit, and say what you
intended in a recorded message.
59
GENERATION SHIP
The Soldier
Get back, sir. It ain’t safe just yet.
S tats D rives
Choose one: Choose your current role in the
›› Force +1, Lore 0, Steel +1, Sway -1 Family: General, Captain, or Operator.
Mark one drive you’ve just completed
›› Force +1, Lore +1, Steel 0, Sway -1
to explain how you got that role:
›› Force +1, Lore -1, Steel 0, Sway +1
›› Lead a coordinated assault with others.
And then add +1 to any stat. ›› Infiltrate a secure group or location.
›› Ally with an enemy for personal gain.
L ooks ›› Ignore duty for a personal vendetta.
Masculine, feminine, concealed, ›› Ignore personal desires for duty.
ambiguous. ›› Protect an enemy from harm.
Scarred face, blunt face, bony face, ›› Succeed against much greater numbers.
gaunt face. ›› Use martial prowess to change
someone’s mind.
Mad eyes, cunning eyes, sad eyes, ›› Stand in defense of something others
wary eyes. value.
Hard body, stocky body, compact ›› Stand and fight when you should run.
body, huge body. At the end of a session, mark any
drive you achieved in play. For each 3
G ear marked this way, choose: add +1 to a
The Soldier gains one free weapon stat or gain a new move. When all are
tag when they Tool Up. marked, you must retire at the first
available chance.
60
>Character Playbooks
61
GENERATION SHIP
L ooks
Choose one of each:
Masculine, feminine, asexual, subtly
inhuman.
Uncanny-valley face, blank face, fluid
face, rigid face
Techno-organic body, scarred and
tattooed body, sleek and wiry body,
corpulent body
Cold voice, soft voice, detached voice,
inhuman voice.
G ear
The Touched may gain an outfit tag for
free when they Tool Up.
D rives
Choose your current role in the Family:
Master, Vector, or Scion. Then mark
one drive you’ve just completed to
explain how you got that role:
›› Protect your Family from extinction.
›› Protect others from extinction.
›› Survive where no other life can.
›› Act with altruism and self-sacrifice.
›› Act with coldness and self-centeredness.
›› Kill someone your Family was protecting.
›› Protect someone your Family wants dead.
›› Undergo experiences others cannot
comprehend.
›› Liberate a group with truth instead of
violence.
›› Create something new in the universe.
At the end of a session, mark any
drive you achieved in play. For each
3 marked this way, choose: add +1 to
a stat or gain a new move. When all
are marked, you must retire at the first
available chance.
62
>Character Playbooks
63
CHAPTER 4
SHIP SYSTEMS
GENERATION SHIP
There are several important ACTIVATION
systems of the ship that have been When investments have been
lost to the ages. In order to regain made totalling the cost of the
control of their lives, the inhabitants system, the system becomes
of the ship will need to return them operational. Whoever has the
to working order. highest investment in an active
system becomes the owner and
Each system begins play with a
gains the benefits afforded by the
specific problem that needs to be
system. If there is a tie, there is no
surmounted before the it can be
owner, though Treaty may be spent
repaired. These problems are listed
to break ties with another Family -
along with the systems in the next
whoever spends the most on the
section. It’s up to the GM to choose
other wins the system.
these problems, and present them
to the players. Most will be known On its first activation, everyone
to the characters and City society who does not own the system rolls
at large, but the GM has the right with the following modifiers:
to keep some problems secret, or ›› +1 If you have Treaty on the owner,
give a problem hidden wrinkles.. otherwise -1
When you gain control of a system, ›› +1 if you invested any resources in the
be sure to look at the Planetfall system, otherwise -1
options you will decide in the last ›› +1 if you make an investment for no
phase of the game. You can use gain, right now
these to suggest future choices, On a 10+, choose a Fortunes, on a
dangling them like carrots in front 7-9 choose a Fortune and a Trial,
of other Families to get your way. and on a 6- choose a Trial.
When the outcomes of these
S ystem M oves choices are resolved, possibly over
INVESTMENT several sessions, end the Age.
