Monday 29 March 2021

1d10 Ship Spirits and curses

'It ain't hard to keep them happy. Uusally alcohol, cigs and food; and don't let the place get too dirty. Try not to spill too much blood around, or it might get a taste for it.'

-Common spacers knowledge on appeasing a ships spirit.

When a ship becomes a home to its crew, infused with their dreams and lives, a spirit will inevitably manifest. Whether they generate sponteneously or, like spacers, mill about at docks waiting for a likely vessel, is the matter of some debate.

1d10

Appearance

Offerings

1

A wizened figure, the size of a small child, with a beard of soot and embers. Clad in a cloak of reflective foil.

Hard spirits and cigarettes left outside the engine airlock.

2

An elongated fox with 8 legs, empty eyes that glitter with stars.  Tail turns to pale flames at the tip.

Something meaty, ideally real but krill or soy is fine.

3

An extra cryopod, glass misted over. Faint figure seen inside, curled into a ball. Wet footprints appear in the night.

An extra place at the galley table, a locker left empty.

4

Thin, 8-Armed man, coal-glasses and a bushy mustache. Squats in life support, arms snake through ventilation.

Herbal tea poured into the water recycler and burnt incense.

5

Stencil of a fat golden fish, swims along the walls of corridors. Appears by itself or in shoals.

Drawings, paintings and fried fish curry.

6

Enormous 8-tailed rat, fibre-optic strands for hair. Steals small trinkets from crew and passengers for its nest.

Gigabytes of junk data loaded onto USBs and intentionally lost.

7

Unknown. Cloaks itself in a pile of blankets woven from rubbish and lost things. Enormous eyes, four pupils.

Shredded items of comfort- jumps, gowns, onesies and slippers.

8

Squat iron furnace, moves on lion-clawed legs. Carved face alternates between human and animal visage. Lives inside the reactor.

Spent jump cores. Coal. Used clothes and furniture.

9

Disembodied head in a vascuit helmet. Trails thick hair to the floor.

Empty oxygen tanks, prayers sharpied on.

10

Vulture-like head and neck protrudes from a heavy radiation suit. Leaves feathers everywhere.

Credits and shiny things. Flesh from those who die aboard the ship.

Sometimes the relationship breaks down, due to neglect, carelessness or ignorance. A ship spirit can place a curse on the crew, which will remain until the spirit is either appeased or evicted.

1d10

Curse

Appeasement

1

Becalmed. Thrusters produce no movement, jumps cannot be made.

A living sacrifice, pushed out an airlock or thrown into thrusters.

2

Water turns brackish and foul, pipes begin to rust. Vents clogged with hair.

Purification. Crew must fast for a week, meditate and thoroughly clean the vessel.

3

Glitches cascade through systems, impossible to use any terminals or workstations.

Votive candles and written prayers arranged around computer core and terminals.

4

Food rots, no matter how well preserved.

A pint of blood from every crewmember, smeared on the exterior hull.

5

Freak accidents become impossibly common.

Statues and icons of the spirit, placed throughout the vessel.

6

Temperature fluctuates, between freezing cold and scolding hot.

Feed 90% of food on the ship to the reactor, leave just enough to survive.

7

Credits or valuables aboard the ship turn to dust and rubbish.

Sacrifice items of sentimental value to the spirit.

8

Interior corridors become a maze. Takes hours to get from room to room.

No clothes or modern technology for 10 days. Crew must smear bodies with engine soot.

9

Large, aggressive rats and insects fill walls and swarm across the ship.

Spirit takes a crewmember's body for a joyride on a station.

10

Sleep interrupted by howling, banging, scraping at walls and raucous singing over the intercom. Rest is impossible.

Bacchanalia! Music, dancing, wine and song. Liquor on the walls and debauchery in the bunks.

1 comment:

  1. You say a curse can be removed if you evict a spirit - how can that be done?

    ReplyDelete