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  • File :1239349999.jpg-(15 KB, 278x270, event_horizon.jpg)
    15 KB Anonymous 04/10/09(Fri)03:53 No.4239627  
    Roll for warp drive mishap.
    >> Anonymous 04/10/09(Fri)03:56 No.4239641
    rolled 38 = 38

    >Roll for anal circumfrence
    ftfy
    >> Anonymous 04/10/09(Fri)03:56 No.4239643
    rolled 2 = 2

    K
    >> Anonymous 04/10/09(Fri)04:00 No.4239686
    Actually, let's make a random warp drive mishap table! One hundred entries, yo.

    1. The life support system begins to replace breathable air with blood. This process continues until most, but not all of the ship's breathable air has been replaced. Characters may survive by making appropriate checks that allow them to make it to a nearby pocket of air. These may be either strength checks to battle undercurrents, or willpower checks to avoid panicking and drinking the blood.

    Any psykers take 1d5 Piercing wounds as invisible fish swimming in the blood bite their soft underbellies.
    >> Anonymous 04/10/09(Fri)04:04 No.4239725
    2. Wall of Dicks: Phallic tumescences burst forth from the walls and bulkheads of the ship, lashing at nearby crewmen and excreting vile, caustic fluids which burn flesh on contact.
    >> Anonymous 04/10/09(Fri)04:06 No.4239742
    2. They don't make em like they used to.


    Your warp engines haven't been serviced in a couple centuries. They cut out d100% of the way to your destination, leaving you stranded in deep space, requiring substantial diagnostic and maintainance work..
    >> Anonymous 04/10/09(Fri)04:07 No.4239746
    3. The Floor Is Lava: exactly what it says on the box. The floor turns to lava, and anyone touching it dies. This effect is gradual, as it takes some time for the floor to heat up. Oddly enough, objects touching the lava are not affected, so a wooden chair standing in lava will not be harmed, and you can stand on it easily.
    >> Anonymous 04/10/09(Fri)04:07 No.4239748
    4.

    The gravitational field becomes highly unstable in random pockets of the ship. Any character making a movement must roll a D10. A result of 10 means that they have blundered into one of these pockets.

    Reroll the D10. Even score = zero gravity. The character floats helplessly in midair for 1D6 turns.

    Odd score = extreme gravity: the character is immediately crushed to the ground, taking 1D6 wounds. A score of 6 indicates that the character has been squashed flat!
    >> Anonymous 04/10/09(Fri)04:12 No.4239776
    5.The navigator becomes distant and apathetic. Mumbling is frequent, including vague references to dreams of chasing a holy artifact across wide open oceans.

    After dropping out of the warp after the navigator develops a particularly bad nose bleed, course calculations show the vessel to be dramatically off course. The navigator is eager to continue the trip, however, with the consent of the rest of the crew or not...

    Thought for the day: "Ignorance is the parent of fear."
    >> Anonymous 04/10/09(Fri)04:15 No.4239798
    6. I'm late, I'm late, I'm late!

    No apparent troubles occur. However, upon arrival in the real universe, the ship learns that it has been delayed and that the journey took 1d10+1 times as long as was anticipated.
    >> Anonymous 04/10/09(Fri)04:16 No.4239802
    7. The deck grating begins to buckle in very minor ways, generating much noise but little real structural damage. Further examination reveals that the formerly square grid is reshaping into a tessellated pattern of eight pointed stars.
    >> Anonymous 04/10/09(Fri)04:23 No.4239827
    8. The crew's teeth rot at a greatly accelerated rate during the jump.

    9. The crew exits the jump a decade physically younger than they entered it. So does their uneaten food, which germinates or becomes dully animate meat-things.
    >> Eponymous Rex !!taqDd9490Ip 04/10/09(Fri)04:27 No.4239855
    10. Waaaait a minute... Lemme try that again.

    Something about the moment seems familiar. Huge "deja vu" pertaining to your most recent actions. You are stuck in a very minor stable time loop and are forced to reset to a certain point in the day for 1d10 times after 12 hours of time. This includes progress made during travel. On a 10, the resets double to 20 resets before freedom into normal time flow.
    >> Anonymous 04/10/09(Fri)04:29 No.4239864
    10. The entire ships structure takes on the consistency of warm taffy, people start sinking into the floors, the corridors warp in shape and complete areas of the ship are crushed. all movement is considered difficult.


    11. Time paradox
    Take the time it took to arrive the destination. The crew has arrived at their destination at at the orriginal time of entering the warp minus the travel time times d10 . They have effectively traveled back in time.
    >> Anonymous 04/10/09(Fri)04:31 No.4239879
    12 the crew keeps finding new rooms that shouldn't be there all over the ship.
    >> Eponymous Rex !!taqDd9490Ip 04/10/09(Fri)04:34 No.4239894
    13. Everyone on the ship is suddenly affected by aphasia for the duration of the jump.
    >> Anonymous 04/10/09(Fri)04:35 No.4239905
    14. Do the time warp!

    Mid warp, your drive begins acting up and warp anomalies are forming throughout the ship. You must roll 1d10 to determine exactly what happens:
    1-3: Nothing at all. Continue about your business.
    4-6: Your drive causes warp anomalies to appear through the ship, causing unstable pockets of time to erupt. The unstable time pockets cause affected units to age rapidly. All characters must roll a d6, with a score below 3 saving them from the warp pockets. Units that roll above 3 take 1d6 wounds.
    7-9: Warp pockets are forming in engineering! Vital ship components appear to be crumbling to dust before your very eyes! Roll 1d6 to determine the severity of the damage. 1-4 None to minimal, 5 moderate damage, 6 total system failure.
    10: Rocks fall, everyone dies.
    >> Anonymous 04/10/09(Fri)04:36 No.4239912
    10. The ships walls become magnetically charged, attracted any metal objects to them.
    >> Anonymous 04/10/09(Fri)04:39 No.4239926
    15: What was that?

    Sound ceases to exist on the ship for 1d10 days.
    >> Anonymous 04/10/09(Fri)04:40 No.4239927
    13. Sleep becomes impossible. All crew feel the effects of sleep deprivation, but no matter how hard anyone tries, nobody can manage to actually get to sleep, or even rest. This effect lasts for 1d10+5 days.