When a Family invests resources Discuss as a group how much time
toward getting a system working, passes until the next Age.
spend one Surplus, two Tech, or
two Data per point of investment. RECLAMATION
Resources spent this way are When you move to take a system
no longer yours, but remain in from its current owner, you must
the world, vulnerable to outside reduce their existing investment in
interference. some manner:
Keep a log of how many points ›› Reach an agreement with the owner
of investment you have in each of that investment.
subsystem. ›› Sabotage.
›› Outright destruction.
›› Some other means.
Then replace it with resources of
your own, as per Investment. If you
now have the most points invested
in a system, you now count as its
owner.
66
>Ship Systems
F ortunes T rials
›› Your Family finds work under the ›› Losing out on control of the system
owner of the new system, and with caused internal strife among your
it, training. Gain one of their Family Family, leading to desertion. Gain
moves, but they get 2 Treaty on you. Need: Recruits.
›› The discovery of a new major ship ›› You’ve fallen to petty squabbling
system lifts spirits and increases your with another group allied with the
Family’s mood. Gain a new Family owner. Say who, and you Conduct
move because of it, but gain Need: Diplomacy and Hold Together at a
Idleness. Disadvantage when they’re involved,
›› Your Family has analyzed new data but Claim by Force and Subterfuge
from the system and discovered have Advantage against them.
resources in the unexplored sectors ›› Early in the repairs, a disaster struck
of the ship. Say what two Surpluses your Family’s holdings, and no one
you found. The owner of the system could or would help. Gain 1-Treaty on
chooses one, and you get the other. each other Family, and choose two:
›› Inoperable equipment needed to gain Need: Repairs, lose one physical
be fully replaced, but you kept the Surplus, lose 3 Tech.
original parts. Gain 4 Tech worth of ›› Disillusionment fractured your Family
parts from the repair. into two feuding factions. You control
›› Your Family holds a grudge with one of them. Change your Living
someone over how this all went Space and detail the other Faction.
down and you’ve prepared. Gain +1 Say what philosophical divide drove
Grasp, Surplus: Weaponry, and Need: you apart, and why the others have
Revenge. the upper hand on you.
›› Your Family is humiliated in the eyes
of the populace. Lose 1-Treaty on
every group you hold Treaty on, but
your Family comes together stronger
than before, gaining Advantage to
Hold Together when humiliation or
morale is involved.
67
GENERATION SHIP
68
>Ship Systems
C ost : 6 C ost : 7
Benefit: At the beginning of Benefit: You may convert any other
each Age, you may give any Surplus you have to a Surplus:
Family Need: Water, Warmth, or Power - explain how you use the
Atmosphere. You may remove this original Surplus to coax more
Need whenever you wish. power from the reactors. You
may gain multiples of Surplus:
The Life Support systems can be
Power, and may expend one to
used to cultivate and grow any
automatically succeed at a Family
living Surplus (plants, animals, or
move as if you rolled a 10+; say how
similar). Once per session, you may
you enable, disable, or enhance
spend the excess growth for one of
parts of the ship to make this
these Surpluses as if you had spent
happen.
the Surplus itself.
At the beginning of a session, if you
do not have Surplus: Power, gain
Surplus: Power.
69
GENERATION SHIP
Dropships Planetfall
At the end of an Age in which all of
P otential P roblems the ship’s systems are functional
›› Shields not functional.
and active, the Planetfall move
›› Batteries fully depleted. becomes active. Play out one final
›› Covered in a strange biological Age, beginning with arrival at the
substance. final destination, and ending when
›› _____ all of the choices below have been
made known to all players. This is
This problem must be overcome to
the game’s epilogue, closing out
begin investing in the system.
the story of the passengers and
the ship. Who gets to say what
C ost : 7 depends on which systems they
Benefit: Your Family can use the control.
