d20 Ronin Arts Future Starship 13 - Ghost Ship.pdf

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Requires the use of the d20 Modern™ Roleplaying Game, published by Wizards of the Coast, Inc.
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GHOST SHIP
INTRODUCTION
Welcome to Ronin Arts’ Future: Starship 13 –
Ghost Ship , the thirteenth in a series of PDFs for
use with futuristic D20 System campaigns. This
series makes some assumptions about your cam-
paign; the starship designs in this series will be
most useful in campaigns in which the following
statements are true:
• The campaign is not a “hard” science setting.
Campaigns that are more space opera/adventure
movie are the intended target for this series.
• Starships are not rare or unusual. All of the
starships in this series assume that space travel is a
standard and common occurrence – individuals
either fly their own ships or ride on passenger ships.
Starships and space travel are as common for char-
acters as a plane ride is for people of our reality.
• Space combat is not uncommon. It’s just
another exciting adventure when the player charac-
ters have to engage the enemy while fleeing from
some world or other.
• The campaign is packed with action. If things
aren’t exploding, how much fun can the game real-
ly be?
Most of the starships in this series are designed
to fill an even number of pages. This is so that you
can print the pages – back-to-back if you wish – and
drop them into a binder. This introduction, and the
page of new starship equipment and assorted infor-
mation, can also be printed separately and added to
your binder. The schematic and silhouette page is
designed to be used as a player handout – it’s what
flashes up on their ship systems when they attempt
to ID a ship – and GMs need only give the players
the page when they encounter a ship from this
series.
ABOUT THE AUTHOR
Michael Hammes has been freelancing in the
role-playing industry since 2001. Starting small, he
has steadily built his repertoire, and reputation, by
working for such companies as Ronin Arts, Alderac
Entertainment Group, Dark Quest Games, and E.N.
Publishing. He is currently trying to balance his
writing schedule with his role as stay-at-home
father. To catch the latest from
Michael’s Imagination, please visit www.michael-
hammes.com.
E-FUTURE TILES
The Ghost Ship design is based on SkeletonKey
Games’ e-Future Tiles. While this PDF can be eas-
ily used on its own you will get a lot more use out
of it in your game sessions if you construct the ship
– at miniatures scale – using the printable tiles. The
only tile you will need that are not available in e-
Future Tiles is the right side connector on the main
deck – which has been thoughtfully included at the
end of this PDF.
To learn more about SkeletonKey Games please
visit their website at www.skeletonkeygames.com .
FOREWORD
What exactly is a ghost ship? There is no one
true definition of the term. The term ghost ship has
been applied to everything from spectral vessels
crewed by actual ghosts to ships found without
their crews to real-world raiding vessels that swoop
down upon their prey as if out of nowhere and then
disappear.
The one thing that all of these ships have in
common is that they appear and disappear under
mysterious or eerie circumstances. For the purpos-
es of this PDF, a ghost ship is a mysterious starship
that the PCs come across and whose sole purpose is
to serve as an adventure location.
The ghost ship in this PDF is the Kapteyn , a
missing and presumed lost Fusion Age long-range
exploration vessel that no one has heard from until
the PCs encounter it (although they certainly may
have heard about it; see the PC Knowledge About
The Kapteyn boxed text). That being said, let’s
take a closer look at the history of the Kapteyn .
Please note that, while the history presented herein
is ready for the GM to use, as with all things in this
and any of the other Starship series PDFs, the GM
should feel free to modify or ignore any of the pre-
sented information and material in order to make
the ghost ship compatible with his or her campaign.
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GHOST SHIP
THE KAPTEYN
Commissioned in the early Fusion Age under
the financial sponsorship of several governments,
universities, and corporations, the Kapteyn was
named after the renowned Dutch astronomer
Jacobus Cornelius Kapteyn and tasked with explor-
ing the Alpha Centauri system in the name of scien-
tific research.
