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Ultraviolet Catastrophe

Random Tables for the UVG


Table of Content
Caravans 2
Names 5
Drugs 6
Para‐Radio Broadcasts 11

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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

1 Copper Wire Nomads (L3, ancient laser rifles)


Trading Goods: 50 Antlered Horses (€150 each),
Transport: Horned Horses
NPC: Rabbitpaw Saltat (booming)

2 Great Folk (L2, piercings)


Trading Goods: Bone Work (€200 per sack)
Transport: Bone Autowagon, Sculpted Skeleton Horses
NPC: Orbit Tahd (deliberate)

3 Spectrum Satraps (L4, far‐out)


Trading Goods: Crystal eyes (€6,000/sack),
Transport: Great six‐footer
NPC: Satrap 33 "Whitemoth" (confused)

4 Z.I.P. Zwaar Ijzer Patronaat: Redlander Dwarves (L5,


organized)
Trading Goods: Printing press (€10,000)
Transport: Solid wagon, 4 mechanically enhanced oxen
NPC: Annemieke Oordveld (short breathed)

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2 Religious Caravan 3 Explorers

1 Cogflower Procession (L2) 1 Electro Wizard Giovanni de Udine (L4, exalted)


Transport: Palanquin‐carrying slaves Transport: Huge Electric Mono‐wheel
Destination: Travelling to the Vicar’s Ear (Gall Grass, p.85) Destination: Red River (Three Sticks Lake, p. 80)
NPC: Executive Susa Marduk (intense stare)
2 Lime Nomad Astro‐Shamans (L3)
2 Ascetic Chrome Druid Commune (L3) Transport: Broken Wicker & Bone Sky Chariot drawn by donkeys
Transport: Gargantuan Tortoise Destination: The Solar Dragon Roads (Terranova, p. 99)
Destination: Following a daily oracle NPC: Rattle Sorbet (bedazzled)
NPC: Moonface Bilded (ripped)
3 Redland Golem Engineers (L3)
3 Blue God Cultists (L4) Transport: Steam‐powered steel autowagon
Transport: On foot / Dragging a giant bust on a sled Destination: Porcelain Citadel
Destination: Nexus of Cables (Dark Light Path, p. 113) NPC: Henk van de Vliet (touchy‐feely)
NPC: GeeGee Marina (insidious)
4 Spectrum Satrap Anthropologists (L4)
4 Radiant Wizard Aurelia Materazzi (L5, prickly) Transport: Clockwork Autowagon shaped like a Disco Ball
Transport: Speed Demon Destination: Iridescent Mushroom Hall (Fractal Trees, p. 93)
Destination: Cave of the Iron Worm (Ribs of the Father, p. 95) NPC: Satrap 86 “Feinstoff” (curious)

5 Half‐Elven Vile Cultists (L4) 5 Greenland Aristocratic Vome Hunters (L4)


Transport: Two‐legged lizards Transport: Harpoon Mounted War Rig
Destination: Three Sticks soul mill (The Gall Grass, p. 84) Destination: Waystone (hunting the Machine Wyrm, p. 42)
NPC: Paloma Alcantara (silky smile) NPC: Lady Aurelie de Bourbonne (brusque)

6 Black City Priests (L4) 6 Extra‐dimensional Armadilloid Structural Linguists (L5)


Transport: Ostrich drawn Chariot Transport: Solar powered Felt Autowagon
Destination: Returning to the Black City with a Vile liver Destination: recording language samples wherever they go
NPC: Father Ruberg (lofty) NPC: Niniks (creative sentence structure)

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4 Prospectors

1 Yellowlander Fungus Foragers (L1, diligent)

2 Great Folk Bone Farmers (L2, taciturn)

3 Civilized Porcelain Prospectors (L2, well mannered)

4 Lime Nomad Radiothermal Rod Dowsers (L3, hyperactive)

5 Dwarven Black Goo Drillers (L3, industrious)

6 Ultra‐Possessed Karma Dust Collectors (L4, obscure)

5 Patrol

Attitude: 1 ‐ 2 hostile, 3 ‐ 4 unfriendly and cautious, 5 neutral and


indifferent, 6 helpful

1 Spectrum Satraps (L2) 4 Great Folk (L3)


Transport: Six legged Prismatic Walker w/ Laser Guns Transport: Bone Wagon
Looking for: Contraband Looking for: Trouble‐makers
NPC: Satrap 42 "Fulcrum" (aloof) NPC: Fibia Fifte (distrustful)

2 Porcelain Princes (L3) 5 Ashwhite Lime Nomads (L4)


Transport: Two legged Security Walker w/ mounted Flamethrower Transport: Wild mono‐horn horses
Looking for: Rebels Looking for: Illegal viddy crystals, alcohol
NPC: Gilt Lacquer 17‐Corpus (nitpicking) NPC: Searcher Nikdat (austere)

3 Cogflower Inquisition (L3) 6 Half‐Lings (L4)


Transport: Armored autowagon w/Railgun Transport: Swift Snails
Looking for: Ultra‐possession Looking for: Collecting taxes, bribes, food
NPC: Witch Hunter General Sabbettai (tired of your bullshit) NPC: Toll Master Jossip (glutinous)

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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

