Professional Documents
Culture Documents
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Random Caravan Table 5 Third‐Lings (L5, Veils hide jeweled eyes)
A random table for encountering caravans on the road or at Trading Goods: Vats of psychedelic toads (€5,000), spider silk (€2,000)
locations. Roll 4d6 for type, caravan, size and attitude.
Transport: Two‐legged burden beasts, Third‐lings ride on howdah
Type: 1 Trading, 2 Religious, 3 Explorers, 4 Foragers, 5 Patrol, 6 Raiders carrying, extra long‐legged Velblod
NPC: Szczepan Lazar (whispering)
Size: 1 – 2 small (1‐ 5), 3 – 4 medium (6 ‐ 20), 5 big (21 ‐ 100), 6 huge
(100+) 6 Half‐Elf Theatre company or orchestra (L3, hollow eyed)
Trading Goods: n/a (entertainment)
Attitude: 1 hostile, 2 unfriendly and cautious, 3 ‐ 4 neutral and Transport: Tall wagon drawn by Monitor Lizards
indifferent, 5 helpful, 6 ally on the road NPC: Conductor Delfina Laguna (monotone), Director Ramón
Menorca (lisps)
1 Trading Caravan
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2 Religious Caravan 3 Explorers
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4 Prospectors
5 Patrol
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6 Raiders d66 Names Table
Attitude: Roll 3d12 on the generic encounter table (UVG p. 151) Rainbowlanders:
1 Translucent Scavengers (L1, luminescent), Lightspear d6 11 Amaro 12 Amberto 13 Arcia 14 Arnasto 15 Astia 16 Belina
Transport: Crystal floating discs
Intention: Collecting shiny things 21 Benito 22 Boko 23 Cuoia 24 Dalani 25 Dana 26 Delno
2 Cannibal Nomad Connoisseurs (L2, salivating), Butcher knife d6 31 Depico 32 Desena 33 Dolce 34 Enrike 35 Estato 36 Estrela
Transport: Armored antelopes
Intention: Fresh meat 41 Fina 42 Girolamo 43 Girondo 44 Goria 45 Hotena 46 Karlo
3 Dwarven Motorcycle Centaurs (L3, ), Bolt thrower d6+2 51 Karnelia 52 Kasciuto 53 Maurizia 54 Nebesa 55 Noturna 56 Ombra
Transport: n/a
Intention: Rob them blind 61 Opoya 62 Paprizio 63 Piskero 64 Rasclana 65 Rocio 66 Teredo
5 Screaming Phosphor Ghosts (L5, unnerving), Phosphor Touch d6 21 Erena 22 Ernedar 23 Farfalon 24 Galavar 25 Gromoc 26 Ipa
(+burning)
Transport: n/a 31 Jalosti 32 Jion 33 Katyu 34 Lemonc 35 Lisak 36 Lisciac 36 Loma
Intention: Revenge on the living
41 Mirodar 42 Narloc 43 Saloc 44 Samorok 45 Sorbec 46 Passegiat
6 Vome‐infected Machine Humans (L6, relentless), Wand Gun 2d6+2,
Transport: Faceless metal snakes 51 Pugnat 52 Rundat 53 Saltat 54 Selesta 55 Sima 56 Sentena
Intention: Extinction protocol
61 Severa 62 Siya 63 Sulmar 64 Tamke 65 Tori 66 Yesen
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Random Drugs Table 2 Host of the Vile Mother: Crystal wafer blessed by Pleurite Cultists
UVG is all about exploring strange landscapes, having new experiences ...
and taking drugs! Application: Dissolved on tongue
Effect: Clarity of thought, obsessive focus on a task. Gain an additional
Roll a d6 for type and d6 for specific drug within the type. action at a location and while making camp.
