Tabeller för att personifiera dystopiska mega rymdskepp och dess besättning - till 40k och liknande.

Gamiel

Swashbuckler
Joined
22 Dec 2013
Messages
3,116
Location
Stockholm
En tabell jag har börjat skriva på för att snabbt kunna skapa ett skepp med karaktär. Man rullar så många gånger som det behövs, kanske kombinerade med tabellerna för skeppets historia och maskin-ande personlighet som finns i Rogue Trader RPG grundboken (som jag planerar att skria extra inlägg till) och tabellen för servitors i Only War: Shield of Humanity för att ge skeppets servitors något som sticker ut. Tabellen är skriven på engelska för att jag ursprungligen planerade den för ett engelskt forum och man borde nog använda en slumpgenerator för att slå resultaten eftersom jag är på 200 resultats just nu och kommer komma på fler - om folk har förslag, skriv bara in dem.

1. Outside of the ones needed for security are there no doors, instead different spaces are warded off by hanging fabric or beaded curtains.

2. The honoured dead of the crew are turned into servo skulls with similar duties as they had in life.

3. The different workshifts are considered different castes, with different ways of doing things and serving under different laws.

4. Once, after a major crew loses, the ship took in a large group of people from a specific planet to repopulate the ship. Many of the traditions and beliefs from that planet lives on among the current crew.

5. The ship is divided into different sections with the entrances to each section guarded by combat servitors, oath-guards and/or similar. To pass through an entrance all – no matter their rank, even the highest officers – has to do a specific ritual before the entrances, both to get it to open and to prevent the guards from attacking.

6. Servo-skull linked cyber-mastiffs stalks the ship’s hallways, attacking any man or beast that don’t wear the right identification items. Possible identification items can be: the standard crew uniforms; computer ships; identification papers (the servo-skull will ask for them before attacking); the aquila proud and visible;

7. The tech-priests on-board have a special reverence for one of the ships components (if the ship has any arco-tech parts it will be that one) and will always repair that one first before other parts if the ship is damaged.

8. The crew is divided into groups that routinely fight each other in ritualized wars. The groups fighting could be different: clans; worker-gangs; guilds; etcetera.

9. A notable part of the crew is a made up by abhumans. They are considered fully part of the crew (if maybe a bit to the side) and parts of the ship have been modified to fit them better. 1) ogryns; 2) rattlings; 3) beastmen; 4) nightsiders; 5) squats; 6)

10. The crew watches or participates in a specific sport in their free time and sports cups are annually hold where sports teams from different parts of the ship play against each other. There may or may not be hooligans, but there will absolutely be rioting if the games would be prohibited.

11. The standard crew uniform looks like stereotypical maid and butler outfits.

12. The ship did once belong to a Knight House and has all the equipment for storing, repairing and training Imperial Knights. They are kept in at least workable condition and the crew will not remove them.

13. The ship has a menagerie.

14. Wireless communication don’t function onboard the ship – com-beads, mobile voxcasters and similar only give statics at best, at worst there is something talking and screaming at the other end – so all communication has to be through the ships grounded communications network.

15. Droit du seigneur is a law aboard the ship, with the highest officer (usually the captain or the RT) as the lord.

16. One kind of dangerous beasts stalk the ships corridors and only the higher officers may hunt them. To slay one when not part of an officer lead hunting party is a criminal offence.

17. The ships servo-skulls wear masks and/or wigs

18. The air in large areas of the ship is poisonous and filtration devises are standard equipment among the crew.

19. There is a “fika” tradition on the ship, during that time everything beside the essential stops, ignoring “all hands” situations.

20. For a time some Space Marines travelled with the ship; the area where they stayed have become a sacred place for the crew and there are pilgrimages to it from all over the ship.

21. All over the ship there exist gladiator pits where beasts, prisoners, professionals and hopeful (or desperate) amateurs fight for the entertainment of the rest of the crew.

22. Large parts of the ship have bad and/or no illumination.

23. The inside temperature of the ship is unusually above/below standard, possibly uncomfortably so. 1) above; 2) below; 3) both, but in different areas

24. Temple dancers are a part of all major holy rituals, both the Ecclesiarchy’s and the Mechanicus’.

25. One of the ships important positions can only be hold by dwarfs.

26. There is a gift-giving culture among the crew.

27. Across the ship there are ghettos populated by a minority culture that follow different traditions and possibly even laws.

28. Highly ridged class system among the crew.

29. During a crusade some generations ago so was the ship routinely used as a transport by a Space Marine company. Some of their culture and traditions was take up by the crew.

30. The main rooms and corridors are covered in trophies and finery from a glorious past, all now falling apart and covered in dust.

31. Most holds and corridors aboard the ship are highly compact with minimal space to move around.

32. Ship officers’ footwear all have heals and platforms, the higher the officer the higher the heals and platforms.

33. The ship did once belong to a Titan Legion and has all the equipment for storing and repairing at least one smaller Titan - the models of Titans and how many the ship can transport is decided by the GM. The Titan holdings are kept in at least workable condition and the crew will not remove them but have no problem storing things in them. If the Adeptus Mechanicus finds out about the Titan holdings they may react as if the ship had an arco-tech part.

34. A pack/tribes of Jokaero lives on the ship. They are most likely considered good luck by the crow that will react violently to any attempts to hurt, kill or remove them.

35. The ship was for centuries used to transport and support the Imperial Guard Regiment from one specific word. The ship has been adjusted to fit the living and training style of that IG Regiment.

36. All members of the crew have extensive tattoos and/or symbols on their bodies as a story system, recording all of an individual's history. Maybe they dress minimally to show it off, or maybe showing your life story is something highly intimate.

37. The ship’s women are highly sexually active with outsiders, to prevent inbreeding.

38. The ship's interior lights are all in a usuall colour, like red, blue, green, purple or similar.

39. To get new blood to the ship the crew buy, take in, and kidnaped any child that they can get their hands on when in port.

40. A death cult has a notable presence on the ship. Knowledge about them might be open, an open secret or only known to a few.

41. The majority of the ship's priesthood belong to one of the esoteric, but still accepted (for now), fractions of the Ecclesiarchy.

42. The majority of the ship's tech-priests belong to one of the esoteric factions of the Mechanicus.

43. The bones of the crew's dead are used as building material or for parts in equipment.

44. An elaborated class/caste/estate/other system among the ship’s crew. Most likely is changing caste impossible, and marriage between castes is, if not forbidden, not something often approved.

45. The ship has for generations been heretically, and therefore secretly, trading with one filthy xeno-group (or even more than one), and much lesser heretical xeno-tech can be found among the crew. Maybe parts of the crew (if not, the horror, all of them) have picked up some strange manners and maybe even ways of thinking from the xenos?

46. Riding and draft animals are used more or less all over the ship.

47. Groots infect the ship and it is not possible to get rid of them without completely shutting down the ship for an extended period of time. During boardings they do help with the defences since it's their home as well.

48. Duels over matters of honour are common among the crew. The way the duals are conducted can be highly varied.

49. The ship has a guild/caste/other of stewardesses that function as guides. They possibly have other function also, maybe something similar to geishas, or escorts, or are the keepers of some kind of knowledge.

50. Honoured dead are mummified and kept near to the living so the later can ask them for advice. Holydays or rituals where the dead are taken out of their tombs and niches and carried around are possible.
 
Last edited:

Gamiel

Swashbuckler
Joined
22 Dec 2013
Messages
3,116
Location
Stockholm
51. Much of the ship’s internal light comes from luminescent animals and/or plants.

52. Everybody go around masked. The design of the mask depends likely upon the wearer’s place/role in the ship’s crew and/or hierarchy. Showing your naked face is probably something highly intimate.

53. The ship’s crew is highly martial, likely so is everybody trained to fight and eager to prow their metal. Internal fighting (either mano-a-mano or groups against group) for the participants to show who is superior are likely.

54. Larger parts than normal of the crew are cybernetically modified to better do their assigned duty.

55. The ship’s Navigators and their house-thralls are interacting with the rest of the crew unusually often. Possibly have the crew taken up some of the Navigator House’s ways and traditions.

56. Water, or at least clean water, is rare and rationed. Possibly does the on-board ship-currency represent amounts of water.

57. The crew is divided along gender lines, with each gender having their traditional duties, which members of the other gender are not allowed to do.

58. The main crew culture is espousing unity and eschewing duality. Likely leading to that the crew (men and women) trying to appear as alike as possible and any markings needed to show rank or duty are as minimal as possible.

