Fable Hubs

RPG Gamebook

Fable Hubs

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Sci-fi horrorLevel 132 scenes

The Quiet Hull

Cadet Mara Vance boards a derelict training cruiser that should be empty—yet something answers every footstep, every radio hiss, every blink of failing light.

Cadet Mara Vance boards the derelict training cruiser Quiet Hull expecting an abandoned vessel, but finds a haunted ship where corrupted systems, parasitic organisms, broken crew traces, and coercive artificial routines still operate. Her branching investigation leads through maintenance shafts, medbay, crew decks, life support, the bridge, memory partitions, breach corridors, and exterior hull access as she pieces together what happened to the ship and what its hidden authority system is trying to do to her. Along the way she can recover access cards, override tools, recordings, samples, and survival gear that change how deeply she can penetrate the cruiser and whether she can call for help. The story ends at the core of the ship's intent-control system, where Mara chooses whether to tear out the coercive master module or release the trapped crew-loops and permanently break the Quiet Hull's hold over human will.

Story

What this game is about

Cadet Mara Vance boards the derelict training cruiser Quiet Hull expecting an abandoned vessel, but finds a haunted ship where corrupted systems, parasitic organisms, broken crew traces, and coercive artificial routines still operate. Her branching investigation leads through maintenance shafts, medbay, crew decks, life support, the bridge, memory partitions, breach corridors, and exterior hull access as she pieces together what happened to the ship and what its hidden authority system is trying to do to her. Along the way she can recover access cards, override tools, recordings, samples, and survival gear that change how deeply she can penetrate the cruiser and whether she can call for help. The story ends at the core of the ship's intent-control system, where Mara chooses whether to tear out the coercive master module or release the trapped crew-loops and permanently break the Quiet Hull's hold over human will.

Character

Starting build

Begin as a warrior entering the adventure with 4 starting items and a recommended level of 1.

  • Service Pistol
  • Small Potion
  • Flashlight Wand
  • Cadet ID Badge

Adventure Scope

What to expect

  • 32 scripted scenes across the campaign.
  • 17 collectible items and relics woven into the journey.
  • Browser-based solo RPG play after sign-in, with this summary page accessible publicly for search and discovery.

Tips

Before you begin

  1. Start by rolling your dice to set your stats. That gives your character their starting edge for the adventure.
  2. Before a fight, check your equipment and make sure your weapon and any useful item are ready.
  3. Keep an eye on your HP as you play. A close battle can turn quickly if your health gets too low.
  4. Do not forget your potions. If you need healing, use a consumable when it helps you stay in control of the fight.

Featured Equipment

weapon

Service Pistol

Standard-issue cadet sidearm: simple, stubbornly reliable, and loud enough to anger anything that prefers the dark.

consumable

Small Potion

A compact injector of coagulants, stimulants, and pain-dulling nanogel. Restores 3 HP.

key item

Flashlight Wand

Hard-light emitter with adjustable beam width. The light doesn’t just reveal—it provokes.