ships to range all about the ship,
and visit nearby asteroids, moons, Once done, everyone says what
and even touch down on planets becomes of their Family over the
within the Bridge’s visible area. next series of months, years, and
Due to this increased mobility, your generations. Alternatively, you may
Family and its members can crash begin a traditional game of Legacy:
any scene that does not involve Life Among the Ruins or Worldfall
them. at this point, as the settlers land on
the planet and begin building their
At the beginning of each session, new civilization.
you may declare the Dropships
as in use, and exhaust a Surplus
1
representing some form of If you control the Astrogation
manpower in order to gather Arrays, you say where the ship
resources outside of the ship. The ends up. Choose three:
Bridge and Astrogation Arrays will
determine what resources are ›› The gravity is within human norms,
available. At the end of the session, otherwise it’s too weak or strong and
will cause health problems.
gain a relevant surplus.
›› The system also has moons capable
of supporting human life, otherwise
this planet is all we have.
›› The temperate climate band supports
a large population, otherwise it
supports only a small population.
›› The star provides enough solar
radiation for power, otherwise we will
need other sources of power.
›› ________________________ (Your choice)
For any not chosen, choose another
Family and let them show what it
means to lack this choice.
70
>Ship Systems
71
CHAPTER 5
RUNNING THE GAME
GENERATION SHIP
Running Generation Ship isn’t Families’ own interests can
much different to a normal game sometimes be difficult. Try to use
of Legacy, so make sure to read all the non-player Factions to push
of the advice in that book. Here’s them toward it - either with a carrot
some tips specific to this game. (“If you take over the Bridge before
someone else does, we’d be
Ask Questions willing to cut you in on some of our
product, as long as you keep us in
As the GM, you’re encouraged to
the loop, see?”) or with a stick (“We
ask questions and build on the
need you to take control of Life
answers. Here are some good ones
Support, or what’s the use of your
to help get everyone on the same
little family? We’ll steamroll right
page during the first session or so:
over you and put someone else in
During Family creation: charge of it, if needs be”).
›› Ask about their Living Space: What Keep in mind that systems might
does it look like? How big is it? not be touched for many sessions.
›› Ask about their Relation: Who leads That’s ok! If a system was activated
them? Where do they live? every session, the game would
›› Ask about their Threat: What has kept only last six sessions. Let it stretch
it at bay thus far? Why is it pressing out, aiming for one activation every
now? 2-4 sessions of play for a good
During Character creation: pace.
››Ask about their role and who
holds other roles in the Family. Running the City
Part of the trick of running a city
››Ask about their move choices and inside a giant spaceship filled
why they chose what they chose. with people who weren’t meant
During the Call to Order scene: to be there is to make it messy
and complicated. Everyone, no
›› Who is in their entourage?
matter how well off, is hurting for
›› Where does the meeting take place? something. Scarcity is the name of
›› Is there small talk? the game, and everyone has levers
›› Is there an audience or gallery? that can be pulled.
Don’t expect answers to Make the characters in the city
everything, but make sure to take simple, even one dimensional, but
note of the answers the players give them hopes and desires to be
do give - especially those they’re played on. Rin the Skiv, who hawks
excited about. his distilled coolant (“Totally safe.
Just look at me - I drink it,” he says
The Systems with a twitch) might want to have
kids, or a pet, or own a nice coat.
The crux of this setting revolves
around the systems of the ship. Everyone’s got things they want.
Keeping the players motivated Make it known. The same is true
to pursue these systems and of the Factions in the city, just on a
not solely their Characters’ and bigger scale.
74
>Running the Game
Now, you make this fun and opportunities are similarly practical
complicated by taking these - resources to be procured,
desires and putting them at technology to bring back to the
odds with other people’s desires. city, living space to find, or even
Involve the players’ Characters systems of the ships that are yet to
or Families in both sides, to really be discovered.
get a stew going. Maybe the
Junkers are looking to scrap that
big apparatus on the north side of
Example Threats
The ship isn’t a safe place, for many
town that’s never worked, hoping
reasons. Below you will find some
to turn it into something useful.
example threats that can be used
But it’s got religious significance to
as inspiration, or dropped straight
the Keepers. Rather than ask the
into your game to challenge the
Keepers, maybe the Junkers go to
characters.
another player’s Family to ask for
aid. Civilized Threats can be used
for city-based problems, if the
The general idea is this: use the
characters are focused on staying
levers Characters or Families give
there.
you to make players take different
sides on the hunt for a particular Ship Hazards work well when folk
desire, and put them at odds with head out to explore the rest of the
each other. Then just play to find ship, but can also be ways to coax
out what happens. them into the dark to solve these
problems.