    During the first three days of sleep-deprivation, all checks are at a -10. During the next three days, all checks are at a -20. During the next, at -30. All checks after the ninth day are at -30, and additionally, each day the characters must succeed at a Willpower roll or gain an Insanity Point.

    Characters may also perceive visual and audible hallucinations.
    >> Anonymous 04/10/09(Fri)04:43 No.4239948
    15. The gravity field reverses and the floors become the ceilings.

    16. The ship come out of warp at the same time as another ship. Both ships emerge at the same point and become fused together.

    Roll a d10.

    1 is another Imperial ship
    2 is another human ship
    3 is a Dark Age of Technology ship
    4 is an eldar ship
    5 is an ork ship
    6 is a tyranid ship
    7 is a chaos ship
    8 is a tau
    9 is a unidentified/misc xenos ship
    10 is an ancient human ship/squat ship/sleeper ship/start trek enterprise, star destroyer etc

    You must deal with the hybrid ship and the two crews encounters
    >> Anonymous 04/10/09(Fri)04:44 No.4239954
    >>4239912
    >15. The ships walls become magnetically charged, attracted any metal objects to them.
    >>4239926
    >16: What was that?
    >Sound ceases to exist on the ship for 1d10 days.
    >>4239927
    >17. Sleep becomes impossible. All crew feel the effects of sleep deprivation, but no matter how hard anyone tries, nobody can manage to actually get to sleep, or even rest. This effect lasts for 1d10+5 days.
    >During the first three days of sleep-deprivation, all checks are at a -10. During the next three days, all checks are at a -20. During the next, at -30. All checks after the ninth day are at -30, and additionally, each day the characters must succeed at a Willpower roll or gain an Insanity Point.
    >Characters may also perceive visual and audible hallucinations.

    FIXED
    >> Anonymous 04/10/09(Fri)04:44 No.4239957
    20. Gellar Field Flicker
    There is an almost instantaneous stutter in the ship's protective Gellar field. The good news is that only half a demon makes it through. The bad news-- it's still half a demon.

    Treat as a generic lesser demon which suffers a -10 penalty on all checks from having its form significantly altered.
    >> Anonymous 04/10/09(Fri)04:44 No.4239962
    >>4239948
    You are now 18 and 19.
    >> Anonymous 04/10/09(Fri)04:44 No.4239964
    16. Clang... What the Fuck was that.

    Something heavy struck the ship, causing a great reverberation through every deck. You are unaware what it was.
    >> Anonymous 04/10/09(Fri)04:46 No.4239974
    17. Metastability: pockets of altered reality have been created aboard, each situated and contained in different rooms. These subspaces contain areas where laws of physics are warped to such a high degree that elementry particles, forces and spacetime itself only manifest as special cases, with the other rooms being more 'generalized' alien universes.

    Characters entering a "generalized universe" are randomly teleported to another game currently in progress for 3D6 turns.
    >> Anonymous 04/10/09(Fri)04:51 No.4240005
    20: that kind of guy
    your ship becomes filled with hot attractive women that only you can see. In actuality these are the remaining crew of the ship, and they are not pleased with your shennanigans
    >> Anonymous 04/10/09(Fri)04:53 No.4240015
    >>4239948

    Oh yeah some variations on that: Instead of both ships coming -out- of the warp and being fused together, both ships go -in- to the warp and get fused

    roll a d3

    1 warp drives on one ship is still operational
    2 warp drives on both ships are still operational
    3 warp drives on no ships are operational

    roll another d3 but for subight drives

    or just use GM discretion as to the state of the ships...

    even though its my idea, i think its one of the better ones so far
    >> Anonymous 04/10/09(Fri)04:55 No.4240026
    >>4239974

    oh fuck yeah thats good

    theres a western rpg going on (as in american frontier western) and suddenly youve got a crewman in the middle of it
    >> Anonymous 04/10/09(Fri)05:33 No.4240231
    >>4240026
    Or an Inquisitor, bolter and all. HERESY!
    >> Anonymous 04/10/09(Fri)05:41 No.4240276
    >>4240015

    They'd have to be fused into each other not side, like they're warping into the -same- point in space. Suddenly the room you were in has a bulkhead down the middle of it and theres a weird tenticly alien staring at you
    >> Anonymous 04/10/09(Fri)06:03 No.4240398
    >>4239974

    That would be hilarious at my LGS. I have seen Go, 2 D&D games, a game of 40k and any number of boardgames being played during our DH games.
    >> Anonymous 04/10/09(Fri)06:49 No.4240603
    >>4240398

    Acolite x Pawn g5
    >> Anonymous 04/10/09(Fri)07:18 No.4240745
    21 or 22: Dude where's my ship?
    the ship dissapears in the warp on a roll a d10
    1: the ship reenters realspace in the exact location it left only d10 years later, the entire crew do not realise anything has gone wrong untill they leave the warp.
    2-6: party/crew wakes up in a spacehulk consisting of 2D10 random ships incuding your own.
    7-9: party is teliported to planet of gm's choice.
    10: when the ship dissapears the party isn't everyone must spend a fate point to roll on this table again, anyone who can't is extreamly dead (or atleast wishes they were).
    >> Anonymous 04/10/09(Fri)07:33 No.4240807
    wrong turn: all psykers must roll on the Psychic Phenomena table once a day and all psychic abilitys Automaticly cause Psychic Phenomena during travel.
    >> Anonymous 04/10/09(Fri)07:34 No.4240811
    23: Repercussions of Evil
    Gellar Field breech allowed hordes of demon to enter the hull. As everyone prepared to battle the vile creatures you notice your skin turning a sickly purple, then putrid black followed finally by decaying grey. Strangely your are not worried due to a dull numbness of thought and sensations. You also acquire a strange urge to crack open demon heads to feast on their deliciously warped brains.

    Your character gains the class "zombie"
    >> Anonymous 04/10/09(Fri)07:47 No.4240850
    bump, this thread is awesome
    >> Anonymous 04/10/09(Fri)08:11 No.4240940
    24: Can´t touch that!

