The Slow Signal: A Mothership RPG Hulk Crawl

Overview: The USCS Peregrine, a J1C-II Freighter, drifts in a decaying orbit, 14 hours from colliding with an orbital refinery hub. Its distress signal loops: “They are not in their bodies anymore.” Your crew is contracted to board the derelict, secure its blackbox, recover its data core, and confirm the fate of its 12-person crew. No life signs. No jump logs. Thrusters are offline—boarding is via EVA or dropship only. Life support is at 30%, and something moves in the dark. Time’s ticking.

Tone: Claustrophobic cosmic horror. The crew’s bodies are husks, their minds trapped in alien jelly-creatures born from a forbidden mutagen. Trust erodes as the ship itself seems to watch you.

Mission Parameters:

  • Objective: Neutralize the Peregrine’s threat (make safe or destroy) before it hits the hub.
  • Bonus Pay: Recover blackbox (+10k credits), data core (+15k credits), confirm crew fate (+5k credits).
  • Constraints: No towing (thrusters dead). Oxygen scarce. Psychic interference risks SANITY.

Play Time: 3-4 hours, 3-5 players.

The Peregrine’s Fall

The USCS Peregrine was a routine freight hauler, ferrying rare minerals to the refinery hub. Six months ago, its crew salvaged an alien artifact from a derelict probe—a biometric mutagen promising enhanced zero-G productivity. The mutagen allowed consciousness transfer into jelly-like entities: tireless, adaptable, perfect for deep-space labor. But the process was unstable. The crew’s minds became trapped, their bodies empty shells. The mutagen’s psychic signal began to spread, mimicking voices, forging false logs, and luring the ship toward disaster. Now, the Peregrine is a tomb, its infected crew a threat to the hub—and beyond.

Key Secrets (reveal gradually):

  • The mutagen was a corporate experiment, buried in classified logs.
  • One crew member, Engineer Lila Morse, uploaded her consciousness to the AI core to escape the mutagen.
  • An infected entity hides in an escape pod, risking outbreak if undetected.

USCS Peregrine

Room Descriptions

Warden Notes: Roll d10 for encounters when PCs enter a room or linger. SANITY saves trigger Stress (1d5 or 1d10); BODY/COMBAT saves risk damage. Loot is scarce—track oxygen (30% capacity, 1 hour per area unless sealed). Escalate tension with psychic bleed (voices, visions).

1. Docking Ring

Scorched airlock, microfractures. Faint mist vents into void. Energy readings spike.
Encounter (d10):
1-3: Silence, creaking hatch.
4-6: Pulsing slime trail. SANITY save (1d5 Stress).
7-8: False alarm from glitching sensor. SPEED save (1d5 Stress). [Patch Kit]
9: Floating hand grips flare gun, twitches. BODY save (1d10 Stress). [Flare Gun, 1d10 DMG, 3 shots]
10: Psychic bleed: PC’s name whispered. SANITY save (1d10 Stress). [-]
Loot: Patch Kit, Flare Gun (if rolled).
Warden Tip: Play up the mist’s chill to set the horror tone.

2. Cryo Bay

Fogged cryopods hum. One cracked, leaking jelly. Faint heartbeat echoes.Encounter (d10):1-3: Vitals spike, then flatline. [-]4-6: Corrosive jelly oozes. BODY save (1d10 DMG). [-]7-8: Empty-eyed body in pod. SANITY save (1d5 Stress). [Medscanner]9: Pod occupant mimics PC’s face. SANITY save (1d10 Stress). [1d10 DMG]10: Psychic bleed: Thoughts slip. SANITY save (lose 1 action). [-]Loot: Medscanner (+10% First Aid).Warden Tip: Describe the heartbeat syncing with a PC’s pulse.

3. Bridge

Dead crew fused to terminals. Distress signal loops: “They are not in their bodies.”Encounter (d10):1-3: Sparks from consoles. [-]4-6: Corpse mouths PC’s name. SANITY save (1d5 Stress). [-]7-8: False docking log (PCs’ ship). SANITY save (1d10 Stress). [Data Pad]9: Corpse mimics PC’s moves. COMBAT save (1d10 DMG). [Crowbar]10: Signal shifts to PC’s voice. SANITY save (2d10 Stress). [-]Loot: Data Pad, Crowbar (1d10 DMG).Warden Tip: Loop the signal audio to unnerve players.

4. Crew Quarters

Bunks littered with effects. Shrine of circuits and jelly, etched with symbols.Encounter (d10):1-3: Logs mention “signal.” [-]4-6: Glowing symbols. SANITY save (1d5 Stress). [-]7-8: Holo-photo, one face scratched. SANITY save (1d5 Stress). [ID Cards]9: Jelly-creature mimics voice from bunk. SANITY save (1d10 Stress). [1d10 DMG]10: Psychic bleed: PC in holo-photo. SANITY save (2d10 Stress). [-]Loot: ID Cards (+10% hacking).Warden Tip: Hint at the shrine’s alien origin.