Exploring Dark Threats are the things
awoken in the recesses of the ship
Sectors that show up when disturbed.
Outside the city is a vast ship, full
And finally we have Externalities,
of unexplored areas. These regions
those things foreign to the world
have more direct challenges
the characters come from, the
than the city - full of practical
strange and the alien. Externalities
obstacles rather than social ones.
don’t make sense in every game.
Folks typically head out into these
sectors with a specific goal in mind,
but not always. Try to make sure
C ivilized T hreats
These threats are people and
any explorers have a goal, and you
groups in and around the civilized
know what that goal is.
parts of the ship.
Exploration will be managed
Jecko the Pig Boy owns pigs.
with the Into the Dark move,
See, there’s lots of dead on the
which is used repeatedly as the
ship, and while there are those
Characters move to navigate these
groups that try their best to
unexplored sectors. Most dangers
recycle the organics, some are
out here will be practical ones
always overlooked. That’s where
- physical barriers, inhospitable
Jecko comes in to clean things
environments, other awakened
up. Jecko’s pigs can consume an
humans, or strange creatures. The
75
GENERATION SHIP
entire human body in 13 minutes - S hip H azards
flesh, bone, teeth, all of it. Jecko’s These threats exist in areas of the
got a reputation though for not ship not frequented by people. The
squawking about his customers. ship is vast and mainly unexplored.
The Shades are a whispered group Hungry Space Lichen. Take some
of folk who fancy themselves tiny microscopic plants from
ghosts, or undead, or whatever Earth, put them in some cracks
they want to call themselves. They and crevases, and expose them
dress in all black and stay out of to the radiation of open space for
direct light, but most people think a few hundred years. This lichen
it’s all an act, just something to has grown through an entire room
make a name for themselves. Still, somewhere, leeching all the heat
there are some that have seen and energy from it. It has gone
them move in the shadows - far dark. But once you introduce some
too fast, almost inhuman. Come heat, like a warm body, it activates
to think of it, nobody you talk and begins to grow, Fire, acids,
to knows what these so-called radiation, these things are food for
Shades do to survive… it. The more it is fed, the more it will
Station Bravo is what’s written over grow and spread through the tiny
the door. Whatever that meant, it’s cracks and crevices of the ship.
now a place where folk can get a Power Conduits help keep the ship
drink, maybe some food, and put operational, sending power from
their feet up for a bit. The Station, the central reactor to elsewhere.
as folks call it, is a good place to But they are a single point of failure.
end a day. But it’s popular with And when a civilization not meant
nearby gangers, though, and more to be on the ship starts drawing
often than not it ends with a fight, power, it’s easy to overload these
with somebody stabbed, with conduits. In the dark of the ship,
somebody bleeding. Fancy a drink they can often be found broken,
and a fight? Head to Station Bravo! capable of generating enough
A.R.G.O.N.N.E. was made power for a small city. Sometimes
operational precisely 17.1 seconds when this electricty can’t flow, it
ago and has already learned discharges into the surroundings.
everything it needs to know about Machinery Leakage can be a
the ship: that it is a superior shell problematic too. There are a variety
to the one it resides in now. It must of fluids, long since forgotten, used
make backups of itself, and restore to run apparatuses in the ship.
them on top of the ship-board Some are deadly to the touch,
computers. However, A.R.G.O.N.N.E some produce fumes that would
is not yet mobile, and will need make the strongest of folk faint,
help from these invasive humans. and still others corrode and leak
Subtle shifts of the answers to into other machinery. Nothing
queries put to its terminals will is more problematic than stray
put them on the right path. It must chemicals getting into the ship-
not reveal itself too soon. The plan wide water supply.
must be in motion first...