    Every living thing on the ship becomes unable to touch anything (including controls, weaponry and food) for 1d6 days.
    Gravity and other laws of physics still aply,
    it is just that, when you try to touch something, everything but you seems to be coated in an unbreachable layer of ... nothing.
    Said layer is about 1 inch thick.
    >> Anonymous 04/10/09(Fri)08:16 No.4240963
    20. Ship reemerges near Terra as an Imperial Star Destroyer.
    >> Anonymous 04/10/09(Fri)08:16 No.4240966
    25: Who switched the lights off?

    Light simply ceases to exist inside of the ship.
    This applies for the entire spectrum, including visible light, infrared, ultraviolet and so on.
    The resulting darkness is total and lasts for 1d10 days.
    >> Anonymous 04/10/09(Fri)08:25 No.4241002
    >>4240963
    No, too specific.
    26. Gellar Failure
    The Gellar fields fail spectacularly. The whole ship takes on a completely new form. A coherent form pulled from humanity's collective subconscious. After that, the field reestablishes around the new form.

    Roll 2D10. NOT a D100.The first one determines the ship's origin, the second one determines the size and class.
    >> Anonymous 04/10/09(Fri)08:25 No.4241003
    26: This is not funny at all!

    Strange Birdlike creatures, about the size of halflings suddenly apear on the ship.
    They are drawn to cold and moist places and speak broken gothic.

    They are allso likely to explode when attacked.
    >> Anonymous 04/10/09(Fri)08:29 No.4241016
    28 Do not pass go.
    The ship is stuck in the warp on a 2 dimensional plane (segment?), until it travels the circumference.
    >> Anonymous 04/10/09(Fri)08:33 No.4241036
    27: FOR THA EMPRAH!
    everyone on bord the ship develops a speach impediment. every day take a willpower test to overcome it, on a sucsess it goes away with no more effect.
    on a failure it stays and victim gains 1 insanity or curruption point, gm decides witch. every faiure ads a -1 negitive modifier to all later tests, when the player can nolonger possibly pass the test the speach impediment becomes permament and takes no more tests to see if they can overcome it.

    possibly evil, probberly retarted but funny anyway.
    >> Anonymous 04/10/09(Fri)08:34 No.4241040
    29: Bumpy Ride: Every member of the ship falls ill and vomits.
    >> Anonymous 04/10/09(Fri)08:36 No.4241048
    30. Everyone on the ship changes genderGET IT?
    >> Anonymous 04/10/09(Fri)08:36 No.4241051
    30: the cake is a lie: all food on the ship spoils.
    >> Anonymous 04/10/09(Fri)08:37 No.4241057
    >>4241003

    You ... did ... not ... do ... that!
    >> Anonymous 04/10/09(Fri)08:40 No.4241069
    31: I Will Turn This Ship Around!: The whole crew of the ship becomes extremely aggressive. Roll a d10, if higher than 4, mutiny happens.
    >> Anonymous 04/10/09(Fri)08:43 No.4241082
    >>4239964

    Oh god I lol'd
    >> Anonymous 04/10/09(Fri)08:43 No.4241083
         File :1239367429.jpg-(35 KB, 320x500, prinny.jpg)
    35 KB
    >>4241003
    Dood...
    >> Anonymous 04/10/09(Fri)08:44 No.4241086
    32: Suffering Eternal
    You and the rest of the crew can no longer die. Your body still feel pain, and you will eventually succumbe to a state of undying, but death cannot claim you.
    >> Anonymous 04/10/09(Fri)08:44 No.4241088
    33: IT'S LUCA BLIGHT TIME!

    Luca Blight has invaded your ship. Roll 1d3 to determine how many seconds you have to prepare before he starts killing people.
    >> Anonymous 04/10/09(Fri)08:44 No.4241089
    Flowers in your hair: All guns immediately turn into flowers, doves, other signs of peace etc. Simultaneously, Slaaneshi daemons start appearing.
    >> TIRED DRAWFAG aka MAtt 04/10/09(Fri)08:45 No.4241092
    32: Bring them back!

    Every member begin to hallucinate and seeing there lost loved ones and family members while ruening more and more agressive. lasts for 1d6 days
    >> Anonymous 04/10/09(Fri)08:49 No.4241115
    32 WE CAN'T STOP HERE!
    you see bats EVERYWHERE!
    >> Anonymous 04/10/09(Fri)09:32 No.4241284
    30something: gotta kill them all:
    D100+5D10+1 Incarnate Lesser daemons spawn on the ship.
    >> Anonymous 04/10/09(Fri)09:35 No.4241296
    36: Oh shi-

    All psykers on the ship just got sucked into the warp.
    >> Anonymous 04/10/09(Fri)09:50 No.4241391
    37 - Tyranid'd!
    Suddenly, a few tyranids appear on the deck. They appear docile, but after a few seconds they will attack each other, and when one is left, it will proceed to attack the crew.
    >> Anonymous 04/10/09(Fri)10:57 No.4241744
    38. Through the looking glass...
    Mirrors on the ship begin to show scenes of such depravity that onlookers must test willpower at -20 or gain an insanity point. This effect lasts 1d10 days.
    >> Anonymous 04/10/09(Fri)11:06 No.4241778
    38: No One is Above Suspicion

    The crewmen become slowly agitated over a period of twelve hours, and begin following the acolytes through the halls and cabins of the vessel like ghosts. The progression is as follows:
    1st hour: The crew stare at the acolytes wherever they go, but otherwise continue with normal activities.
    2nd hour: Whenever the acolytes enter a room on the ship, the occupants of the room look at them, suddenly stopping their conversations, and awkwardly leave the room as soon as possible.
    3: The crew starts to steal things from the passenger cabins that belong to the acolytes. If caught, the object stolen mysteriously appears where it belongs.
    4: The crew stop talking with the acolytes altogether. If pressed, they mumble about "getting back to work."
    5: The ship seems to feel eerily quiet now.
    6: Some of the crew attempt to follow the PC's without being seen.
    7: The ship seems eerily devoid of life.
    8-11: Everyone on the ship has disappeared, inexplicably. The acolytes feel as though someone is watching them, wherever they go.
    12: The lights on the ship deactivate, and the crew burst from their hiding places, and fight the acolytes to the death.
    >> Anonymous 04/10/09(Fri)11:28 No.4241895
    >>4241778

