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0 = The shifting tentacles temporarily
connecting the cells together. Chemical Messenger
A •Take prisoners to
Extraction neuron.
•Make sure memories are extracted.
B •Take memory to Archive neuron.
•Guard Master's Avatar form.
C •Take prisoners to
Menagerie neurons.
•Make sure Menagerie thralls
don't escape.

bdy -1 dex +2
ml 7 hp 6
By Azathoth Nell Tull dr 12 atk 1 Claw [dex, d4+1]
sp, Task:
The memory collecting alien giant •Attacks anyone preventing it from
assimilates you as new beings into carrying out its intended purpose.
their brain dimension.
Disturbing Implements [bdy, 2d4-1]
This place is not quite dream not Electrified Staffs [bdy, d6]
quite reality, but some terrible gray
space between the two. memory harvesting alien avatar
•Views the extracted memories at
You awaken at the Intake Cells only the Theater neuron.
carrying what you had at the moment of •Identical looking to the Chemical
your abduction. Messengers, but a full head taller.
•Mental projection of the gigantic
god-like ship swallowing physical
form.

bdy -2 dex +3
ml 10 hp 15
dr 12* atk 2 Claws [dex, 1d4*]
sp*, Thought Rendering Claws:

Memory harvesting alien god


[as spacecraft]
type Alien God
mods:
Thought Rendering Claws* [99],
Dimensional Assimilation Bay [999],
Extra-Dimensional Brain Cells [9999],
eng Divine Essence [999999999]
crew 1
Frame: Alien Giant
cnd 20
dr 14
fuel dpt endless
spd slow
Power System, Divine Essence Core:
spd Too Slow
pw out 999,999,999
avb Divine

*Thought Rendering Claws:


•2d4 psychic dmg, or 2d4x10 frame dmg.
•Gain 1 Mind-wipe Token upon
dealing any damage.
•Gain +1dr per 2 Mind-wipe Tokens.
0 Dendrite Tunnels
•Glowing blue electricity illuminates these fleshy wet tunnels at unpredictable intervals.
•Each time you enter the tunnels roll 1d6 on the table below,
Travel the Tunnel Network:
1 Electric Jolt: TEST BDY vs d4 Electric dmg.
2 Patrol: d4 Chemical Messengers.
3 Get Lost: ROLL d6 and wind up in that room.
4-6 Safe: Move to one adjacent room.

Neuron Cells
•Dendrite Tunnels lead to squishy chambers of blue veined soma big as buildings.
•Narrow entry ways span a central sable nucleus big as a room.
•The style of each nucleus's inner room is partly influenced
by the memories of those inside.

1 Intake Neuron
[2d4 Chemical Messengers As] 4 Theater Neuron
•A solid cube of concrete [Memory Harvesting Alien Avatar &
surrounds you. 2 Chemical Messenger Bs]
•One lonely window displays the vacuum •Some vital bit of information is
of space through tight iron bars. projected on an opulent stage from a
TEST DEX 18: PASS Slink between small box containing patterns.
the window bars •The primary Alien Avatar scans memory
FAIL 4 in 6 chance patterns for useful information in
of getting stuck this grand lonely theater.
•Your mind feels violated here, as if •Here the veil between this semi
the aesthetics were ripped out from imaginary space and the Alien's
some long forgotten memory. physical brain is quite thin and
•A Chemical Messenger A stands waiting could likely be broken through.
outside the single barred wall, as TEST TEC 18: Break through the
others like it escort similar veil back to physical reality,
prisoners to unseen fates. outer space, and the Alien God's
TEST BDY 14: PASS Break down the gigantic physical body.
barred door.
TEST SVY 16: PASS Unlock the
barred door.
5 Menagerie Neuron
[d6 Chemical Messenger Cs
with Electrified Staffs]
2 Extraction Neuron •Mind wiped thralls are kept dumb here
[3 Chemical Messenger As in cramped pods.
with Disturbing Implements] •Each pod generates a poorly rendered
•Some awful pulsating organ here knock off of the captive's natural
generates an out of phase gravity wave home world.
which snags your memories like a Pod Inhabitant 2d4-1
fisherman's lure. 1 Violent Reptile-like Being
TEST TEC 14: PASS Tinker and 2 Infectious Insect-like Being
disable all effects from the 3-5 Absent Human-like Being
gravity for 2d6x 10 minuets. 6 Solitary Avian-like Being
•The organ grows out of the far wall 7 Lonely Companion Being
of an otherwise ordinary concrete
brick chamber.
•Each round the gravity well threatens
6 Waste Neuron
[Corrupted Chemical Messenger A]
to rip the thoughts right out •Here lies all the discarded crap
of your head, belonging to past abductees.
TEST TEC: FAIL Accumulative •When it gets too full everything
-1 to TEC, is ejected back out into physical
PASS reset TEC to normal levels, reality.
at -4 TEC the character passes 1 in 6 chance the Cell contents
out till their memories are will be ejected out to Firing
retrieved. Distance today.
•The player’s ship has to be buried
3 Archive Neuron somewhere under this rubbish buildup.
[2 Chemical Messenger Bs] TEST SVY 14: PASS Find the ship
•Rows of cruncher machines convert buried deep beneath the scrap.
fresh wet memories into a lifeless TEST BDY 16: PASS Completeky dig
series compact patterns. out the ship.
•Numerous filing cabinets hiding the 2 in 6 chance any loot found
precious patterns are stacked here is broken.
together forming a jungle gym
•To see how long it takes to retrieve
a collection of lost memories
from the cabinets,
TEST DEX: PASS d6 minuets;
FAIL d6x10 minuets; DEATH IN SPACE is © Stockholm Kartell
FUMBLE fall and take d4 dmg. and/or other authors.

Gigantic MEMORY HARVESTING Alien God


and all artwork therein is © 2022
Azathoth Nell Tull.

Gigantic MEMORY HARVESTING Alien God is


an independent production by Azathoth
Nell Tull and is not affiliated with
Stockholm Kartell. It is published
under the DEATH IN SPACE Third Party
License.

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