Some drugs are more addictive than others. Duration: 1h
Addiction levels and XP: Slightly addictive
Withdrawal symptoms: Meaningless epiphanies, religious flashbacks at
Slightly addictive: Saving Throw (ST) with advantage only after repeated inopportune moments
usage. 50 XP
Addictive: ST with advantage every time the drug is taken. 100 XP 3 Golden Amber: Rectangular amber of condensed beaver sweat
Highly addictive: ST every time 150 XP Application: Placed under the tongue where it takes root with dozens
of tiny claws after about 10 minutes. Can’t be removed before the effect
1 Upper transpires unless by force (painful).
Effect: Mild euphoria, tunnel vision, hyperactivity, 2 attacks / rd, motor
1 Neon Dip: Root bark of biomechanical baobabs mouth, mumbling
Application: Chewed, spit frequently for expression of extra confidence Duration: Lasts for a week. The pearl sweats and shrinks slowly until it
Effect: Confidence, advantage on social rolls disappears.
Duration: Up to a maximum of one day, as long as it is chewed Highly addictive
Addictive Withdrawal symptoms: Lethargy, insomnia, cold sweat, always acting
Withdrawal symptoms: Dry mouth, self‐consciousness last in combat
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5 Soma Bliss: Juice of the Cubic Shroom found near the core of nuclear 2 Downer
power plant ruins
Application: Drops of the juice in a cup of lurk warm water 1 Tear of the Black Mummy: Dark viscous liquid extracted from
Effect: enhanced taste, smell and touch, all other senses are dimmed, the microwaved mummies of the mountain necropoli. Illegal in most
drowned out by a warm light and the resonance of a gong. places, considered blasphemous by most Lime Nomad clans. TBM is sold
Duration: d6 hours in damp rags: The liquid has to be squeezed out before use.
Highly addictive Application: Eye drops
Withdrawal symptoms: anxiety, random phantom taste in stressful Effect: Death like state, life changing experience (raise ST permanently
situations by 1 / only once),
(roll d4: 1 whole habanero, 2 Surströmming, 3 whole lemon, 4 Marmite) pass Duration: Lasts d6h
a relevant check or play out how the character loses their shit. Addictive
Withdrawal symptoms: Resting face, nightmares of dying, light
6 Nexus Vapor (Medicine of the Singing Ancestors): Aluminum sensitivity
capsules from the long ago, filled with a pink vapor, found in the brutalist
ruins of the Lime Steppe 2 Third‐Ling Pipeweed (Lemon Haze): Sativa‐dominant
Application: Inhaled hybrid cultivated by Third‐Ling farmers, fermented fluffy leaves
Effect: Urge to dance, heartbeat speeds up and is amplified in users head, Application: Rolled up in thin paper (any holy scripture will do) and
feeling hunger / thirst suppressed for 24h smoked
Duration: All night long Effect: Relaxation, sensory distortion, urge to come up with wild theories
Slightly addictive (at referees discretion there is a 1 in 6 chance of the theory being right),
Withdrawal symptoms: Restlessness, trembling hands, disadvantage on the munchies
relevant checks. Duration: 1h
Slightly addictive
Withdrawal symptoms: Short term memory deficiency, 50XP if that
gets the character in trouble
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4 Shattered Veil: Stinger of the Glass Scorpion
Application: Injected into the eyeball
Effect: Oracle, reveals a dangerous incident from the future ‐ which is
immediately forgotten but allows player to resist the negative consequences
of an action (upon which the character remembers the oracle)
Duration: 10 minutes
Highly Addictive
Withdrawal symptoms: hysterical blindness (1 in 6 in stressful situations)
6 Blessings of the Shroom Mother: A bitter concoction brewed from 1 The Doom Shroom: Hit by the donkey again. [The lights go out and]
three of the most potent fungi of the Grasslands. Getting the balance head is filled with drone guitar feedbacks.
between all these shrooms right is tricky and seldomly achieved. Most of the
time one of them will dominate. 2 The Vroom Shroom: Another kick but in the butt, the user is
propelled forward at ludicrous speed and can scout ahead. The player
Application: Three drops of the potion in sweet tea. will see all random encounters for the next leg of the journey and decide
for the caravan to either avoid them all together or pick which one they
Effect: All effects only happen in the user’s mind. However, when the user will have.
travels to the void, they can bring one item back to the Grasslands.
3 The Zoom Shroom: Kicked in the butt and propelled 150 ft upwards.
Upon drinking the potion the user feals as if hit by a donkey kick in the face They are able to see as far as the horizon and identify all discoveries of
(and roll d4): the next destination. They stay up there for the duration of the trip
upon which they slowly descend.