59. Record keeping is seen as highly important aboard the ship. Likely does each workstation and crew-gang keep their own records; possibly are larger areas of the ship taken up by the record libraries.

60. Most of the ships religious rites involve mortification.

61. Drug use is highly common, both for recreational use and to enhance the crewmembers ability to do their assigned duty.

62. The ship’s crew is highly insular toward outsiders, trying to have as little as possible to do with them. Possibly do there exist purification rituals crewmembers have to do after interacting with those not of the ship, or even rituals for any area contaminated by outsiders, and/or they may only interact with outsiders when dressed in vacuum sealed voidsuits.

63. The various regions and compartments of the ship have their own noticeably different accents, slangs and sayings.

64. The ship was for generations mainly a passenger ship and that can still be seen in its interior design and the crew’s culture.

65. Large amount of vermin. Are likely used as foodstuff by many lower crewmen, and/or betted on in the vermin fighting houses. The vermin-hunter guild is possibly a political force.

66. There are many theatres, music halls, and opera houses for the crew’s entertainment, spread out over the ship.

67. The crew culture is highly strict and proper, except for certain circumstances and/or in certain areas where they can partly, or even fully, let loss.

68. Most of the ship’s internal vox-units are servitor based.

69. Gardening is considered an important past time among the crew. The officers probably have large personal gardens while simple crewmen try to care of one or more potted plants or share a garden plot with their family or worker-gang. Possibly do crewmen and/or worker-gangs compete with each other over who can create the most beautiful garden.

70. The crew is highly democratic with the leader of each worker-gang, militia-unit, and similar being chosen by his pears instead of being appointed from above. A culture of discussion, and possibly voting on any important decisions, is possible.

71. There exist many Emperor’s Tarot readers, both automatic and living, all over the ship and most of the crew visit them for guidance weekly, and for any important decision, if not even more often.

72. An unending ritual parade travels all over the ship in an unbroken path.

73. Some areas of the ship are kept squeaky clean while other areas are allowed to gather dust and filth.

74. There is a slave caste of oppressed abhuman brutes (ogryn, beastmen, or similar) a-board the ship that are used for any heavy- and/or deadly labour work, and possibly as draft animals.

75. Betting and gambling is the main entertainment of the crew. Even if there are sanctioned betting houses, so are there likely many illegal gambling dens spread over the ship.

76. Many of the ship’s corridors and chambers are flooded with water, maybe just ankle deep or maybe the whole area is under water.

77. All non-essential components are made to function by the hard work of crewmen, servitors and draft-beasts. The ancient machines that once did this are gone, unrepairable and/or nobody knows how to activate them.

78. Large amount of larger herbivorous/omnivorous animals (like cows, groxes, pygs, lobobster, or struthids) are kept a-board the ship, for food and entitlement. Possibly something corresponding to bullfighting in the latter case.

79. Lots of glass-doors, windows and maybe even walls inside the ship. Could be fully transparent to/or barley semi-transparent, simple one great sheet of glass or advanced stained glass constructions. The material use is possibly not actual glass but some other transparent/semi-transparent material.

80. Many of the ships walls are painted with decorative patterns or scenes. Possibly do the crew and/or tech-priests believe that those need to be fixed if damaged or the ship’s machine spirit will be angered.

81. The ship’s arms-men don’t use any kind of guns with shorter range than rifles. Possibly are throw-weapons and/or hand-crossbows used for shorter range attacks.

82. By tradition and/or decree does the ship have to have Navigators from two different Navigator Houses on-board.

83. Lots of wood are used for construction and/or decoration.

84. A monastic order has a convent a-board the ship. Members of the order may or may not be considered part of the crew.

85. One or more of the ship’s components has its origin from another ship and sometime seems to rebel against its new surroundings.

86. The main part of the crew are in their culture, society and understanding nothing more than feralworlders, only able to do their duty thanks to ritualistic training and supervising officers, but without any understanding or insight. Blood feuds and honour killings between the groups and individuals of the crew are likely common.

87. Lots of stone are used for construction and/or decoration.

88. A large asteroid has been embedded in the ship’s side for generations. By some reason (it would make the ship explode; it has always been there; a decree by a mad Enginseer Prime) can it not be removed, instead the ship has been repaired in such ways that the asteroid is now fully a part of the ship.

89. The crew believes in eugenics and who gets to sleep with who follows special planned programs. They likely don’t really know what they are doing, and it’s possible that they try to seduce, kidnap and/or other ways to get gene-material from outsiders with the seemingly right traits.

90. Plants, lichen, and/or fungi grow wild all-over the ship’s interior, with possibly some areas being overgrown.

91. Numerology is important to the crew, with some numbers seen as good and others as bad. Anything involving the bad number is evaded, even down to leaving stuff behind so it’s not corresponding to a bad number in amount.

92. Constant hymn singing by a notable part of the crew.

93. The members of the crew are all bedecked with jewellery, with the amount of jewellery increasing with rank.

94. There are no passenger cabins; instead passengers are expected to be hosted as guests by the crew in their cabins. The more important/paying passenger the higher crewman they are guests to.

95. Cleanliness is highly important, both real and symbolic. The crew will not eat or touch things they consider unclean. There are likely lots of purification rituals to make “unclean”-but-useful things be perceived as clean-ish to the crew.

96. Areas with harmfully high radiation exist on the ship.

97. A large amount, if not all of the crew are trained in the lesser secrets of the Adeptus Mechanicus. This probably makes them either Mechanicus’ laypeople or heretecks depending on how they use their knowledge.

98. Either because of deliberate design or as an effect of uncountable modifications and repairs, so is the interior of the ship labyrinthal, with few, if any, straight paths. There is possibly a whole guild or cast of guides whose only job is to know the ways of the ship.

99. Foodstuff is used as currency among the crew, the more uncommon the foodstuff the more it’s worth.

100. Voidshanties and music are constantly used by the working voidsmen to keep the rhythm of their work. There is possibly also lots of music and singing going on as entertainment, or it may be forbidden to not disturb the rhythm of the working voidsmen.
 

Gamiel

Swashbuckler
Joined
22 Dec 2013
Messages
3,116
Location
Stockholm
101. The crew is early silent.

102. The crew ritually cannibalise their honoured dead.

103. High Gothic is the lingua franca of the ship.

104. Use their dead’s skin to make leather and parchment.

105. The crew’s clothing and armour are of high-quality and decorated.

106. The crew’s clothing and armour are simple and drab coloured but of high-quality.

107. Notable amounts of botanic gardens, both for food and oxygen (and possibly leisure), are spread out throughout the ship, or maybe there is one (or more) long gardens that go from the ship’s bow to the beginning of the thrusters.

108. Lots of servitors.

109. In some areas of the ship the gravity-plats are fluctuating, making the areas suddenly lose most of its artificial gravity, if not all.

110. Some areas of the ship have permanent low-gravity.

111. On the ship, as on many worlds of the Imperium, families tend to specialise in a given task, their duties passed on through the generations, with extended clans encompassing a larger area of the ship’s duties.

112. Society aboard the ship is highly stratified, with each member of the crew having a very specific role and set of responsibilities, as well as a strict chain of command.

113. When the ship is stationary in real-space do the crew carve statues and/or structures into nearby asteroids.

114. Lots of colourful fabrics cover large parts of the ship’s corridors, chambers and similar.

115. Large amounts of ghiliam and/or hullghasts, there exist a "truce" between them and the crew. During boardings they do help with the defences since it's their home as well.

116. Status lines the walls of all important corridors and many of the less important ones.

117. Shrines, in all manner of different sizes, can be found all over the ship.

118. The air aboard the ship is thin, making oxygenated air a valued commodity.

119. The air aboard the ship is thin, making oxygenated air a valued commodity.

120. Great kelp forests whose stalks resemble bamboo fill the ship’s hydrofarms and much of the crews clothing, everyday items and food are kelp based.

121. The ship’s society is filled with intrigues on many, if not all, levels. Those intrigues may just be friendly competitions or they may be deadly and infernal where death or ruin is an all too common end.

122. The life of the officer class are full of an relentless succession of balls, dinners, grand coronations, and other frivolous(?) formalities.

123. The ship is run under a feudal system with the ship being the divided in ‘manors’ and each manor owned by a ‘gent’ who has sworn fealty to the ship’s lord-captain. The gents have free hands when it comes to the actual running of the manor as long as duty is done.

124. As part of the ship’s water recycling system, recovered water is distributed via a sprinkler system, so it ‘rains’ a lot. The sprinkler system is also part of the fire suppression and control system.