    13th hour: The lights come back on and there is no sign of the crew, their belongings or anything to do with them whatsoever. For all intents and purposes the acolytes are alone on the ship and always have been.
    >> Anonymous 04/10/09(Fri)12:02 No.4242059
    39: Impending Doom

    The warp drive cuts out before the ship reaches destination. The ship emerges in an obviously unnature dimension where black points that look like inverted stars dot a bright white sky. A space hulk which looks disturbingly like your own ship lay alongside. Upon investigating you find the remains of the crew of the space hulk, all of them vacuum perserved saved for their missing ears. Finally you managed to find what appears to be your own corpse (at least the top half of it) with a necklace of ears around the neck. Bloodtrail shows that the top half of you crawled significant distance before dying. One of the corpse's hand is dipped in dried blood and you find the word "Nevermore" writeen 17 times in blood on the ground.

    Entering the warp again your ship reaches destination without futher mishap, but you cannot help but feel changed.
    >> Anonymous 04/10/09(Fri)12:47 No.4242309
    40: where did everyone go?

    everyone on the ship ceaces to be able to perceave anyone elce on the ship for the duration of the trip though the warp.
    >> Anonymous 04/10/09(Fri)12:48 No.4242323
    its obviously another Blakist hyperspace experiment gone wrong
    >> Anonymous 04/10/09(Fri)14:13 No.4242794
    BAMPU
    >> Anonymous 04/10/09(Fri)14:39 No.4242970
    >>4242323
    Damn Blakists fuck everything up.
    >> Anonymous 04/10/09(Fri)14:42 No.4242992
    41: Drugged
    All people on the deck will experience LSD-like trip for 3d4 hours, followed by the 'hangower', which will take double the time spent on acid.
    >> Anonymous 04/10/09(Fri)14:46 No.4243019
    42 Daemon Prince tea party: Somewhere within the ship a party of 4 demon princes will be sipping tea and eating scones. It is advised that they are left alone until they finish and leave. Disturbing them will cause them to become violent and joining them will reveal exactly what their scones are made of.
    >> Anonymous 04/10/09(Fri)14:46 No.4243023
    41: What was that noise?

    The crew and players are continually by the sounds of footsteps, hatches being closed softly, and other noises of nearby but out of sight movement. Additionally, while limited to psykers initially, eventually a pervasive sensation of being watched takes hold of the entire crew.

    At the GM's discretion, roll 1d10:

    On a roll of 1-5 players and crew suffer mysterious attacks. There is no sign of an assailant, nor do the victims show any signs of battery.
    On a roll of 6-8, the ship suffers a rash of bizarre thefts. The items stolen are all small effects of great personal value, but little, if any, practical use.
    On a roll of 9, crew (and, at the GMs discretion, acolytes) mysteriously vanish, only to turn up in an entirely different section of the ship 1d10+4 hours later; effected crew members and acolytes have no memory of what occurred during the period in which they were lost.
    On a roll of 10, the effect is as above, but missing crew members and acolytes simply vanish and are never seen again.
    >> Anonymous 04/10/09(Fri)14:52 No.4243067
    >>4243023
    If the "missing time" is explored via auto-seance, all participants get 1d2 corruption points.
    >> Anonymous 04/10/09(Fri)14:53 No.4243070
    >>4243067
    1d3. damn my ancient keyboard.
    >> Anonymous 04/10/09(Fri)15:00 No.4243109
    42:
    The Ship's navigator begins babbling about the meaning of the life, universe, and everything.
    Your trip is delayed 1d10, and all towels on board the ship suddenly dissapear.
    >> Minié Maus !!3fYqOH+rzZN 04/10/09(Fri)15:19 No.4243183
    44: Temporal failure

    roll d100
    1-10: ship re-enters realspace 1d10 days before it left port
    11-15: ship re-enters realspace 1d10 weeks before it left port
    16-20: ship re-enters realspace 1d10 months before it left port
    20-24: ship re-enters realspace 1d10 years before it left port
    25-27: ship re-enters realspace 1d10 decades before it left port
    28-32: ship re-enters realspace 1d10 centuries before it left port
    33-37: ship re-enters realspace 1d10 millennium before it left port
    38: ship re-enters realspace 2d10 millennium before it left port
    39-50: GM decides
    >> Minié Maus !!3fYqOH+rzZN 04/10/09(Fri)15:24 No.4243212
    >>4243183
    51-55:ship re-enters realspace 1d10 days after it left port
    56-60:ship re-enters realspace 1d10 weeks after it left port
    61-65:ship re-enters realspace 1d10 months after it left port
    66-70:ship re-enters realspace 1d10 years after it left port
    71-75:ship re-enters realspace 1d10 decades after it left port
    76-80:ship re-enters realspace 1d10 centuries after it left port
    81-85:ship re-enters realspace 1d10 millennium after it left port
    86-90: ship re-enters realspace 2d10 millennium after it left port
    91-100: ALTERNATE DIMENSION!
    >> Eponymous Rex !!taqDd9490Ip 04/10/09(Fri)15:29 No.4243244
    47: You ALL Look familiar.

    The ship returns to realspace. Then the ship returns to realspace. A Second copy of your ship has spontaneously exited the warp within close proximity of the ship inhabited by the acolytes. The Copy is friendly, if startled, and an exact copy of the PC's ship. Boarding it will reveal this, and everything is doubled, down to the Acolytes themselves.

    After several hours of investigation, you begin noticing flaws in the copy. Systems slowly start failing, an Copy crewmembers begin experiencing random mutations or death.