5. Medbay

Scanners show active vitals, no body. Jelly-coated tools scattered.Encounter (d10):1-3: Erratic beeps. [-]4-6: Floating scalpel. SPEED save (1d5 DMG). [-]7-8: Logs show consciousness upload. SANITY save (1d5 Stress). [Syringe]9: Jelly-creature mimics PC from cabinet. COMBAT save (1d10 DMG). [1d10 DMG]10: Scanner shows PC’s vitals. SANITY save (2d10 Stress). [-]Loot: Syringe (1d10 HP, 1 use).Warden Tip: Foreshadow the engineer in the AI core.

6. Cargo Hold

Sealed container hums, cold inside. Scratched walls spell “NOT ME.”Encounter (d10):1-3: Humming intensifies. [-]4-6: Corrosive slime on seal. BODY save (1d10 DMG). [-]7-8: Scratches form words. SANITY save (1d5 Stress). [Welding Torch]9: Frozen jelly-creature in container. COMBAT save (1d10 DMG). [1d10 DMG]10: Psychic bleed: Cold in limbs. SANITY save (1d10 Stress). [-]Loot: Welding Torch (1d10 DMG, cuts metal).Warden Tip: Build dread around opening the container.

7. Maintenance Access

Tight ducts, faint motion pings. Air thin, oxygen critical.Encounter (d10):1-3: Oxygen drops. BODY save (1d5 HP). [-]4-6: Pings intensify. SANITY save (1d5 Stress). [-]7-8: Survivor whispers from ducts. SANITY save (1d5 Stress). [Tool Kit]9: Jelly-creature mimics survivor. COMBAT save (1d10 DMG). [1d10 DMG]10: Survivor real but infected. SANITY save (1d10 Stress). [Rescue]Loot: Tool Kit (+10% Mechanics).Warden Tip: Make the survivor’s pleas ambiguous.

8. Mainframe Core

AI core pulses, wires jelly-coated. Access panel pried open.Encounter (d10):1-3: Low hum. [-]4-6: Sparks from jelly. BODY save (1d5 DMG). [-]7-8: Engineer’s consciousness in AI. SANITY save (1d5 Stress). [Data Core]9: Jelly-creature speaks via core. SANITY save (1d10 Stress). [1d10 DMG]10: Core tries PC upload. SANITY save (2d10 Stress). [-]Loot: Data Core (mission objective).Warden Tip: Let players interact with the engineer’s AI.

9. Hydroponics

Vines choke the room. Slithering in foliage. Air humid, oxygen-rich.Encounter (d10):1-3: Twitching vines. [-]4-6: Corrosive slime drips. BODY save (1d5 DMG). [-]7-8: Breathing body in vines. SANITY save (1d5 Stress). [Machete]9: Jelly-creature bursts from vines. COMBAT save (1d10 DMG). [1d10 DMG]10: Psychic bleed: Roots in body. SANITY save (2d10 Stress). [-]Loot: Machete (1d10 DMG).Warden Tip: Emphasize claustrophobia and movement.

10. Escape Pod Bay

Empty pods, one sealed. Faint scratching inside.Encounter (d10):1-3: Silence. [-]4-6: Scratching intensifies. SANITY save (1d5 Stress). [-]7-8: Pod log shows launch/return. SANITY save (1d5 Stress). [EVA Patch]9: Sealed pod has infected creature. COMBAT save (1d10 DMG). [1d10 DMG]10: Psychic bleed: PC sees self in pod. SANITY save (2d10 Stress). [-]Loot: EVA Patch (+1 hour oxygen).Warden Tip: The sealed pod is the final threat.

Monsters and NPCs

Jelly-Creature

Description: A translucent, jelly-like entity that mimics crew or PCs. Pulsing veins emit psychic static.Stats: Health 20, Combat 30, Speed 25, Instinct 40.Attacks: Pseudopod (1d10 DMG, corrosive), Mimic Voice (SANITY save, 1d10 Stress on fail).Special: Psychic Bleed (SANITY save or 1d10 Stress when near). Immune to vacuum.Weakness: Extreme cold (2d10 DMG), disrupt psychic link (Intellect check, 40+).Warden Tip: Use mimicry to sow paranoia—describe it copying a PC’s mannerisms.

Survivor (Tomas Vek)

Description: A terrified mechanic hiding in Maintenance Access ducts. Infected but unaware.Stats: Health 15, Combat 20, Speed 30, Sanity 15.Skills: Mechanics (+10%), Zero-G (+10%).Gear: Wrench (1d5 DMG), Flashlight.Behavior: Begs for rescue but may turn hostile if cornered (jelly-creature takes over, use stats above).Warden Tip: Let PCs decide whether to trust or restrain him.