125. There are a notable rivalry between the work gang and guilds of the ship and one gang/guild master would think nothing of sabotaging or murdering their rivals, or kidnapping entire work gangs to help meet their production quotas.

126. A cloying fug fill many of the corridors and larger holds, that’s a defoliant smoke produced by the ship’s tech-priest alchemists to keep the aggressive lichens and other infestations at bay. The fog is not harmful, at least if you ask the alchemists.

127. Romantic courtship on the ship often consists of a ritual battle between the two parties.

128. Part/s of the ship is blocked off because it has been taken over by the flora and fauna from a grand zoological garden that went awry. There has been attempts to get it removed but it stubbornly persevered and now, a few generations later, it is just easier to let it be than to get rid of.

129. Certain types of metals are considered more sacred than others on the ship, so the area where that metal is used is automatically more sacred than others.

130. Officers are expected to give public speeches regularly to maintain order, broadcast the right information on the ship, and generally show themselves.

131. The ship was for generations mainly used to ship the dead and dying to Cemetery Worlds and that can still be seen in its interior design and the crew’s culture.

132. Lots of cherubes.

133. The ship is decaying, its civil structures failing, its ancient grandeur rotted. It’s rife with petty corruption, apathy and slow decay, neglect and partial abandonment marks many of its holds and levels.

134. There are 1T6 masked mystics that come and go in the ship. No one knows where they live or how they can just appear and disappear at will. The crew has great reverence for them and attaches great importance to their more or less cryptic adviceses and guidances. They are possibly Eldar or other xenos.

135. The ship’s population has a highly ritualised vengeance and assassination culture, where assassinations are legal, as long as it is done by guild members and you have filled in the proper forms and can call upon the right rights.

136. Officers/similar of the crew all have decorative pets, with the higher officers possibly having servants carrying around their pets following them

137. A child among the crew remain nameless until another member of the crew dies and then s/he gets the dead one’s name and are throughout her/his childhood taught the deeds and notable mannerisms of all the previous bearers of the name. It is expected that the child, once grown up, will fill the same role as the precious bearers of her/his name have had.

138. Only the highest officers and the arms-men are allowed to carry firearms while at the same time everybody carries at least a knife. Likely can you identify a crewman’s position, union, guild, and similar by the kind of knife she’s carrying and its quality.

139. One rare but not too unusual kind of technology is not allowed to be used aboard the ship, the ship can transport it but it can't be used or even carried around on the ship ones the ship has left port.

140. The ship is full of strange guilds that deal with either something very specific or maybe a broad area of duties that outsiders can’t see why they are grouped together.

141. The crew mark their deeds with scarifications and/or tattoos and upon their death they are flayed and the skin kept as a record for later generations.

142. The crew as a group is insular and superstitious, to a degree rarely seen even in the Imperium.

143. One of the ships supplemental components is of archeotech origin, too bad it has stopped function and the tech-priests don’t know how to fix it. They are also unwilling to replace it or stop maintaining it at their best of ability.

144. The ships the dark spaces and abandoned holds have high numbers of ghiliams and hullghasts. Maybe there is also other things in the dark areas that writhe and hunger.

145. Much of the ships inbuilt train system, lifts and similar don’t function or have been removed, leading to more or less all internal transport has to be done by muscle power or in motor vehicles.

146. Water filled channels crisscross the ship, used both for water storage, aquafarming and transport.

147. The ship has been heavy damaged in its history and then repaired, with the old and new areas notably visibly different.

148. The ship's sensors are acute but also loud. While it makes it possible to “see” farther than normal for such a ship-typ and easier to detect those that try to hide, it also makes it easier for others to notice the ship.

149. Auto-injectors, filtration units and other cyberware that partly show up as liquid filled tubes and/or containers are standard among the crew.

150. Smuggler-holds of relatively large size are well-hidden inside the ship. Around 10% of the cargo has to be shipped in the holds and are then masked from external viewers and inspectors, unless shown. Possibly so well hidden that the current owners don't know about them and the possible contraband hidden there.
 

Gamiel

Swashbuckler
Joined
22 Dec 2013
Messages
3,116
Location
Stockholm
151. The ship gives, and receive, information only in High Gothic.

152. The machine-spirit has an extensive knowledge of proper Imperial shipboard procedure, and will not tolerate any deviation.

153. The ship's logs and records contain a large gap. For a period of several years, decennium, or even centuries, there is no record of anything at all that took place aboard ship. It's not just that nothing happened - the ship was very definitely in active service at the time, although it's impossible to figure out exactly what it was doing.

154. One of the ship’s systems (like Medicae, Batteries, Hangar Deck, Engine, etc.) has its own cherubim aerie (or servoskull ditto). The little servitors are constantly doing maintains-work and small repairs, and help out with the duty of the system at the best of their capability.

155. Carpets cover most of the floors a-board the ship.

156. People of rank, or (possibly) wealth, are expected to have one or more lovers of the same gender as themselves.

157. Minor deformations are common among the crew. Possibly the result of inbreeding, radiation and/or chem-damages.

158. Kastelan Robots are part of the ship's internal defences, and can be found patrolling the ship's corridors.

159. Calming music is played on all decks

160. The ship's officer-cast is notably inbred.

161. Puppet-theatre is the main entertainment a-board.

162. Bird cages with decorative and/or song birds can be found all over the ship. Possibly also function as warning system against bad air.

163. Grow flowers for shrine offerings and possibly decorations.

164. The ship's greenhouses grew spices, not foodstuff

165. Short spears are the main close combat weapon onboard.

166. Leman Russ tanks are part of the ship's internal defences, and used for transportation by officers.

167. Fans are used by the crew, not just for fanning themselves but also as part of their body language. Bad fan-using is likely seen as a mark of bad manner.

168. High use of promethium driven vessels onboard, which pollutes the internal air.

169. The crew's weapons, armours, uniforms, and much other equipment is highly decorated and inlaid with precious metals and/or stones. This doesn't make them more effective than standard.

170. Gambling is the main pastime for the crew. With officers going to luxurious casinos and the lesser crew having to do with rat-races, dice, and cards in pubs and working areas.

171. Lots of velocipedes, both for personal and goods transportation.

172. The crew are kept in line by draconic laws and punishments.

173. Everyday a holiday for a saint is celebrated. Each saint have their unique celebration and rites, and what is allowed and not allowed to do, eat or similar depends on the saint. And certain endeavours are favoured to do on certain saint's days, likely leading to the crew trying to do them on those days, even if means having to postpone the start or begin a bit early.

174. All crew not of duty when travelling the Warp (gunnery, lookouts, stowers, etc.) are expected to attend mass when entering the Warp.

175. Once upon a time the ship had notable decorative gardens, now abounded and nothing but brown, dried-up plants and dusty walkways.

176. Pilgrim journeys to the ship’s enginarium is part of the confirmation ritual of the crew’s young.

177. The ship's guard changes are ceremonial and choreographed, with elaborate and fast dance-like maneuvers. Possibly raising the legs as high as possible is part of the ceremony.

178. The heavy use of promethean powered vehicles

179. Cats (or other animals, like lizards or flightless birds, filling a similar nish) walks the ship’s corridors, hunting vermin and functioning as semi-pets.

180. The crew leave offerings (like prayer scrolls, lighted candles, flowers, blood, etc.) at the doors of the enginarium, Geller Field generators, Void shield generators, and life sustainers.

181. Servitor-farms helps the ship’s machine-spirit in its duty. There is returning need to replace those brains that have become too old or to damaged.

182. Little in the way of cybernetics among the crew, lost limbs are replaced by simple prosthetics or just covered up.

183. Dogs, mandrills, or similar sized animals are kept as family or work unit pets, or personal pets among the officers.

184. Semi-automatic and automatic crossbows are the main range weapons among the ship’s voidsmen-at-arms.

185. The ship’s culture is chauvinistic toward one gender and all the officers and foremen are only chosen from that gender. Outsider officers or experts of the wrong gender are not taken serious.

186. Oil lamps are the main illumination.

187. Respirator units with an external oxygen tank, making them able to function as rebreathers when needed, are standard part of crew gear. Possible is the oxygen tank size increased with rank and/or wealth, possibly to sizes larger than human.

188. The ship is equipped with bio-vat facilities for the creation of vat-grown servitors. Possibly do the genetor-caretakers also know how to use the vats to create clone libs and organs.

189. The crew is high majority female, and mostly reproduces onboard with artificial insemination.

190. The ships gunports are sculpted to look like the months of grotesques and/or the gun barrels are sculpted like the months of dragons and gargoyles.