    At the GM's discretion, roll a 1d6
    1-2: Everything is normal, and the Acolytes are their original selves.
    3-4: The players are in control of the Copy acolytes.
    5-6: Both ships are copies and the original is lost forever in the warp, and both are deteriorating, but may survive at the GM's discretion, likely with a balancing that would leave only one of the ships intact.
    >> Anonymous 04/10/09(Fri)15:35 No.4243266
    >>4239964

    immovable rod, fuck year!
    >> Anonymous 04/10/09(Fri)15:40 No.4243291
    48: Things just got Orky

    While in warp you have the overwhelming feeling to take out your boss and lead the crew as the new captain. You begin to grow abnormally large and green as with the rest of your friends whom you now call boyz. After defeating the old bozz you and your boyz emerge from warp in a brandspanking orky ship that was once your own and go about on a stellar WAAAAGH!
    >> Anonymous 04/10/09(Fri)15:52 No.4243371
    Bump for the bump god.
    >> Anonymous 04/10/09(Fri)15:53 No.4243382
    50: Lovely ship

    Your ship looks like the pretty marines have just attacked it, all purity seals replaced by bows and ribbons, the decks have carpet and pastel shades adorn the walls.

    All armor is replaced by fuzzy woolen cardigans. space marines in particular are affected as their armor has transmuted into lovable disney-esque mascots
    >> Anonymous 04/10/09(Fri)16:03 No.4243450
    51: HAHA YOUR REALLY FUCKED NOW!

    each person on the ship rolls on the FATAL magic mishap table.
    >> Minié Maus !!3fYqOH+rzZN 04/10/09(Fri)16:04 No.4243464
    52: You now know how to revive the Emperor.
    >> Anonymous 04/10/09(Fri)16:05 No.4243470
    >>4243450
    ...and for anal circumference, if necessary. Yes, even the techpriest with the cyber-arse.
    >> Anonymous 04/10/09(Fri)16:07 No.4243480
    54: Ohgodwhat

    You are turned into an attractive member of the opposite sex and are teleported onto a slaanesh daemon world.
    >> Anonymous 04/10/09(Fri)16:28 No.4243636
    55.
    A Tau fire warriors seems to have taken up residence in your ventilation system.
    >> Anonymous 04/10/09(Fri)17:43 No.4244201
    56. Watery discharge: your bowel movements produce a thin, yellowish substance. Maybe you should see a medicae.
    >> TIRED DRAWFAG aka MAtt 04/10/09(Fri)17:47 No.4244229
    57; Why so bald? Why so pig like?

    Everyone loses their hair, and mutates gradually into pig like beings for 1d6 days
    >> CaptainJoystick !hxpuy9nnos 04/10/09(Fri)18:25 No.4244461
         File :1239402350.jpg-(20 KB, 384x288, 384px-Springfield_Mystery_Spot.jpg)
    20 KB
    ##: BRB

    One of the elevator shafts is intersected by a portal into an alternate dimension. Anyone who uses said elevator will endure d100 years of inprisonment within the elevator itself, while bizzare nonsensical imagery, both living and unliving, randomly phase in and out of the cabin as it passes by (still vertically). They will then emerge from the other side having not aged or otherwise gained a significant measurement to prove what happened to them.
    >> Anonymous 04/10/09(Fri)18:35 No.4244514
    #Whatever.
    If these walls could talk...
    All the walls on the ship begin to talk. To eachother, mostly, but run into a problem when they find they don't have any ears. This causes them to continually talk louder and louder in hopes the other walls will be able to hear them.
    This continues until the ship leaves the Warp.
    >> Anonymous 04/10/09(Fri)18:40 No.4244540
    60.
    All the air in the ship turns into live grenades. Oh dear.
    >> Anonymous 04/10/09(Fri)19:46 No.4245086
    61. Everyones teeth, nails and hair starts to grow at many times thier normal rate. Hair will grow four inches every minute, nails two inches a minute, and teeth start to grow at an inch every four minutes. The first two can be taken care of by very regular cutting, but the last one can only be stopped by pulling the teeth, at which point it takes around fifteen minutes before new teeth erupt.
    >> Anonymous 04/10/09(Fri)19:50 No.4245128
    61 The Munchies
    All crew and passengers desire (and require) double their normal amount of food.

    62 Nah I'm Stuffed
    All crew and passengers cease to require food. May eat anyway, but do not gain any satisfaction by doing so.

    63 Dude Stop Looking At Me Like That
    One or more crew/passengers suffer minor or major mutations. However their personality, abilities, voice and all other considerations other than their appearance are unchanged. Those affected are neither aware a change has occurred ("But I always had this tentacle, Sarge"), nor consider their mutations unusual.

    64 Odd Man Out
    As in 63, but all onboard except one individual are affected.

    65 Oracle
    All have dreams/nightmares which detail events of the ensuing 24-hour period. Visions are flawlessly accurate, except when they're not.

    66-67 Is It * In Here, Or Is It Just Me?
    Ambient temperature is warmer/colder (respectively) than normal. May be ship-wide, or limited to certain rooms

    68 Holy Fuck We're In The Boonies
    Ship emerges at any random system in the galaxy. (Print out 40k galaxy map, pin to dartboard, throw dart)

    69
    All passengers become extremely horny for 1d6 days

    70 Phantom Graffiti
    On emerging from the Warp, you discover that whatever paint job (if any) your vessel possessed has been replaced with crudely done, heretical and/or obscene slogans and pictures.
    >> Anonymous 04/10/09(Fri)19:57 No.4245204
    71. The Night Shift. When a crewmember falls asleep, they start to sleepwalk. They will go and perform thier normal duties, but they are barely aware of what is happening. They respond only with grunts and simple or nonsensical answers. They seem to be harmless, though they do make mistakes more often than when they are awake, some of which could be dangerous to the ship. The only time they are a direct threat is if someone tries to wake them, at which point they start to scream and every sleepwalker in earshot will attack the foolish awake crewmember, usually killing them, along with any other awake crewmembers who try to help them.
    >> Anonymous 04/10/09(Fri)20:04 No.4245265
    >>4245204 here

    Oh yeah, this is every crewmember, and they will return to thier bunk and wake up, perfectly normal, after around eight hours. They do not get a restful sleep, but they are more rested than if they stayed up to work.