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4 The Mother Shroom: All effects happen at the same time [except those in Random Para‐Radio Table
brackets]. In short: They turn into a rocket, while drone metal is playing. The
150ft maximum height doesn’t apply anymore. Reaching the fast stars takes Roll once a week 2d6 for type and broadcast.
3h, the Moon is 6h away.
Duration: d6 h The Para‐Radio picks up signals from bygone eras. If you have to roll on
Slightly addictive the time period roll 3d20 and use the columns adjective, culture and
Withdrawal symptoms: none but there is a 1 in 6 chance of permanently period from UVG p. 182.
changing into a Fungoid.
Type:
1 Static
2 ‐ 3 Music
4 Talk Radio
5 Radio Drama
6 Distress Signal
1 Static
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2 ‐ 3 Music 4 Talk Radio
1 Atonal. Unless musically trained the PC must save to overcome the 1 Amateur Poetry Slam. It’s … pretty bad.
feeling of ennui for d6 days.
2 “The Hour of Power”. Religious music and sermon. Roll period
2 Opera or Musical. Roll a d6. On a 1: As long as the para‐radio plays all then go around the table: Every player adds at least one element to the
dialog from NPCs will be sung. Common activities will be performed in a religion (tenet, deity, prophet, symbol, ritual, hierarchical structure etc.)
dance routine.
3 “Counterclockwise Spin” Science broadcast about entanglement.
3 Incredibly slow Drone Metal. The good stuff. Slightly confusing and there’s a 1 in 6 chance a random PC quantum
tunnels through their vehicle.
4 Traditional Folk. Roll a d6. On a 1: A shamanistic song turns out to be
a bad luck curse. On a 6: A shamanistic spell can be learned. 4 Sport Broadcast of a Machine Human Chess Tournament or
Vintage Baseball Radio Show:
5 Whale Songs. Heals 1d4 stat damage. 1 in 6 chance the driver falls https://archive.org/details/classicmlbbaseballradio
asleep, crashing their vehicle.
5 “The Wanderer and their Shadow”. Philosophy broadcast.
6 Classic Jazz. Roll a d6. On a 6: I Don't Want To Set The World On Fire is Roll a d6. On a 1: The driver falls asleep, crashing their vehicle. On a 6: A
played and the camera zooms out to reveal a nearby discovery to the random PC gains deeper insight in the true nature of being and time.
players. Inexplicably this is now character knowledge as well. Permanently raise INT by 1.
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5 Radio Drama 6 Automated S.O.S. signal
1 Crime Show “The Shadow”. Murderhobo PCs might reconsider their life 1 A Satrap outpost is under attack by raiders. Except: It’s a trap! Roll
choices for every episode teaches: Crime doesn’t pay! on the Raider table.
2 Horror Show “Inner Sanctum”. 1 in 6: An Ultra (L6) escapes the show. 2 Fallout Shelter. Utterly thrashed and looted. 1 in 6: Inhabited by
Save vs possession. cannibalistic mutants (L5).
3 Comedy show “Sensible chuckle”. So good there’s a 1 in 6 chance of 3 Nuclear Power Plant from the Long Long Ago. 1d6 crates of
peritoneal strain (1d4 appropriate stat damage) radiothermal rods (€500 each) but save vs radiation sickness
4 Romance show “Invitation to Love”. Roll a d6. On a 1: One of the main 4 A Satrap Outpost is under attack by raiders. Help the Satraps
characters reminds a random PC of their first love. They get lovesick for a and be rewarded (€500). Aid the raiders and get a cut of the loot
month (‐ d4 CHA). On a 6: Same but the PC remembers their first love (€1000 but 1 in 6 chance of betrayal)
fondly (+d4 CHA for a month).
5 Crashed Sky Chariot (€5000 + alien tech)
5 Mystery Show "Wages of Sin". Pretty great but there’s a 1 in 6 chance of
signal loss before the mystery is solved. 6 Underground Science Facility. d6 crates of biomantic gear
(€10.000 per crate)
6 Retro Science Fiction Show “Atom Age Adventures”: It's great!
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