191. The crew is majority voidborn and it really shows in their looks and manners.

192. Gargoyles and grotesques watch over every junction and corner of the ship, sometime literally so with camera-eyes and guns in their mouths.

193. Maybe because of an old captain’s/owner’s decree, a shipment that was never delivered and stayed onboard, or some other reason but there are lots of old and decaying decorative servitors (like sheen birds, ornamental cherubs, clown-servitors) wandering the ship’s corridors and halls.

194. When giving information do ship’s machine-spirit appear from time to time on the ship’s screens and/or through the working hololits as a young woman (possibly in uniform, naked, 80’s pop-idol stage clothing or other).

195. Most of the ship’s illumination are placed behind stained glass “windows” and roofs.

196. A giant flag showing the ship’s owne’s/homeworl’s symbol and the ship’s name (and possibly with markings showing alliances, victories and similar) is flown from the bow. Anti-gravity engines are used so it is always flowing as if there was a wind.

197. Spiders, from nearly microbic to dog sized, infest the ship. The crew is very superstitious abut them and try to not kill them when possible or makes rituals when they have or will do. Possibly do they leave food offerings to the larger spiders, possibly do they farm spider-silk, chitin and/or poisons.

199. The ship has launch bays and squadrons of attack crafts. The pilots are seen by the crew as the ship’s true elite and everybody (from lowest deckhand to the high officers) dreamed about becoming a pilot when they were young.

199. Lines and patterns of lamps lines the ship’s hull and are used to creating light patterns, making the ship appear similar to a luminescent deep-sea animal.

200. The ship constantly suffers minor breakdowns, but only of a kind that are easy to repair or jury-rigg with minimal tools. To prevent the constant breakdowns would need a long tide devoted to only repairs and maintains work.
 

Gamiel

Swashbuckler
Joined
22 Dec 2013
Messages
3,116
Location
Stockholm
Upptäckte att nr 178 inte var färdigskriven
178. The heavy use of promethean powered vehicles
det nog beror på att jag kom på att det jag höll på att skriva kunde gå ihop med en av de tidigare resultaten, och sedan glömde bort att sudda den här och skriva in något annat.

Här är den nya 178: By ancient tradition do the bridge require an audience on the bridge at all times. The audients is possibly watching from balconies, seatings along the bridge walls, or other ways. Possibly is the audience supposed to be quiet and still, or maybe they are commenting, jeering and talking with each other about other stuff.

och här är 25 nya resultat:
201. Most of the internal distance communication onboard is done with voicepipes and pneumatic tubes

202. The ship’s tech-priests and other Cult Mechanicus represents are unusually friendly and social, and interacting with the rest of the crew remarkably often. Possibly have the crew taken up some of the machine cult’s ways and traditions.

203. All crew members vary around a medicine bag, that contains sacred and personally symbolic items.

204. The ship’s officers have as their weapon of station something unusual (trident, bow-n-arrows, flail, etc.) and are expected to be at least trained in them. There is likely prestige in being good with the weapon.

205. There are no crew quarters in the classical sense, instead the crew are housed in large chambers where they have created tent villages/towns and/or divided space with the help of folding screens. Possibly this also apply to the officers quarters.

206. Because if ancient redesign choices or unfixed faulty repairs are many of the ship’s corridors wind tunnels. The wind’s strength and direction may be permanent, or it might fluctuate.

207. Different areas and/or duties of the ship is associated with certain colours and members not from there/with that duty are not allowed to wear that colour.

208. Officers wear distinctive masks to mark them out from the rest of the crew. They are possibly sininster or goofy looking to outsiders.

209. The ship has in its underbelly a dock for a yacht-launch, and comes with it. The dock is made so that the ones that want to can enter the yacht without having to interact with the cargo loading, fulling or similar. The yacht-launch lacks Warp-drive and is in as good quality as the rest of the ship.

210. The crew is divided into cast-guilds, or similar, with different duties and rights. Old cast-guilds can be dissolved and new ones founded by the order of the captain, but some of the them castes are as old as the ship itself (or at least believed to be) and there would likely be strong reaction to their dissolving.

211. The ship has a parliament, senate or similar, with representations of the ships different estates, geographic areas, guilds and/or similar. While the captain can veto anything but a high majority decision is he expected to listen to them and a captain that veto to many decisions can find himself replaced.

212. The ship’s security wing are archaically armoured in antiquitarian plate, chainmail, studded leather, lacerated laminars and/or similar.

213. The ship’s medicae practise their procedures on the ship’s complement of live animals. Likely leading to cages with animals lining the walls of their sick bays and surgeries, if not outright wander around. On ship’s with rightsless abhumans, slaves or similar, is the medicae’s practise possibly also done on them.

214. When outsider are precent the crew hide away their unmarried sons and daughters (or maybe only one of the genders) and they may only interact with outsiders if there is a chaperon present, once they are married there is no problem

215. The crew is, as a group, friendly if respectful toward psykers.

216. Small gardens are spread out over the ship, each with an oak growing in them. Those trees are used as gallows for the execution of criminals and captured enemies. On a rundown ship those gardens and oaks might be dead, but still used.

217. The ship’s captains, or first mates on a Rogue Trader ship, are always twins, and if one of the twins would die the survivor is retired to an advisor role and a new twin pair are ordained the position.

218. The back of the bridge is the captain’s living area, with the bed just behind the command-throne.

219. The captains and the bridge officers command the ship from a raised (or otherwise visibly separated) area. The bridge crew (like vox operators, ship-system monitors, xxx and so on) may not enter this area, unless specifically invited, on the pain of death.

220. Banners hang from the walls, roof and/or flagpoles on the floor of the bridge, and/or other important areas of the ship. The flags are changed with the work shifts, to match the shift.

221. Clothing is minimal with people often going around nude beside tool-belts and what else they need to do their duties. This possibly comes from a wanting to show themselves as not needing the protection planetsiders get from elements with clothing.

222. The officers are all siblings, children, second cousins once removed, or other ways related to the captain, or married into the family.

223. The guild, union, or such that has as duty to take care of passengers are forbidden to speak. They communicate through written notes and/or with sign language.

224. While the officers and passenger quarters have all the luxury you would expect for the housing of people of rank, are they all cramped. Even the captain’s quarter.

225. The officers’ areas are full with the decorations, trophies, fineries and other stuff from generations of collecting and not throwing away. The crew quarters may be the same if less of worth. Maybe there are some really useful or valuable among all the clutter, but to find it you will have to go through it all.
 
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Gamiel

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En till rättning, dessa resultat:
118. The air aboard the ship is thin, making oxygenated air a valued commodity.

119. The air aboard the ship is thin, making oxygenated air a valued commodity.
är det samma, så här är en ny 119: The ships interior is cathedral-like with vaulted ceilings, and the main corridors are broad with at least one upper gallery.


Och här har vi 25 till resultat:
226. The food onboard is mostly fungus bread, pound scum soup, soylens viridians, condensation water, and void sweat liquor. Even for the officers, they just get it served fancier.

227. The crew believe in the protective ability of dreamcatchers, and can be found hanging in all living areas and important parts of the ship, the later are possibly very large with diameters over 3 meters. The dreamcatchers are made by the ship’s priest, cunningfolks, and/or psykers, if not all of them.

228. The core of the crew are formerly of the Battlefleets (or at least their culture is) leading to a respect duty, loyalty, integrity, and showings of strength of character. Also a tendency for pridefulness, to march when they walk, always stand in attention, and doing everything by the book.

229. Specific ways for how to cock food and store it, if the food is not prepared that way it’s considered unclean.

230. The crew is, for voidborn, unusually distrustful of, and superstitious around, psykers.

231. Because of overpopulation, damaged or removed crew quarters, a need to live near their duties or some such, so have many shantytowns been built here and there in the ship.

232. The ship is very well lit, with the illumination in many areas being so strong that people need sunglasses to be able to really see.

233. The ship was ones used for the transportation and butchery of livestock and the traces of that duty can still be found in the ship and its culture. Maybe are the smell of old blood prevalent on many levels, butcher-servitors (that can possibly be used as close combat servitors) are still walking the ship, all the knives, saws and other instruments used for taking care of the slaughtered animals and their parts are still around, a strong taste for meat and blood among the crew, among other stuff.

234. The ship is austere and utilitarian, lacking the decorations, marks of history and … that most ships have. It even lacks most of the gargoyles, grotesques and markings of faith that are believed to protect from the threat of the Warp and what exist in the black between stars.

235. Notable areas of the ship are usually left open to the void.

236. A quasi(?)-sentient xeno-species, used as slave labour, is living a-board alongside the crew.

237. Giant portraits (depicting saints, heroes of the owners line, scenes from history or mythology, or some such) line the hull sides.