4 Flickering Void Riders (L4, enigmatic), Antimatter Blade d6+2


(+necrotic) Nomads:
Transport: Trained Bat‐Lions
Intention: Demand a Sacrifice 11 Almir 12 Berengar 13 Bilded 14 Colpec 15 Davor 16 Draganoga

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

4 Atomic Bee Honey (ABH): Honey made from Uranium Sun


Flower pollen collected by atomic bees
Application: Ingested, often as honey laced bacon (increase addiction
level) or dissolved in tea
Effect: Intense euphoria, tingling of the spine, sweating
Duration: d6 hours
Addictive
Withdrawal symptoms: Tinnitus (phantom buzzing sound)
disadvantage on perception

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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

3 Near Moon Poppy: Seeds of the Near Moon Poppy grinded to a


paste and dried
Application: Smoked (often in a long stemmed pipe) while lying down
(preferably on a diwan)
Effect: Intense pleasure, relaxation followed by deep sleep, heals all hp
Duration: d8h
Highly addictive
Withdrawal symptoms: Dilated pupils and blurry vision, nausea
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4 Autumn Leaves: The fermented leaves of the Rust Juniper tree 3 – 6 Psychedelia
Application: Chewed
Effect: Melancholy. Evokes bitter sweet memories of childhood or 1 Brain Bleach or Spunk a.k.a WMD (wraaknemende medische
adolescent. 50XP for a description of the memory. druppels): Viscous white liquid. Synthetic drug accidently concocted by
Duration: As long as it is chewed with a maximum of 1h Prof. Tessa Hetebrij who wanted to make a nutritious breakfast spread
Addictive for the workers of Zwaar Ijzer Patronaat (Z.I.P.). She discovered its
Withdrawal symptoms: Mood swings hallucinogenic properties when the morning shift at Z.I.P. undressed and
began to creatively rearrange the machines. Many former workers left
5 White Moth Dust: The pollen found on the wings of the White Moth the Redlands and now live in a hippie death cult.
Application: Snorted Application: Nasal (nose drops)
Effect: Stupor. Puts the user in the midst of a storm of fluttering wings, that Effect: Reality dissolves in a kaleidoscope of colors. It’s beautiful!
are white on one side and black on the other, evoking a three‐dimensional Duration: d20 h
version of static on old tv‐sets. Very relaxing to body and mind. Slightly addictive
Duration: d6h Withdrawal symptoms: None but 1 in 6 chance of brain damage per
Addictive usage. (‐1 INT)
Withdrawal symptoms: Blankly staring into the middle distance for
minutes at a time, especially when asked for an opinion about important
caravan decisions. 2 Neuro‐Jizz: A tiny vome that is placed in the ear where it crawls
into the brain. Neuro‐Jizz is programmed by Golem‐coders and tinkers
6 Golden Flower: Paste made from the spines and flowers of the around the circle sea.
Cretaceous Cactus Application: Inserted into the ear.
Application: Paste applied on dagger, infused into the bloodstream by Effect: Every vome is slightly different but all have trippy visuals similar
ritual cuts to pictures generated by deep learning networks. Everything might be
Effect: Dream walking. Allows for communication over vast distances. The interpreted as cats. Or has eyes. Or both.
dream walker may also attempt to plant false memories (relevant check). Duration: d6 h
Duration: As long as the sleep is uninterrupted Slightly addictive
Highly addictive Withdrawal symptoms: None, but save or gain vome corruption per
Withdrawal symptoms: 1 in 6 chance of bleeding from old cuts at usage.
inopportune moments, disadvantage on relevant checks.

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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)

5 Vacuum Wings: Vial with black starry liquid.


Application: Injected in bloodstream with syringe.
Effect: Void Projection. The mind goes on a voyage through the void, visits
(roll d3:) 1 the fast stars, 2 ancient abandoned space ships or even 3 the slow
stars far away. 50XP per destination
Duration: d6 h (add a destination per 1h of travel)
Addictive
Withdrawal symptoms: Eyes permanently turn black and reflect the starry
void, advantage on social checks.

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

It's better than silence ... or is it?

Roll a d6: On a 1 the radio is now possessed by a Gavrilov Translation


Ghost called "Lektor" who translates all voice broadcasts to Ultra. On a 6
the white noise instead attracts an Ultra who leads you to a nearby
discovery.

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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.

6 History broadcast. Roll period then go around the table: Every


player makes up one interesting fact about the period. Everybody gains
d6x10 XP per fact.

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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!

Picture attribution “Ultraviolet Catastrophe” is the independent production of Horst Wurst


Cover: Étienne Léopold Trouvelot: Aurora Borealis and is not affiliated with WTF Studio. It is published under the Seacat
p. 1 Illustration from Our Earth and its Story: A Popular Treatise on Physical Geography Third Party License.
p. 2 August Strindberg, Celestograph
p. 4 Étienne Léopold Trouvelot: Mars UVG (Ultraviolet Grasslands and the Black City) is copyright Luka Rejec.
p. 6 August Strindberg, Celestograph
p. 7 August Strindberg, Celestograph
p. 9 Étienne Léopold Trouvelot: Total Eclipse of the Sun
p. 10 Étienne Léopold Trouvelot:
p. 11 Étienne Léopold Trouvelot: Jupiter

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