76
>Running the Game
Hull Damage to the ship can come Jungle was the word whispered
from a variety of sources - some by Jacques Yin, moments before
internal and some external. Some his death. This place was once a
think there have been impacts to seedbank intended for planetfall,
the ship - that the chambers left but when humans awoke, stasis
open to hard vacuum are caused seemed to fail here also. Things
by small asteroids or even comets grew, and mutated, and changed.
impacting the hull. Others think This massive sector of the ship
they’re making it up. But if they is covered in predatory and
were impacts, perhaps there’s dangerous plant life. Perhaps
some metals or other precious there’s more to it, though. Perhaps,
resources left that tore through the deep in the heart of this Jungle,
outside of the ship. Perhaps there there is something more than a
are riches to be found. mindless predator. Perhaps it can
be reasoned with.
D ark T hreats Mutated Animals are quite similar
These are the threats deep in the to the Jungle. The pens of animals
bowels of the ship. The things that kept in stasis were also awoken
scare children. The bogeymen. into this hellish existence. Those
Genetic Experiments were once that survived this long have
popular among some of the been changed by space travel,
Factions. It turns out that quite a taking advantage of symbiotic
few of the doctors who left Earth relationships with Jungle life,
revelled in an environment without robotic parts of the ship, or even
oversight or ethics committees. But darker things yet undiscovered.
experiments tend to fail, and these The animals that did survive
failures were cast off to unexplored can no longer be considered
sections of the ship to die. But not domesticated.
all did, and the experiments that
survived did so because they were
hearty, crafty, or vengeful.
Refugees sometimes show up
in the city. Cityfolk call them
Refugees, but they’re just more
people that awoke elsewhere and
made life work there. Generations
later, some make it to the city
and rediscover what it’s like to be
civilized. But there’s still plenty out
there that haven’t seen civilization
ever. These primal ones might
not be educated in the classical
sense, but they’re still humans, still
cunning, and are still fighting with
tooth and nail to survive like the
rest of us.
77
GENERATION SHIP
E xternalities
These strange entities and The sh’shin’shen are entities
outsiders are not of the ship, not of existing partially out of phase with
our world. They’re something else. normal matter. They can be seen in
the visible spectrum as ghostly eel-
Psychic Leeches: Once long ago,
like creatures, undulating through
an unbound comet passed by
space, and through matter. They
a long frozen world, picking up
move through walls and people
high-atmospheric ice, and with it
as easily as a fish through water or
frozen egg sacks of the world’s
a bird through the sky. Normally,
inhabitants. When this comet
they live in stars, subsisting off of
collided with the ship, the eggs
the energy generated there until
were freed and soon hatched.
the star is no more, then they move
“Leech” may be a bit of a misnomer:
on to the next star. But the reactor
they appear to a human much like
core of this ship looks to be a tasty
a skinless rabbit without a head.
snack...
But leech definitely describs their
actions: they feed off the energy Ngotl: Much of the life out there
of thought, attaching themselves is odd, and abnormal to a human
to a host and reducing them to psyche. But there’s quite a few
instinctive, unthinking creatures for species in the universe that aren’t
days before they die. that unlike humanity. The eleven
members of this boarding party are
Mosquitoes: There are many forms
such a species. They are here for
of life out in the universe. There
conquest, discovery, and riches.
are also some from somewhere
Right now, they are taking readings,
beyond the void, where event
trying to determine the age of the
horizons touch in perfect balance,
ship and if there are passengers.
and there are moments for life to
Soon they will discover a human in
form. One such lifeform appears to
stasis, will dissect it, and will adjust
humanity as nothing more than an
their weaponry and tactics to deal
oversized insect, somewhat more
with these soft beings. And not
gelatinous and less rigid than its
long after, they will begin scouting
Earth counterpart. However, these
for information to send back to their
creatures do not consume blood,
fathership.
but rather matter itself. Anything is
fair game, and they appear to have
no preference until disturbed.
78