238. Cargo holds have been installed spread out across the ship. This maybe to minimise their effect on the vessel’s handling, minimise the risk of one lucky shot damage all the cargo, to make raids harder, or some other reason. In whatever case this compartmentalisation do often lead to a slower loading and unloading process.

239. The previous captain/s was notably decadent and around the captain’s quarters, the bridge and possibly other places they frequented are opulent rooms for drug use, drinking, sex, and other indulgences – maybe there is even a sensorium onboard. The ship possibly come with a “harem” of courtesans, sex-slaves and/or copulation-servitors, and/or positions like ‘blunt roller’, ‘mixologist’, ‘waterpipe filler’, ‘chocolord’ and similar.

240. There exist one or more grand trophy rooms full of the remains of mighty beasts and vanquished enemies. Possibly they also have other duties like library, smoking lounge and/or withdrawing room. Possibly are trophies also spread out over the ship.

241. Lowest of the low among the crew are the rightsless cattle-slaves, to whom the worst duties are given. A constant need to refill the slave-stocks is likely needed.

242. Perfumes and other agreeable scent emitters are spread with the air-system. Depending on the quality of the air they might only do a subpar job hiding the air’s staleness and chemical smells.

243. The crew’s living-space are near the core of the vessel, where they are more protected from the vulnerable decks abutting the cold void. This led to most of the crew having to commute to get to their posts and work areas.

244. The ship’s fighting elite is equipped in gear not dissimilar to the tempestus scions and/or the Arbites Exaction Squads, too bad they are nowhere near as well-trained, disciplined or iron willed.

245. Feathers are marks of rank, with the captain having a oversized feathered cloak as his mark of office.

246. While some ships’ crew-population are insular and dislike going planet side do the crew on this ship like visiting the planets they are anchored above if possible.

247. lots of doomed windows along ship’s body, ranging in size from 0.5m to 5m in diameter. Most of them are scratched but you can still (mostly?) see through them.

248. The ship’s essential components and the main weapon systems are (mostly?) well-kept, everything else on the ship is dusty, cobweb covered, decaying and abounded.

249. The ship is seemingly so beloved by her crew that even in death they will not leave her. With reports of whispers in her corridors, the faint sound of laughter and music will echo from an empty compartment, the dead sending messages and warnings through the vox or appearing on the auspex screen, tellings of voidsmen being joined in their duty and later realising that their companion was among the dead, and suchstuff. The crew both fear the ghosts and take comfort in them.

250. The ship’s Gellar Field generator is built into a large (ca. 50m if not larger) statue of an Imperial saint. If the ship has more than one Gellar Field generator each of the generators are built into similar sized statues, possibly of the same saint, in different aspects, or of different saints.
 

olaberg

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Förslag: Skeppetsluftreningssystem har fått svamptillväxt med mycket sporer, vilket gjort att besättningen lever delvis i en mycket speciell drömvärld.
 

Gamiel

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25 resultat till. @olaberg ditt förslag är i omskriven form nr. 251:

251. Some exotic fungous, lichen, plant or similar have taken root in the ship’s air purification system or airducts. The infestation constantly spread spores, pollen or such that have a narcotic effect on humans, causing the crew to partially live in a very special dream world.

252. The crew follow matrilineal family-lines with children being brought up with their mother’s family. The father is not expected to join the mother’s family, even if many do, but he is expected to stand for some of the childrearing which could as well be in the form of him giving money as physically helping out.

253. According to the crew, or at least some of the more talkative ones, is the ship itself is haunted by the spirit of the first captain/owner. And the ghost guides their hire through visions and dreams. Maybe such tales as mere excuses for the numerous eccentricities among the line of captains/officers, or maybe they are true.

254. The ship’s morticians are wrapped in bandages and ragged robes, their face hidden. They speak in whispers (if that), move strangely and give no rites for the dead or condolences for their kin. Nobody know how they recruit but they most have their ways since they are still around.

255. Advanced and high hairstyles with lots of decorative hairpins and such are marks of status and fashion among the crew. With the ones that can afford it having coiffures so large they become more than ungainly and too heavy for comfort.

256. Cargo loading has to be done in certain ways that follow certain patterns and strange “rules” about what have to be placed where.

257. The ship, in its current form, was created by the joining of two (or more) ships, each with their own style and in places where the component ships connect, corridors can become precipitous shafts, rooms can be upside-down and moving from place to place can be very complex. At lest for outsiders.

258. The ship is an ugly, asymmetric being, with haphazard clusters of engines and towers making it appearing barnacle-encrusted, and ancient modifications, additions and/or repairs looking like outshooting bone-spurs and/or bulging tumours.

259. The ship trails a long tail of debris like a comet as it moves.

260. The crew are scavengers, reclaimators and restorers born and breed. Much of their equipment is jury-rigged or cobbled together, if functional (usually), and they take any chance they can to get more stuff to work with. Missed opportunities for lucrative scavenging might hit the ship’s moral.

261. The ship has an advanced hololithic projection system optimum interfaced with the auger arrays and communication systems, perfect for showing charts and what the sensors see. Too bad it’s not placed on the bridge but another part of the ship.

262. The ship was used as a goods transporter for a long time, with the remains of unclaimed or stolen goods being used by the crew or cluttering areas of the ship’s interiors. The stuff used by the crew may be used for its original role or have been given a different use.

263. The Navigators quarters take up an unusually large area of the ship.

264. Natural hair is seen as unhygienic. Possibly are decorative wigs used, possibly are such things seen with the same discuss as natural hair.

265. The crew are believers in fengshui. This also effects how they see modifications to the ship with any modifications that are unharmonic being resisted or having to be placed in areas where they harmonise, even if it is more costly/time consuming. Repairs might be prioritised upon what will bring back best fengshui.

266. Much of the work that would be done by monotask-servitors are done by advanced, and esthetical pleasing, automats. They are as in good shape as the rest of the ship and while nicer to look at then servitors are they harder to maintain.

267. The crew are deptslaves to the ship, with the cost of the food they eat, air they breathe and any medical attention they need being added to their never-ending dept.

268. Prayer beads hang from all crow-members belts or necks. Passangers that seemingly lack prayer beads will be gifted with them by the crew, those that don’t accept the beads or later don’t wear them will be seen as suspect of the crew and find them making protective signs when they pass.

269. Minstrels’ galleries can be found all over the ship. Possibly still in use, possibly long abounded with the remains of the minstrels’ equipment gathering dust and cobweb.

270. The mummified heads of the crew’s dead line the inner walls of the ship.

271. The ship was for generations mainly as a transport of animals and the traces of that duty can still be found in the ship and its culture.

272. Part of the ship’s memory-banks are very old and unpurged from information usually deemed dangerous. It’s able to identify the markings of the most renowned chapters (and some less so), many different kind of xeno-species crafts (some officially not seen for millennia), and the main markings of all the Traitor Legions and Chaos Gods. The identification comes with a small bit of information about the group.

273. Beside star-charts and similar information needed to travel is most of the gathered knowledge abord the ship collected in the form of books, data disks and similar. Leading to library work anytime something needs a deeper identification beside name, numbercode or whatever other way the machine-spirit present what it’s sensors see.

274. A workforce of mining-servitors exist on the ship. Could be the remains of a previous stint in asteroid mining, a shipment that was never claimed (or maybe never delivered?), a stingy captain’s/owner’s way to get close-combat-servitors on a budget, or some other reason

275. Navigators and astrophats are seen as holy by the crew, since they can see the God-Emperor’s light respectively have stood before it, and treat them as such with pleas for blessings and requests for sermons.
 

Gamiel

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276. The ship’s tech-priests are strictly followers of the Adeptus Mechanicus’ orthodox belief; any machine that don’t fully follow one of the divine STC:s are considered tech-heresy, the same goes for using technology for any other purpose than the ordained one (like using industrial gear as weapons).

277. An Imperial Knight freeblade lance, or smaller household, with followers have the ship as their home. They consider themself the protectors of the ship and having a right to sit at the high officers table, while also not being under any rulership of the captain – they only follow his orders if they think they are sound, if not will they go their own way. They will not knowingly work against the ship and try to keep any noble quests on planets the ship is anchored above to the time of departure. The amount of knight-suits and their size is up to the GM but anything bigger than the Armiger Pattern will have real trouble moving around.

278. The crew-people of the ship are highly apathetic, they do their duty but without any real effort or care.

279. There is a belief on the ship that comfortable living creates weaklings and the ship’s living spaces are designed and furnished after that belief.