The chief purpose of this mission was to defini-
tively answer whether Alpha Centauri could, and
did, support life (especially intelligent life) on one
or more of its planets. Assuming the former, it was
planned that a colony ship would start out for Alpha
Centauri once a suitable world had been found.
Should the latter also prove to be correct, the crew
of the Kapteyn was to make first contact with any
intelligent species discovered and pave the way for
eventual diplomatic relations with Earth.
To complete this mission the Kapteyn was
equipped to handle everything from astronomy to
specimen collection and its crew included scientists
from disciplines such as astrophysics, psychology,
and xenobiology.
Staffed with a robot crew (see the Robot Crew
section) that would operate the ship while the
Kapteyn’s human crew spent the long journey in
cryonic stasis, the ship set out for Alpha Centauri.
Initially all went well and the ship sent back reg-
ular communications to Earth. But then, shortly
upon reaching Alpha Centauri, all communication
with the ship ceased. Subsequent attempts to
reestablish communications with the Kapteyn failed
and, although it took several years after the initial
loss of communications for the Kapteyn to be
declared lost in space, it was eventually forgotten.
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GHOST SHIP
GAME STATISTICS
KAPTEYN (PL 6)
Type: Light
Subtype: Unique
Defense: 15
Flat-footed Defense: 9
Autopilot Defense: 7
Hardness: 20
Hit Dice: 40d20 (800 hp)
Initiative Modifier: +8
Pilot’s Class Bonus: +7
Pilot’s Dex Modifier: +6
Gunner’s Attack Bonus: +8/+3
Size: Colossal (–8 size)
Tactical Speed: 3,500 ft. (7 sq.)
Length: 275 feet
Weight: 5,000 tons
Targeting System Bonus: +3
Crew: 10 (ace +12) living, 13 robot
Passenger Capacity: 29 living, 8 robot
Cargo Capacity: 2,200 tons
Grapple Modifier: +16
Base Purchase DC: 58
Restriction: Restricted (+2)
Attack: 2 fire-linked lasers +3 ranged (9d8)
Attack of Opportunity: N/A
that, due to the nature of their campaigns, wish to
have the Kapteyn be a Gravity Age vessel.
KAPTEYN UPGRADE
TEMPLATE (PL 7)
The Kapteyn template can be applied only to the
Kapteyn . The ship’s design specs should be adjusted
as follows:
Engine Upgrade: Particle Impulse Engine,
thrusters (tactical speed +1,000 feet).
Armor Upgrade: Cerametal
Defense System Upgrade: N/A.
Sensors Upgrade: Class V sensor array (as Class
IV sensor array and ship gains a +2 equipment bonus
on all initiative checks, replaces PL 6 Class III sensor
array), improved targeting system (+5 equipment
bonus on attack rolls; replaces PL 6 targeting system)
Communications Upgrade: Mass transceiver
(replaces PL 6 laser transceiver).
Weapons Upgrade: N/A
Grappling System Upgrade: 2 Tractor beams
(replace PL 6 grapplers)
R OBOT C REW I N C HARGE
The game statistics for the Kapteyn presented
above assume that the ship is being crewed by its liv-
ing crew. When piloted by the ship’s robot crew (see
the Robot Crew section), the following adjustments
take place. Please note that when under robot crew
control the ship relies on its improved autopilot sys-
tem for its defense, as its robotic crew does not
receive the pilot’s class bonus to Defense. The ship
does rely on the pilot robots to deal with unexpected
situations (i.e. meteors, engine damage, etc.):
Defense: 3
Flat-footed Defense: 2
Autopilot Defense: 7
Initiative Modifier: +3
Pilot’s Class Bonus: N/A
Pilot’s Dex Modifier: +1
Gunner’s Attack Bonus: +1
Attack: 2 fire-linked lasers -4 ranged (9d8)
DESIGN SPECS:
Engines: Fusion torch, thrusters
Armor: Polymeric
Defense Systems: Improved autopilot system
(+5), improved damage control (3d10), magnetic
field, radiation shielding
Sensors: Class III Sensor Array, Targeting System
(+3)
Communications: Laser transceiver, radio trans-
ceiver
Weapons: Turret of 2 fire-linked lasers (range
incr. 3,000 ft.)
