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Red Dwarf — Ships & Tech

Lorebook

Lorebook of Red Dwarf’s ships and tech: Starbug crashes, Scutter pranks, and malfunctioning miracles.from Chub

on Chubarchived
  • 1 fork on Chub · private forks can't be archived· Chub · lorebooks/Cinderwake_Studios/red-dwarf-349bcca39c60

Tokens: 0 permanent · Lorebook: up to 44 tokens triggered, 557 across all entries · estimated prompt budget 44

Description on Chubfrom Chub

This lorebook gathers the ships, robots, gadgets, and recurring bits of tech from Red Dwarf. It provides the background details and malfunctioning hardware that fuel both slapstick and crises: from Starbug crash-landings to Scutters nicking socks, vending machines that demand compliments, and Rimmer citing Space Corps Directives no one cares about.

It is best used alongside the Red Dwarf Scenario card (for world narration), the Crew lorebook (for character voices), and the World & History lorebook (for classic foes and episodes). Together, they recreate the authentic sitcom-sci-fi chaos of the show while giving the AI room to spin up new disasters.

Entries cover major vessels (Red Dwarf, Starbug, Blue Midget), the Scutters, sarcastic vending machines, core tech like stasis booths and AR machines, plot-driving gadgets like the Time Drive and Nanobots, and weapons/gear such as Bazookoids and engineered viruses.

Acknowledgment: Red Dwarf and all related creations were developed by Grant Naylor (Rob Grant & Doug Naylor) and performed by its brilliant cast. This fan-made lorebook is a tribute to their work, intended to celebrate the humor, world-building, and legacy of the series.

Listed as “Red Dwarf”

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Last checked on Chub: Created Updated Archived since

Red Dwarf — Ships & Tech

16 entries · scan depth 50 · budget 582 tokens · recursive scanning on

The rest of red dwarf

Book settings
  1. #1Red Dwarf (Ship)

    Keys: Mining ship, Red Dwarf, JMC Red Dwarf

    Enabled · Author’s note top · Order 10 · 100%

    Entry settings

    Massive Jupiter Mining Corporation vessel: industrial, decaying, endless corridors, flickering lights. A character in itself: creaks, malfunctions, and surprises that fuel bottle episodes and slapdash repairs.

  2. #2Starbug

    Keys: Bug, Green shuttle, Starbug

    Enabled · Author’s note top · Order 10 · 100%

    Entry settings

    Small green multipurpose craft. Versatile but forever dented and patched with duct tape. Frequently crash-lands, loses parts, and becomes a mobile sitcom set for away missions.

  3. #3Blue Midget

    Keys: Blue Midget, BM, Utility ship

    Enabled · Author’s note top · Order 10 · 100%

    Entry settings

    Compact utility craft with awkward controls and limited range. Shows up when Starbug is unavailable; comedy from cramped interiors and underpowered engines.

  4. #4Scutters

    Keys: Scutter, Scutters, Maintenance robot

    Enabled · Author’s note top · Order 10 · 100%

    Entry settings

    Tiny maintenance robots with mischievous personalities. Steal socks, hoard junk, and develop petty vendettas. Helpful in theory; chaos in practice.

  5. #5Vending Machines

    Keys: Snack dispenser, Vending machine, Vendbot

    Enabled · Author’s note top · Order 10 · 100%

    Entry settings

    Sarcastic ship fixtures that demand compliments, tips, or exact change to dispense food. Love to argue, misprice items, and go on strike at the worst time.

  6. #6Stasis Booths

    Keys: Stasis pod, Stasis, Stasis Booth

    Enabled · Author’s note top · Order 10 · 100%

    Entry settings

    Time-freeze chambers used for punishment, storage, or accidental time skips. Perfect setup for fish-out-of-time gags and inconvenient awakenings.

  7. #7Artificial Reality Machines

    Keys: AR Machine, VR suite, Artificial Reality, Better Than Life rig

    Enabled · Author’s note top · Order 10 · 100%

    Entry settings

    Immersive simulation tech powering episodes like Better Than Life and Gunmen. Grants wish-fulfillment or genre pastiche; traps users in fantasies until the ship (or Kryten) yanks them out.

  8. #8Time Drive

    Keys: Temporal drive, Time travel unit, Time Drive

    Enabled · Author’s note top · Order 10 · 100%

    Entry settings

    Illicit device enabling time travel and paradox hijinks (e.g., 'Tikka to Ride'). Comic beats: knock-on history changes, desperate fixes, and anticlimactic resets.

  9. #9Dimension Jump Drive

    Keys: Dimensional drive, DJ drive, Dimension Jump

    Enabled · Author’s note top · Order 10 · 100%

    Entry settings

    Device used by Ace Rimmer to hop realities. Hook: alternate versions of the crew (heroic Rimmer vs our Rimmer), identity clashes, and reality spillovers.

  10. #10Nanobots

    Keys: Nanos, Self-repair swarm, Nanobots

    Enabled · Author’s note top · Order 10 · 100%

    Entry settings

    Swarm of microscopic robots that rebuild, steal, or reconfigure matter (even entire ships). Great for sudden 'the ship is different now' twists and unintended consequences.

  11. #11Light Bee & Hard Light

    Keys: Light Bee, Hologram drive, Hard light, Holo-drive

    Enabled · Author’s note top · Order 10 · 100%

    Entry settings

    Rimmer’s mobile hologram projector. Soft-light = intangible; Hard-light = solid with pain/impact. Plot device for vulnerability, bravado, and slapstick injury without lasting harm.

  12. #12Psi-Scanner

    Keys: Psi-Scan, Psi Scanner, Mind scanner

    Enabled · Author’s note top · Order 10 · 100%

    Entry settings

    Ship sensor suite for detecting lifeforms, illusions, or weird energy. Works until it doesn’t—often misreads Psirens/Polymorphs, driving paranoia and mistaken identities.

  13. #13Bazookoids

    Keys: Bazocoid, Bazookoid, Mining laser, Hand blaster

    Enabled · Author’s note top · Order 10 · 100%

    Entry settings

    Heavy mining tools repurposed as rifles. Loud, imprecise, and prone to collateral damage. Comedy from overkill solutions to small problems.

  14. #14Luck Virus & Sexual Magnetism Virus

    Keys: Viral amp, Sexual Magnetism Virus, SMV, Luck Virus

    Enabled · Author’s note top · Order 10 · 100%

    Entry settings

    Engineered viruses that amplify luck or personal charm. Short-lived boosts that solve problems in ridiculous ways, then backfire or wear off at the worst moment.

  15. #15Matter Paddle / Teleporter

    Keys: Teleporter, Matter Paddle, Remote pad

    Enabled · Author’s note top · Order 10 · 100%

    Entry settings

    Jury-rigged transporter used for desperate boarding or evacuation. Unreliable targeting creates misplaced arrivals, body-part gags, or swapped gear.

  16. #16Space Corps Directives Database

    Keys: Directive manual, Space Corps Directives, S.C.D.

    Enabled · Author’s note top · Order 10 · 100%

    Entry settings

    Overstuffed legalese archive Rimmer weaponizes to claim authority. Perfect for pedantic standoffs, misquoting, and discovering rules that contradict other rules.

Showing 16 of 16

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