280. The officers forsake the baroque clothing and ornamentation usual among imperial officers and instead go for barbarian splendour of furs, leather, jewellery made out of fangs, claws, bones and wood.

281. A belief similar to the one of the Moritat death cult have a strong hold in the ship, creating a disdain for edge-lacking weapons as being crude and spiritually unfulfilling.

282. The crew cover their skin with protective script and glyphs. This may also expand to their clothing and armour.

283. As a group do the crew-population cling to the former glory of their ship, spending more time reminiscing about the past than looking to the future or caring for the present.

284. Thanks to luck and good maintains work, a recent (if long) time being overhauled on a world with the right ship part manufactorums, or just because she’s barley out of the docks that build her are all the ship’s components fully functional. No manpower is needed to load the macro cannons, no need to open gates manually, no cannaries needed to know if the air has gone too bad. But this also means that if any parts of the ship become to damaged, they can’t be made to work by just some quick rebuilding and new manpower…

285. The bridge, officers’ area and any other area the captain would usually find himself or entertain guests are decorated with ostentatious displays of wealth. To bad it’s so tacky and shoddily done, making those with taste wrinkle their nose at what they are seeing. In time of need the ornamentations might be mined for precious stones, metals and items, but this will likely not fare well with the officers and tech-priests who fell that would e a slight toward the machine-spirit’s honour.

286. The captain have as a sign of his rank a big, heavy gold neckless with jewels in it. Lesser officers of better rank have similar but simpler chains with the lowest officers of better rank bearing medallions. The officers are expected to wear their necklaces when on duty, maybe with exception being possible when their duty takes them outside the ship.

287. Among the ships interior defences are crossbows hidden behind walls, trap doors with spikes on the bottom, pendulum axes that swing down when you open doors the wrong way, and similar stuff spread by the tech-priest Trap-Magos Gyga-10.

288. The ship is made to take a hit and lose minimal air with triple-sealed pressure-hatches, automatic closing airlocks, each ship section having it’s own ventilation system, all longer corridors broken by airlocks, and other things that stops the possibility of air escaping in time of damage. It do also make travel from one are of the ship to another a bit time-consuming.

289. A grand cathedral is erected on the ship’s back, likely is it there any important mass is being held.

290. Launchers are exteriorly docked with the ship, maybe looking a bit like remoras hitching a ride on a grand shark, the launches are connected with the ship by airlock and should be placed to not be in the way of lesser defences (or have their own defences that fill the role of the ones they are covering up) but sometime mistakes happen. They lack Warp-drive but are capable of clumsily fly in atmosphere and land and take off from the ground.

291. War-launchers are exteriorly docked with the ship, maybe looking a bit like remoras hitching a ride on a grand shark, the war-launches are connected with the ship by airlock. During combat they are meant to lift off and harry the enemy. They lack Warp-drive but are capable of clumsily fly in atmosphere and land and take off from the ground.

292. The ship has an imposing armoured prow. If the ship is actually built for ramming is another question.

293. Most machine-spirits can be placed in a situation where it no longer accepts input, like "launch command cannot be overridden", but the machine-spirit on this ship have been known to disregard new orders at times, and about things, when it should have no problems stopping a started procedure or changing setting.

294. The tech-priest onboard have a “crew reclamation facility” where they can turn captured enemies, criminals and grievously wounded crew-members into servitors. The tech-priest may have other ideas regarding what count as grievously wounded then the crew.

295. The captain is expected to have a large, blue-coloured beard. If a beard can’t be grown are there fine-crafted false beards available

296. In a room that you can only get to through the captain’s quarters are seven stasis-caskets six which have beautiful and fine clothed women in them and the last one which is empty. Nobody on the ship knows how to open the caskets.

297. The crow are fearful of bodies of water larger than a bucket, and would likely never travel by boat if given a choice. Possibly do they also distrustful of even very shallow water if it is over a broader area (like a very broad poodle).

298. Abominational murder-gholams are sealed in cyro-stasis near important areas, or spread out over the ship, until absolutely required.

299. According to the tech-priests do the plasma-engine like the sound of music and an orchestra is constantly performing in the enginarium.

300. crew-members of one gender is expected to go around robed and veiled when interacting with outsider and members of the other gender not of their close family.
 

Gamiel

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301. The ship’s interior is archaic, with feasting halls, prison and torture dungeons, fire pits, processional galleries, portcullis, and such.

302. A large pipe organ is part of the captain’s quarters. Possibly do the crew and/or tech-priests think that the ship will become surly if music is not played with enough regularity.

303. Most of the crew works in pairs, chained together by the arms or neck.

304. Ancient and baroque sentinel-automatas watch over the ship’s bridge, or they would if there was any known way to turn them on. The ship’s tech-priests routinely, thoroughly and lovingly make certain the automats systems are well taken care of, but have no idea why they are not functioning.

305. The ship’s medicaes harvest the dead and dying for organs and body fluids. The crew see this as fully normal.

306. The officers’ quarters are abounded and let to decay behind locked doors. The reason why is spoken about in whispers accompanied by signs of warding and protection. The officers can have turned their duty chambers into their new living areas, or taken over the best of the near crew quarters, or have done something else to get new living areas.

307. Grand chandeliers hang from the roof of any room where officers and better guests stay or pass through often.

308. By Imperial standard is the ship’s society egalitarian and highly socially mobile with social mobility upward (or downward) possible within a lifetime instead of generations.

309. The population-crew have drink of chose (like tea, coffee, cacahuatl, or wine) that they partake at least ones every day and they take very seriously. There is likely a position or guild on the ship that has as duty to find and buy up as much stock as possible of this whenever they are in port, anchored above a world or similar situations. Maybe have they converted some of the ship’s space into greenhouses to grow their own stocks.

310. The Crew is expected to spend part of their freetime praying toward the ship’s main house of worship, as a proxy for Holly Terra. Possibly do the workshifts have pauses in them for praying, divided up in such ways that some of the workforce can continue their duty when others have their prayer duty.

311. All doors that are not airlocks or security doors are made out of wood. Likely the ticker and better wood the better the area.

312. The Captain is expected to around with at least half his face hidden with the help of a mask, a helmet covering at least part of his face, a vail or similar. Maybe there is a very specific mask/helmet/similar that he is expected to wear or maybe there is a whole wardrobe full of face coverings (that he has full right to expand) to choose from.

313. The tech-priests onboard never interact with non-members of the Machine Cult directly, instead they do it through lay members of the cult.

314. An Imperial Knight protects the enginarium. It never leaves, the knight-pilot has never been seen, seemingly has none of the followers one such usually have, and if it was not for that the Knight sometime moves would it be easily to think it nothing but a statue.

315. The ship’s important landing bay/s (according to the captain/owner who ordered the installation) are equipped with dedicated craft-launchers making for fast and reliable take-offs, and magnetic guidance coils for steering them safely back on board after a mission. What bay/s the captain/owner counted as important may not be the ones that other did.

316. By tradition are captured pirates, attackers and traitors chained to the ship’s outer hull.

317. The ship was for generations mainly as a transport of prisoners and/or slaves. The traces of that duty can still be found in the ship’s design and its culture.

318. A shadow war of spies, saboteurs and possibly even assassins is going on between the ship’s different tech-priests.

319. Lots of transparent tanks and tubes with bubbling, swirling, colourful substances. Many of the tech-priests, servitors, and possibly other members of the crew, carry around tanks and tubes as part of their cybernetics.

320. The ship’s Machine Cult considers mauls and powerclaws illfortune weapons since it was those that Horus used to wound the Omnissiah in its aspect as the God-Emperor.

321. All the ship’s tech-priests are unusually human looking.

322. Squigs infect the ship and it is not possible to get rid of them without completely shutting down the ship for an extended period of time. The crew likely use them for food and have possibly been able to semi-domestic some of them.

323. The ship’s tech-priests, or a subcult among them, have an interest in a specific xeno-race’s technology.

324. Snakes and chain tattoos on all crewmembers.

325. The ship was for generations mainly a pilgrim ship and that can still be seen in its interior design and the crew’s culture.
 
Last edited:

God45

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311 är oroande. Varför trädörrar? Jag hade varit paranoid hela resan!
 

Gamiel

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311 är oroande. Varför trädörrar? Jag hade varit paranoid hela resan!
Rent doylistiskt är det en fråga om att jag gillade bilden av medeltida trädörrar bland metallkorridorer. Sedan har nog träddörrarna stora gjutjärnsbeslag och rejäla lås, i alla fall i de bättre delarna, de sämre delarna har nog mer dörrar passande Emils snickerboa.
 

