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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 4 Theater Neuron


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