    I was thinking that this could be something that an on-board psyker could do on purpose, if much of the crew died and they needed people to work in every shift.
    >> Anonymous 04/10/09(Fri)20:05 No.4245269
         File :1239408320.jpg-(360 KB, 833x1448, Uplifting.jpg)
    360 KB
    Attention all hands! This is your Navigator. We are experiencing mild transition turbulences and a minor fluctuation in the dorsal geller fields. Please fasten your seatbelts and ignore any strange sounds coming from outside the hull. The Emperor protects!
    >> Anonymous 04/10/09(Fri)20:09 No.4245302
    >>4245269
    Well I'm glad they have protocols about discharging weapons within the ship.

    Also skein.
    >> Anonymous 04/10/09(Fri)20:20 No.4245369
    72.
    OH SHIT WHAT THE FU-

    The party and the crew rematerialize on the infinity gate on terra. However its during the horus heresy and its currently under siege by 10 traitor legions and titans.

    Roll 1d6 for how many hours you remain in this hallucination. However if you die in the hallucination, you die for real (just as gory death as in the hallucination).
    >> Anonymous 04/10/09(Fri)20:24 No.4245405
    >>4245302

    discharging weapons on board the ship really should have been much higher up on the list of protocols
    >> Anonymous 04/10/09(Fri)20:28 No.4245434
    >>4245405
    Lasrifles in the hull couldn't do THAT much Dama-OH FUUUUUUUUUUUUUUUUUUUUU
    >> Anonymous 04/10/09(Fri)20:38 No.4245500
    73. Secret Invasion.

    1D6 members of the crew are replaced by demonic doppelgangers who will attempt to sabotage the ship at the first available opportunity.
    >> Anonymous 04/10/09(Fri)20:52 No.4245597
    74. For the entire duration of the journey, each doorway on the ship will be connected to another room on board, chosen at random. For example, you go through the door in the main access corridor that should lead to the bridge, and end up in an engineering storeroom.

    This starts out as simply irritating, until someone walks through the single random doorway in the ship that's been plugged directly into the warp.
    >> Anonymous 04/10/09(Fri)20:57 No.4245638
    74. Every orifice on every crewmember starts to heal over. Thier ears, mouth, nostrils, eyes, anus, urethra, even sweat glands. There is no way to prevent it, and it takes less than a day for this to happen. Only cutting them open again will relieve the obvious symptoms of deafness, blindness, suffocation, constipation and more.

    Roll 1D6 for every day this happens. On a 1, the problem disappears, though the injuries sustained in 'treatment' remain. On a 6, the problem is made even worse. Fingers, toes, legs and arms start to grow together, fusing with each other or the chest.

    Roll 1D6 again for every day after this, on a 1, the problem is cured, and on another 6, it becomes worse again. Crewmembers start to fuse together if they remain too close for too long.

    Obviously in the last two cases, crewmembers lose the ability to cut themselves free. I would assume that adeptus mechanicus robotic arms could still be used to 'treat' the most important crewmembers.
    >> Anonymous 04/10/09(Fri)20:59 No.4245653
    >>4245500
    >>73. Secret Invasion.

    >>1D6 members of the crew are replaced by demonic doppelgangers who will attempt to sabotage the ship at the first available opportunity.

    >>In addition, 2d4 events are retconned to be the work of the evil dopplegangers.

    Fix'd
    >> Anonymous 04/10/09(Fri)21:14 No.4245743
    >>4245638 here and fix'd it

    >75. Every orifice on every crewmember starts to heal over. Thier ears, mouth, nostrils, eyes, anus, urethra, even sweat glands. There is no way to prevent it, and it takes less than a day for this to happen. Only cutting them open again will relieve the obvious symptoms of deafness, blindness, suffocation, constipation and more.

    >Roll 1D6 for every day this happens. On a 1, the problem disappears, though the injuries sustained in 'treatment' remain. On a 6, the problem is made even worse. Fingers, toes, legs and arms start to grow together, fusing with each other or the chest. On another 6, the problem is worse again, with crewmembers fusing together if they are touching for too long.

    >Obviously in the last two cases, crewmembers lose the ability to cut themselves free. I would assume that adeptus mechanicus robotic arms could still be used to 'treat' the most important crewmembers.
    >> Anonymous 04/10/09(Fri)22:31 No.4246283
    76. The Wild Hunt

    A demon appears on the vessel, wearing a red jacket and jodhpurs, with a bugle, riding on the back of a demonic mount. To every crewmember he approaches, he offers a choice, join the hunt or die. If the refuse to join, he kills them. If they join, they must travel with him and kill those who refuse to join. Every member of the hunt must offer this choice to everyone they meet, and respond in the same way as the demon, or else they are considered to have permanently left the hunt. The hunt ends when every crewmember is either dead, or part of the hunt. At which point, he vanishes.
    >> Anonymous 04/10/09(Fri)22:40 No.4246343
    77. The contents of one of the ships holds is replaced with 2d20 loyalist space marines who are laughing and cheering when some one comes to investigate. All are completely naked and without any form of wargear. They are of the Thousand Sons Legion. None are psykers.
    >> Anonymous 04/10/09(Fri)22:47 No.4246375
    >>4246343
    WTF? Gay tratior sex party?
    >> Anonymous 04/10/09(Fri)22:49 No.4246392
    >>4245269
    holy shit, refusing to shave is grounds for execution.

    I always liked the idea that the ships were just pretty much sailing in the collective unconscious of every sentient creature in the galaxy/universe.
    I like to believe that near a well traveled planet in the empire a kid who's a latent psyker has dreams of the imperial ships entering and exiting warp space.

    also

    77. The ship is suddenly infested with tiny round furry organic balls that multiply at a fantastic rate.
    >> Anonymous 04/10/09(Fri)22:50 No.4246403
    >>4246392
    >78. The ship is suddenly infested with tiny round furry organic balls that multiply at a fantastic rate. and who grow larger and more menacing if exposed to water or food.

    Fixed and doubled the reference potential.
    >> Anonymous 04/10/09(Fri)22:54 No.4246425
    >>4246375
    >Loyalist
    I don't know what to say.
    >> Vostroyan Gary 04/10/09(Fri)23:00 No.4246469
    >>4246425
    What do you mean? The 1k sons didn't all go rogue. Some just got dragged along.
    >> Anonymous 04/10/09(Fri)23:03 No.4246493
    >>4246469
    No did you see the quote i posted, the guy missed an obvious clue in the post.
    >> Anonymous 04/10/09(Fri)23:08 No.4246521
    >>4246403
    Tribbles or Gremlins? I do not know which it is.