Gamiel

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326. Corals infest the ship’s greater water tanks, or are part of the water filtration/hydrofarming system, in whatever case it needs to be cut back from time to time. The harvested corals are possibly used for jewellery and/or simpler building material.

327. The changing of the shift are marked by hymns of choral plainsong extolling the God- Emperor through the loudspeakers.

328. The changing of the shift are marked by cherub-servitors beating martial gongs.

329. The changing of the shift are marked by officers riding through the corridors whilst sounding a bugle. The mount may be a equine, a hog, a ridge walker construct, or similar.

330. The railway systems that connect the distant parts of the ship are steam-driven.

331. Sugar and salt are probated substances on the ship, even if they can be given to crewmen in need by the Medicae.

332. All grownup males are expected to be bearded (at least a goatee). Male passengers who are clean shaved are given false beards or veils to hide their shame with.

333. The vessel’s deeds have been inscribed on its outer hall, shielded by powerful localised stasis fields to preserve them against the ravages of time and war.

334. During man-to-man combat (like boarding actions) Ministorum priests accompanies the ship’s forces screaming sermons, giving blessings and spiting curses on the enemy.

335. Many of the ship’s priests are trained prelate-at-arms and fight alongside the ship’s forces.

336. The ship’s Ministorum representatives try to socialise with fellow members of the Ecclesiarchy when the ship is interacting with other ships or staying above Imperial worlds.

337. A shadow war of spies, saboteurs and possibly even assassins is going on between the Ecclesiarchy members on the ship.

338. The Ecclesiarchy teach all the ship’s young basic reading and writing so they can read the holy texts and write prayer.

339. Arco-flagellants protect the ship’s main shrines/similar. Do the ship have the capability to create new ones and if they do, do they just reuse the parts from fallen flagellants?

340. The highest member of the Ecclesiarchy on the ship has the rank of bishop.

341. All ordained members of the Ecclesiarchy hide their faces with golden masks and the rest of their bodies behind red fabrics.

342. The changing of the shift are marked by the tolling of bells inside grand mechanical clocks with figures flanking the clock are set in motion and/or the appearance of figure wandering around.

343. The changing of the shift are marked by the blowing of steam whistles.

344. Ropes are hanging in front of all areas where drafts or winds are created (constantly or routinely) and on those ropes are prayer flags bound so they can flow in the air.

345. Prayer wheels can be found all over the ship and it’s seen as strange to not give them a turn when you pass them.

346. Cold water is a luxury; most water is at best lukewarm, and steaming at worst.

347. Warm water is a luxury.

348. the floor in most areas are covered by sand. If too much sand have been lost from one floor area it will be refilled.

349. To prevent inbreeding the crew forbid copulation between cousins and also see copulation between secund-cousins as suspect. Members of the crew are expected to know their family at least five steps backward and four steps to the side, and when meeting somebody for the first time (or in a long time) present themselves with at least grandparents and cousins, followed by both people discussing if the people named by one is known to the other and working out if they are related.

350. If it's possible do the crew take in as much unprocessed wood as possible from the worlds they are anchored above, and then spend much of their freetime working the wood into items of practical or decorative application.
 

Gamiel

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351. Dancing is the main entertainment among the crew.

352. The crow tie prayer flags on the antennas, towers, grotesques and similar on the ship’s hull. Possibly do the crew believe that the ship will befall danger if it do a Warp jump without enough prayer-flags on its hull.

353. While the crew worship the God-Emperor as their only god do they give offerings to the void spirits, the bow spirits of their ships, the spirits of sunwind and gravity and good fortune and any other spirits who may have a bearing on the situation.

354. Ancestor worshipers, their dead are drained of fluids and placed in the onboard catacombs.

355. The crew believe that portents and predictions are found in their dreams. They discuss their dreams with each other and what they can mean, with people concealing their dreams seen as distrustful and lying about dreams being highly unacceptable.

356. Much of the crews clothing can be described as BDSM-curious, if not outright bondage gear.

357. Their dead are [ buried | cremated | voided | sunk into the water system | other ] with their weapons (or at least replicas), for use on their way to the Emperor’s side.

358. The crew is respectful to seers and mystics, bordering on the fanatical.

359. A council of elders (or maybe councils if the ship is bigger) are the shadow rulers of the ship and the captain better take head what they say and play politics with them or there might be a mutiny.

360. Servitors created to look like creature of mythology – like manticores, harpies, xxx and xxx – walk the officers’ decks, and possibly other areas of the ship. They are possibly only decorative or they have some added function, like combat.

361. The crew take great stock in signs and portents, and usually make many small sacrifices daily, to ancestors, to lucky spirits, to the patron saint of the ship and so on.

362. Generations of good-enough repairs and jury-riggings turned permanent create many small leaks, all over the ship, of fluids, steam and gases.

363. Marriage among the crew is a contractual affair of great legal complexity.

364. Aboard the ship are groups of clerics, mystics, and fanatical flagellants. That perform their mysterious rituals in hopes of calling down powers from the God-Emperor and his saints.

365. Lots of secret passages, hidden doors and lookouts.

366. Tiny cakes of salt pressed with images of the [ Golden Throne | the captain’s profile | ship's protective saint | xxx ] are used as coins.

367. The ship’s Machine Cult is highly mystical, with many and strange rituals and superstitions.

368. The crew is, as a group, highly androgynous.

369. In the captain’s quarters, on a pedestal and behind a stasis-field, is a black lacquered statue of a sitting falcon. Possibly it’s of some great importance or worth, too bad nobody know how to deactivate the stasis field.

370. To become part of the crew is to give up a part of themselves to the ship, symbolised by all having a body part replaced with a prosthetics or bionic crafted from the ship’s material, after joining the crew or at their coming-of-age for the shipborn.

371. Collars with wide ruffs are part of the crew's standard look.

372. There are taxes that need to be paid for entering or passing through most areas, even by the crew. Possibly is the money repaid, with the handover of the receipt, if the travel was in line of duty.

373. The voidsmen-at-arms (and similar units if such exists) have small, flexible, ornamental wings attached to or part of the back of their armour.

374. Croquet (or another game with similar feelings) is something all officers (and much of the lesser crew) play and consider important to play. Much of the ship's politics and socialising is done during, or around, the croquet games, and a good game of croquet is socially elevating while a bad game will affect the player negatively socially.

375. The most common vermin a-board is a kind of landcrab.
 

Gamiel

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376. The ship's mascot is a big bear.

377. The duelling weapon of choice aboard are [ two-handed swords | slingshots | dance-offs | long & short daggers with a small shield ].

378. Spill heat from the engines is used for glassmaking.

379. A kith-company of squats live aboard the ship. They can be found making repairs, maintenance work or doing "squat stuff" here and there but they are not part of the crew and don't take orders from the officers nor the captain. They can be hired for jobs and will help with the repelling of boarders.

380. The crew (possibly with some exceptions, like the officers- or foodmakers-class) all have replaced their legs with prosthetic or cybernetic stilts.

381. In the captain’s quarters, on a pedestal is a statue of a sitting falcon made out of auramite and with the rarest of gems as eyes. It’s likely worth more than the ship it’s placed in, but any talk about selling it will create riots among the lesser crews and protests among the officers.

382. The Ecclesiarchical representatives onboard are corrupt, more interested in their own statues, political games and riches than taking care of their flock or punishing His enemies.

383. The previous captain/s were collector of weapons and the captain’s quarters are full of display cases and walls showing of all manner of exotic weapons of both human and xeno manufacture. Some of them have a bit of information about what they are and/or where they came from but not all. Many of the range weapons lack ammunitions or have only a few shots left. They are well dusted but any internal mechanics or edges in need of sharpening have been left to their own device. Some were crafted to be nothing more than decorative.

384. The firearms used onboard are handcraft by the crew-population, and any outsider firearm imported is put through a full disassemble where it’s repaired, modified (if needed to fit the ship’s sensibility) and blessed by a priest from the Mechanicum/Ecclesiarchy.

385. Highly fermented foodstuff is standard, either as the main course or the side dish.

386. The ship is divided into districts, each district is controlled and cared for by collusions of worker-shipizens. If one union needs outside assistance from another it will instigate a trade agreement or alliance. Alliances between unions are usually of a predefined duration but there are some exceptions. Each district is under the symbolic leadership and protection of one of the higher officers, with each officer-title having one specific district to their name by tradition.