Grappling Systems: 2 Grapplers
K APTEYN U PGRADE T EMPLATE
(PL 7)
The following template is included for those GMs
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GHOST SHIP
ROBOT CREW
The following section contains information and
statistics on the Kapteyn’s robot crew. Although the
background information for the ship states that the
Kaptyen was outfitted with a robot crew and the robot
crew can be used by the GM during PC exploration of
the Kapteyn as friend or foe (see the Scenarios and
Our Friends, The Robots section), the ship does not
actually need a robot crew; it is perfectly acceptable for
the GM to decide that the ship travels from Earth to
Alpha Centauri using its autopilot system.
taking this additional step it would make the ship’s liv-
ing crewmembers more comfortable with being in con-
stant contact with robots.
There are three types of CrewBots aboard the ship,
each one classified by its primary function.
Admin CrewBot (8)
The admin CrewBots serve as secretaries, lab assis-
tants, and sensor operators.
Admin CrewBots have a smaller frame than main-
tenance or pilot CrewBots (due to lacking a survivor
array). Their exterior has been fashioned to resemble
an individual wearing a lab coat.
W HY H AVE
A R OBOT C REW ?
The sponsors’ rationale for including the robot
crew was twofold. The first was to provide for an addi-
tional safety measure during the Kapteyn’s journey; it
is the robot crew that takes care of the ship while its
living crew is in cryostasis, pursues its studies, experi-
ments, sleeps, eats, etc. The second was to increase the
crew complement aboard the Kapteyn without increas-
ing the need for air, food, water, etc.
As crewmembers the robots are designed to, and
only capable of, performing simple and mundane tasks
(i.e. data entry, sensor monitoring, scheduled mainte-
nance, basic flying); their main function is to free the
Kapteyn’s living crew from these ordinary tasks so that
they can more easily perform the more important func-
tions (i.e. scientific research, experimentation). While
the robot crew can operate the ship efficiently
(although not nearly as effectively as its living crew),
the robot crew cannot perform any other tasks (i.e.
exploring a planet’s surface, making first contact with
any aliens, etc.) without instructions and supervision
from the crew.
Each admin CrewBot is identified by its own des-
ignation (A1, A2, A3, etc.).
Maintenance CrewBot (10)
It is the job of the maintenance CrewBots to per-
form basic maintenance and repairs on ship systems
both inside and outside the Kapteyn .
Maintenance CrewBots have an exterior fashioned
to resemble an individual wearing coveralls.
Each maintenance CrewBot is identified by its own
designation (M1, M2, etc.)
Pilot CrewBot (3)
The three pilot CrewBots are there to serve as
backup to the Autopilot during journeys where the
crew enters a cryogenic state as well as to perform rou-
tine in-system piloting functions. Pilot CrewBots are
almost always on the bridge except for when in need of
maintenance.
Pilot CrewBots have an exterior fashioned to
resemble an individual wearing a flight suit and each
one is identified by its own designation (P1, P2, etc.)
In addition to CrewBot statistics for PL 6, PL 7 sta-
tistics have been included. The PL 7 statistics can be
used if the Kapteyn is a Gravity Age vessel or during
the Fusion Age if the CrewBots represent experimen-
tal robots that will become commonplace in the
Gravity Age.
C REW B OT
(PL 6 AND 7)
The Kapteyn is crewed by the latest in Fusion Age
robotic technology in the form of its complement of
CrewBots.
The CrewBots have been fashioned to look like
generic members of the crew by taking all of the facial
characteristics and skin tones of each crewmember and
morphing them into one. The designers hoped that by
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