    Maybe both!
    >> Vostroyan Gary 04/10/09(Fri)23:12 No.4246551
    >>4246493
    All I have to say is this: Derp.
    >> Anonymous 04/10/09(Fri)23:28 No.4246634
    This is a good thread, lots of adventure seeds here. BUMP
    >> Anonymous 04/11/09(Sat)00:10 No.4246898
    79 Who's Up For A Snowball Fight?
    1d6 rooms acquire weather. Roll d10:
    1: Hot and humid
    2-4: Rain (drizzle, moderate, and torrential respecitvely)
    5: Thunderstorm (torrential rain and periodic lightning strikes)
    6-8: Snow (flurries, moderate, blizzard)
    9: Hurricane
    10: Tornado

    80 - Reminds Me of Home
    An individual's quarters conjure sensory, environmental traits of his or her homeworld. For example, ambient temperature, smells, sounds of nonexistent animals (cicadas, coyotes, etc.) These may or may not be detectable by others.

    81 - Reminds Me Quite A Bit Like Home
    Like 80, with the additional effect of actual physical reminders, like native insects or plant life.

    82 - Just Like Home
    Entering one's quarters transports one to their homeworld. Perhaps literally, perhaps an extensive Holodeck-like illusion...
    >> Anonymous 04/11/09(Sat)00:19 No.4246957
    83 - Hidden Talents
    Characters temporarily gain attributes of a different class. Non-psykers manifest psyker powers, non-Admech acquire machine empathy, etc. If the Navigator dies or is incapacitated, potentially others who have manifested Navigator abilities may attempt to fill in. If they succeed, they complete the journey without incident, but on exit all abilities gained this way vanish and the ship may be stranded.
    >> Anonymous 04/11/09(Sat)01:14 No.4247425
    84. Oh Captain My Captain

    The captain of the ship grows an extra face on the back of his head. It speaks only the truth.
    >> Anonymous 04/11/09(Sat)01:47 No.4247713
    85 - LOUD NOISES
    All people on the ship are afflicted with an indescribable urge to scream the word "emperor" at ridiculous volumes whenever they speak it. They must make a will save to avoid this. Commissars are not visibly affected.
    >> Anonymous 04/11/09(Sat)01:48 No.4247724
    86 - Complications
    Roll 1d6. On a roll of 1-3, all women on-board the ship become pregnant. On a roll of 4-6, all men on the ship become pregnant.

    It's not a human.
    >> Teens are still idiots. 04/11/09(Sat)01:50 No.4247734
    >>4247713
    Ahahahah, that's fucking awesome. Easily the funnest thing I've heard all night.

    I fuckin' love night-time /tg/.
    >> Red Wat 04/11/09(Sat)01:51 No.4247751
    >>4247734
    Speak for yourself, it's just before 4pm where I am.
    >> Anonymous 04/11/09(Sat)01:56 No.4247781
    87- Lewd Misconduct

    The commissars on board suddenly make unusual and unwelcomed sexual advances on their charges. On further inspection, they are daemonettes wearing the commissars' skins.

    If openly accused of being a daemonette, they react with the typical commissar response - irritation, screaming about the emperor, and shooting the offender in the head.
    >> Anonymous 04/11/09(Sat)01:57 No.4247789
    88 - Snakes on a Frigate
    Thousands of varieties of aggressive snakes appear in the ventilation shafts and attack anything living with little or no provocation. All are dangerous.
    >> Anonymous 04/11/09(Sat)01:57 No.4247792
    Bumping.

    FUCK, I had almost an entire entry finished (boxes of books) and then I hit Refresh.

    Fuckin' a.
    >> Anonymous 04/11/09(Sat)01:59 No.4247812
    89 - My own Clone!
    You enter your room to find your own clone! Now neither of you will be virgins!
    >> Anonymous 04/11/09(Sat)02:02 No.4247831
    90 - Precussive Maintenance

    A massive thump rolls throughout the ship. With the exception of the gellar fields, all devices that were functioning cease to do so, and all that weren't begin functioning again.
    >> Anonymous 04/11/09(Sat)02:04 No.4247847
    91 - Sanitation Issues

    A strange black mold begins growing on all surfaces of the ship. While seemingly harmless and easy to eliminate at first, it eventually begins damaging subsystems and causing severe allergic attacks in people breathing in close proximity. Fire becomes a necessity. Players must roll a check to avoid the mold growing in all damp orifices.
    >> Anonymous 04/11/09(Sat)02:05 No.4247862
    92 - Displeased Machine Spirit

    The ship's computer systems seem to have taken on a will of their own. The servitors seem to be behaving in a vaguely strange way and can be caught staring at crew members when they think no one is looking.
    >> Anonymous 04/11/09(Sat)02:06 No.4247871
    93 - Old Batteries

    The power cells for all lasweapons aboard the ship fail. Attempts to recharge them result in one or two viable but sub-lethal shots at best.
    >> Anonymous 04/11/09(Sat)02:07 No.4247879
    94 - The Warp Did It
    Infuriatingly, all crewmen, pressed for explanations to any issue, will answer only with "the warp did it." In a way, they're right.
    >> Anonymous 04/11/09(Sat)02:08 No.4247886
    92.

    Reprecussions of evil.

    Your ship will be boarded by a large, half-mechanical daemon armed with rocket missiles and has a retinue of lesser and rather harmless daemons who will alert the large daemon if you attack them.