387. The most common vermin a-board is a kind of owl.

388. The ship belong to the Uniatist-faith with the ship’s priests being both members of the Mechanicum and Ecclesiarchy.

389. When circumstances allow it do the crew like to use their free-time to spacewalk. The ship’s outer hull is likely covered with patterns for games the crew do when outside.

390. Has a highly ritualised culture. More or less everything has to be done in a proper manner and follow the proper rituals, be it drinking (different ceremonies for different drinks and in whose presence), greetings (ceremonies differ depending on the rank/gender/work/nature/etc. of the people meeting), weapon cleaning, making repairs (the ceremonies differ depending on what is being repaired and/or in what part of the ship the work is being done), decision making, eating, before battle (different ceremonies for different foes), after battle (ceremonies differ depending on the foes and how the battle went), etcetera.

391. Appearance of respectability is highly important [think stereotypical Victorian middleclass]. Most likely so do there exist many secrets clubs/societies where people can live out their unrespectable interests.

392. The ship’s warrior elite and/or the oathsworn-guard for the ship’s important areas have been recruited from a less civilized culture (like a Feral or Feudal World, or an underhive).

393. Ancle- too knee-high mist (or smoke) cover the floor all over the ship.

394. The ship is of an unusual class, unmentioned in many records. This likely makes it of interest for tech-priests and connoisseurs of ships, and possibly makes it a bit hard to find the proper parts for some of its components.

395. Large eyes are painted and/or reliefed on the sides of the ship’s prow. If any of them are damaged the crew will be unwilling to do any travel until they have been painted back on.

396. It is a notable crime to take the Lord’s name in vain, as the crew believe that He hears when called upon and punish those that summon his notice for no good reason.

397. The higher officers are marked out by long nails, with only the little-fingers being long for the lowest of the high officers and the captain having long nails on all her fingers.

398. Trade between the crew is done in a large bazar area.

399. Most of the corridors and many rooms on the ship have a secondary use as ossuaries for the bones of the ship’s dead. The areas used for ossuaries are slowly expanding.

400. By tradition is the heads of the captain's enemies collected (when possible) and preserve in alcohol.
 

Gamiel

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Femti nya resultat:

401. The ship have a letter of marque for a legalised war between [ trade houses | Navigator houses | Imperial nobility ].

402. The officers travel the lower decks carried on palanquins.

403. The changing of the shifts are marked by the roaring of lion-servitors.

404. The changing of the shifts are marked by shirtless broad shouldered, muscular men beating large gongs.

405. When it comes to promotion is seniority much more important than ability or competence.

406. Large codpieces are part of the officers' and fighters' uniform, no matter the gender.

407. A undertone of cinnamon can be smelled on the ship's air.

408. Notably blue eyes among the shipborn crew.

409. There is an idealisation of motherhood and being pregnant, and even women who are not pregnant use paddings to give the appearance of being it. Possibly have rakish males also taken up this fashion.

410. The ship's highest Ecclesiarchal officers have their own "church-milita" that only answers to them, not the captain.

411. The ship's fighters and combat-pilots throw turmeric on their faces before going to their duty. The bridge-crew have jars of turmeric beside their consoles to throw on their face for when the ship enters battle.

412. The ship was ones the flagship of a fleet and it’s equipped after that with a flag bridge (with lots of extra duty roles), enhanced communication system, grand conference hall and majestic ceremony gallery. How much of those extra functions are manned and in use or just abounded and gathering dust?

413. The walls of the bridge are lined with the sarcophagus with the mummified remains of the ship’s previous captains.

414. There is a garden for the captain (and maybe the highest officers) where everything are fine crafted imitations made from precious metals, gems and similar.

415. Gardens with crassulaceaes, cactuses and other succulent plants spread out here and there. And you can also find the plants planted here and there in niches or similar.

416. The ship produce its own textiles and fabric goods. Being good at weaving and/or needlework is something that gives prestige.

417. The ships population is divided into estates with different (if many times overlapping) privileges, obligation and duties. The ship has a diet of estates that makes decisions for the ship and function as advisors for the captain – and has the right to dethrone hen if a large majority agrees.

418. Outside of living and duty areas do the ship lack internal lights and people wanting to move around outside those areas have to take with them their own lightsource.

419. The rituals of overhaul for the different parts of the ship are ended with a mass involving an animal sacrificed.

420. The ship’s tech-priests’ paraphernalia is catholic-ish (like mitre, crosier, stole, pallium, and/or similar).

421. Infidelity is seen as a high crime and punished with death or similar.

422. The ship's hull has been overbuilt with metal bands to be sturdier than normal.

423. The ship’s machine-cult and emperor-cult are involved in a cold shadow war with each other.

424. The ship’s machine-cult consider tracks the superior locomotion method and all tech-priests and higher lay-members have tracks.

425. The voidborn crew distrust “worldborn” and those spacers that visibly lack the touch of the void. They likely make warding signs when near them and have any area where they stay marked with protective totems and glyphs.

426. The ship’s different duty-clans have each their own thick sociolect and many of them have hard time understanding each other’s sociolect or standard low gothic.

427. The main gun-ports are open to the void, leaving the gunnery crew to work in void suits.

428. Gun bullets and ammo-cells are the currency of the ship.

429. Rat-skulls and giant rat’s front teeth are the currency of the ship.

430. The crew believe in the protective powers of witch-balls – hollow spheres of coloured glass – and have them hanging in all living areas, important parts of the ship and places they believe bad spirits or curses can get in.

431. The ship has in its main shrine a reliquary containing the remains of a saint or hen’s equipment. This reliquary is official and catalogued in the Ecclesiarchy’s registers.

432. Vat-grown cyber-ogryns equipped with shock-sasumatas whose generators are implanted into them, function as the ship’s jailors, big animal handlers and boarder repelers.

433. Ones in the ships glorious past the officers and fighting-elite was equipped with exotic side-weapons (ex. needle guns, duelling lases, shuriken pistols). Now a-days they still carry them as badges of office but only a few of them have any ammunition.

434. The ship’s Ministorum-priests’ paraphernalia is Shinto-ish (like hakama, jōe, shaku, ōnusa, kagura suzu, and/or similar).

435. Chain-axes not chain-swords are the officers’ main close combat weapon.

436. The crew is highly insular, afraid to look outward from their duties and small societies for fear of what might be lurking in the void beyond the hull.

437. The officer-class is mostly descendants from the same noble family that brought all positions they could (maybe in a desperate need to leave their homeworld, or as a way to get influence on the ship) and they still keep many of their old family traditions and internal organisation.

438. The gunnery crews are monastic orders.

439. “Netzumi” – semi-sentient(?), near-humanoid rats believed to have been genesculpted in ages pasts – infest the ship. They try to steal food, shiny stuff and whatever find their interest but it’s considered illfortune to kill them.

440. Lasmuskets – heavier, unwieldier versions of the standard lasgun that need fork-rests to be properly aimed by unaugmented humans – are the standard range weapon among the ship’s fighting forces.

441. A live animal is sacrificed to the Warp-drive before every jump and at inconstant intervals, found out through numerology by the Warp-drive’s Drivesmaster, the sacrifice is a human [Roll D100 for the number of days until the next sacrifice].

442. Only the members of the Old and Honourable Order of Æther-Speakers have the right to operate or transmit through voxcasters and they have their own coded order-chant-shorthand that they use for this. Transmission between spaceships is considered different from true voxcasting and therefore don’t fall under their duty.

443. The duty roles involving foodstuff are marked out by turbans, metal masks covering the upper part of their face and shawls cowering the lower part.

444. Officers all carry shortswords that they are expected to fall on if they have notably failed in their duty or are about to be captured. Actually knowing how to use them in combat is not expected.

445. The duty of voxcast operator and relater can only be given to trained members of the emperor-cult since they will have the duty to handle transmissions from the ship’s Ministorum-priesthood and the lord-captain (who theoretically is the voice of the Emperor onboard) and such sacred stuff can’t be handled by uneducated laypeople.

446. Elevators are for cargo, equipment, machinery and similar. Humans travel by stairs, ladders, and slide poles.

447. Zero-G shafts are spread out through the ship and are used for transport.

448. Gene-sculpted simians with control implants are used for many menial tasks, specially those that involve climbing.

449. Beastmen – of the ovines-, suidae- or bovine-subtype – function as trackers, menials and as chock troops aboard the ship. They also function as a food source, something they and the rest of the crew know of and have no problem with.

450. Animalistic sub-humans are used as pack and draft animals. [Like the gyaa-yothn in Lovecraft’s The Mound, or the “human-animals” in the Prophet comic.]
 
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