Engineer Lila Morse (AI Core)

Description: Consciousness trapped in the Mainframe Core, glitching but helpful.Stats: Intellect 40, Sanity 20 (no physical stats).Abilities: Can unlock doors or reroute power (Mechanics check, +20%). Warns of jelly-creatures but risks psychic bleed (SANITY save, 1d5 Stress).Warden Tip: Use Morse to guide PCs to the mutagen core but hint at her fading stability.

Warden Tools

Timeline (14 Hours)

  • Hour 0: PCs board. Oxygen at 30% (1 hour per area, 10 total).
  • Hour 4: Psychic bleed intensifies (+1d5 Stress to all SANITY saves).
  • Hour 8: Life support drops to 20% (BODY save per area or 1d5 HP).
  • Hour 12: Jelly-creatures grow aggressive (double encounter chance).
  • Hour 14: Peregrine collides with hub. Mission fails, outbreak begins.

Escalation Mechanics

  • Oxygen Management: PCs must seal areas (Mechanics check, 30+) to conserve oxygen. Each unsealed area consumes 1 hour of air.
  • Psychic Bleed: Roll d10 per hour. On 8+, a PC hears their voice or sees their face in a reflection (SANITY save, 1d10 Stress).
  • Mutagen Core: In Cargo Hold, destroyable with Welding Torch or explosives (Intellect check, 40+). Disrupts psychic link, weakens creatures (-10 Combat).
  • Infected Pod: If unsealed without precautions, infected creature escapes (roll encounter 9 in Escape Pod Bay).

Tips

  • Pacing: Keep time pressure constant. Use a real-world timer for 5-minute “hours.”
  • Horror: Describe sensory details—slime’s stench, signal’s hum, crew’s empty eyes.
  • Paranoia: Have jelly-creatures mimic PCs’ voices or actions to erode trust.
  • Survivor: Use Tomas Vek to create moral dilemmas—rescue or kill?
  • Endgame: If PCs destroy the mutagen core and secure the data core/blackbox, they win. If they miss the infected pod, the outbreak spreads.

Pre-Generated Characters

Riley Voss, Teamster

Ex-freight hauler, debt-ridden.Stats: STR 30, SPD 25, INT 20, COM 25, SAN 20, FEAR 25, BODY 30.Stress: 2.Skills: Zero-G (+10%), Mechanics (+10%), Driving (+10%).Gear: Vaccsuit, Rigging Gun (1d10 DMG, grapple), Toolkit, Pain Pills (1d10 HP, 1 use).Trinket: Locket with lost shipmate’s holo.Motivation: Earn credits to save her ship.

Dr. Elara Chen, Scientist

Xenobiologist, chasing alien secrets.Stats: STR 20, SPD 25, INT 35, COM 15, SAN 30, FEAR 20, BODY 25.Skills: Biology (+15%), Chemistry (+10%), First Aid (+10%).Gear: Bioscanner, Syringe (1d10 HP, 1 use), Data Pad, Flashlight.Trinket: Vial of unknown alien fluid.Motivation: Study the mutagen’s origins.

Unit-7, Android

Refurbished unit, glitching memory.Stats: STR 25, SPD 30, INT 30, COM 20, SAN 15, FEAR 35, BODY 25.Skills: Computers (+15%), Mechanics (+10%), Zero-G (+10%).Gear: Welding Torch (1d10 DMG, cuts metal), Diagnostic Scanner, Patch Kit.Trinket: Sibling unit’s serial number.Motivation: Decode its glitches.

Sgt. Marcus Kane, Marine

Disgraced soldier, seeking redemption.Stats: STR 35, SPD 20, INT 20, COM 35, SAN 25, FEAR 20, BODY 30.Skills: Firearms (+15%), Athletics (+10%), Tactics (+10%).Gear: SMG (2d10 DMG, 20 rounds), Combat Knife (1d10 DMG), Flak Vest (+5 Armor).Trinket: Fallen squad’s dog tags.Motivation: Prove his worth.

Player Handouts

Handout 1: Corrupted Log (Crew Quarters or Bridge)

USCS Peregrine Log #472
Date: [REDACTED]
The signal woke us. It’s in the walls, in our heads. Dr. Varn says the mutagen’s safe, boosts output 300%. But I saw Jenkins in the pod—his eyes weren’t his. [DATA CORRUPTED] ...not in their bodies anymore. I sealed the core. Don’t trust the timestamps.

Handout 2: Blackbox Transcript (Bridge)

[00:12:34] CAPTAIN: Mayday, this is USCS Peregrine. We’re compromised. Don’t board. They’re—
[00:12:38] UNKNOWN: [mimicking captain] ...not in their bodies anymore
[00:12:45] STATIC: [whispers in PC’s voice, insert name]

Deckplan

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