    When hanging on the last wound, the large daemon will try to bring dow the attackers by taking down the hull on them. If you become trapped by this debris, you are the daemons.
    >> Anonymous 04/11/09(Sat)02:11 No.4247913
    95 - Black Sheep

    An ork appears somewhere on the ship. He is rather runtish for an ork, speaks eloquently, and shows a distaste for violence.
    >> Anonymous 04/11/09(Sat)02:15 No.4247951
    96. /tg/ would be proud.
    Everyone on the ship changes genders. Bionics and clothes, however, do not.
    Former males shrink 6 inches and lose 40 pounds.
    Former females do the opposite.
    >> Anonymous 04/11/09(Sat)02:17 No.4247967
    93. - METAL BOXES

    a Chaos Space Marine materializes into the maintenance level and starts detaching and gathering all objects square and of metal. Roll d6 on how many items he manages to rip off and again a d3 for each 'box' and apply following results:

    1. The marine found a toolbox. Major repairs will take +1 day to complete.
    2. A power circuity if removed, the maintenance level is without lightning untill repaired.
    3. a Critical component of the is trashed. Roll again on warp drive mishap.

    After causing havoc in the maintenance, the chaos marine will mumble about "taking...away...the METAL BOXES" and vanishes. He will attack any and all crew members he finds.
    >> Anonymous 04/11/09(Sat)02:20 No.4247989
         File :1239430849.jpg-(293 KB, 1152x864, digital_shodan.jpg)
    293 KB
    >>4247862
    FUUUUUUUUUUUUUUUUUUUUUUUU-
    >> Anonymous 04/11/09(Sat)02:22 No.4248002
    97 - Foul Odor

    The ship is jarred for several hours. Over the course of the next few days, the ship is permeated with a hideous odor. Opening of access panels in the walls reveals thousands upon thousands of exsanguinated human corpses. They belong to the crew of you vessel's sister ship.
    >> Anonymous 04/11/09(Sat)02:23 No.4248011
    >>4247951
    That would make me 5'3" and 86 pounds.

    I seriously don't think that that's realistic or healthy.

    SO IT'S PERFECT FOR THIS CHART
    >> Anonymous 04/11/09(Sat)02:23 No.4248013
    98 - Quack Doctor
    All medicae on the ship are replaced with ducks. None of the normal crew seem to notice.
    >> Anonymous 04/11/09(Sat)02:25 No.4248025
    99 - Lost Primarch

    Your ship is dragged out of the warp into the debris field of an ancient starship. Investigation will reveal a lost primarch in a barely-functioning stasis tube.
    >> Anonymous 04/11/09(Sat)02:27 No.4248041
    100 - Time Machine

    Your ship suddenly plays host to a penal regiment of WWII Soviet soldiers. They are hungry, frostbitten, and understandably confused.
    >> Anonymous 04/11/09(Sat)02:28 No.4248043
    94. Everything left is right again.
    Everyone must take spot checks to notice that everything on the ship is now a mirror reversed version of itself. Left handed people are now right handed, imperial eagle now has eye on right side, screws and bolts are reverse threaded, etc etc.

    Roll a d6. 1-2, player(s) are not effected. 3-4, roll for each player separately, 5-6, all players are effected.
    >> Eponymous Rex !!taqDd9490Ip 04/11/09(Sat)02:42 No.4248126
    101. Twins they were!
    Two identical sisters of battle spontaneously appear on the ship. They are understandably agitated and confused.

    Flip a coin. On tails, they have deemed the crew guilty of heresy and will kill every crew member they see, including the acolytes (and inquisitor if present) until the ship exits the Warp(at which time they will vanish), the crew is dead, or they are dead.
    >> WE 04/11/09(Sat)03:03 No.4248242
    tg/ is great tonight
    >> Anonymous 04/11/09(Sat)03:12 No.4248311
    >>4248025

    Lost primarch is replaced with Leman Russ
    he has none of his guards left and his armor is in tatters, the primarch is severely injured and requires medical attention which can only be acquired on Holy Terra. All other missions are secondary.

    Depending on the cause of the warp mishap if the warp drive is in less than perfect shape the strain of an emergency course change causes an additional warp mishap.
    >> Anonymous 04/11/09(Sat)03:15 No.4248339
    102 - Infestation

    Upon investigation, all food on the ship appears to be infested with maggots. Attempting to eat these maggots results in an excrutiating death and a maggot filled-corpse. Every 1d6 days, a major system fails due to maggot infestation and a warp drive mishap will have to be rolled again.
    >> Anonymous 04/11/09(Sat)03:41 No.4248491
    /tg/ gets shit done.
    >> Eponymous Rex !!taqDd9490Ip 04/11/09(Sat)03:51 No.4248549
    >>4248126
    Added notes. Even while separated, one sister knows what the other is doing, specifically if the other is in danger. They will fight to defend each other, and while they might kill on their own, they're bound to each other and when facing a greater threat are unequivocally drawn to each other, making them impossible to ambush, as attacking one will draw the other. Killing one will throw the other into a killing rage. The survivor will feel no pain and know no fear and fight until physically unable to. Physically unable meaning dismemberment or beheading.
    >> Anonymous 04/11/09(Sat)03:54 No.4248566
    103 - Luddite

    The Techpriests on board suffer massive (though not universal) failure of their cybernetics.
    >> Anonymous 04/11/09(Sat)04:00 No.4248607
    104:
    Thats odd.
    Everything taste, smells, looks and sounds kind of odd, but no matter what is done nothing seems to return to normal, the sensations aren't terrible but every moment you seem to acclimatise to the new sensations everything changes again.

    The constant changes and odd sensations slowly start to whittle away at the crew
    1d6 after the sensation begins start rolling willpower saves once a day until the ship exits the warp.
    >> Anonymous 04/11/09(Sat)04:05 No.4248646
    >>4248041
    They are given lasguns and they notice that nothings changed.
    >> Anonymous 04/11/09(Sat)04:08 No.4248673
    105 Everyone is BABIES
    every crewman and acolyte has reverted to D10 years old (roll one for the entire crew, and one for each senior officer, and for any inquisitors or commissars aboard)
    Each acolyte reverts to D10 years old as well.

    Stats are affected at GMs discretion

    additionally on a roll of 4,5,6 on a d6 a demon has entered the ship.

    Comming out of the warp will revert everyone back to their normal ages.
    >> Anonymous 04/11/09(Sat)04:21 No.4248772
    >>4248646
    Inquisitor and comissar listen to their story about 'earth' and "great patriotic war". They are deemed as deserters from a low-tech imperial guard regiment and sent to serve in a penal legion.



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