12-09-2010, 01:37 AM | #21 |
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Re: [Space] Random Crisis Generator for Space Opera campaigns
19. SOS beacon
A beacon broadcasting a request for help is found. According to the beacon's information, the mayday comes from a ship quite a distance from the intended course (or space station's position), so far that interplanetary law doesn't mandate going for the rescue, as long as the person discovering the beacon reports it to the local authorities and/or other travelers. OTOH, it's not so far away as to be an unreasonable destination. For BSG-style games, ignore interplanetary law, and just assume a beacon is mildly suspicious, but not too much. Relevant skills: Intelligence Analysis to figure out if the beacon is legit. This will give a hint regarding how appropriate a rescue is. If the captain refuses to rescue, then Public Speaking, Sociology and Politics become relevant to make sure the more altruistic-minded don't lose morale and/or the decision-maker doesn't gain a negative reputation. If the captain decides to go in for the rescue, randomize the situation by rolling 1d: 1. Too late. Forensic and other skills might explain what happened and how. 2. Exaggerated report; ship is in a pretty good shape. You can use Engineering to fix the problem, and/or Administration/Law/etc. to then report the ship for abusing the emergency protocols (difficulty depends on how exaggerated the report was). 3-5. Genuine problem. Repair skills, fuel/oxygen transfer etc. are very relevant. 6. It's a trap! Either the beacon was set up by ambushers, or there is a phenomenon of some sort that will adversely affect the rescuers. Roll another crisis, and keep re-rolling until it can plausibly affect both the victim and the rescuers. 20. Radiation Exposure Due to a local phenomenon, reactor malfunction, or some other reason, the ships are exposed to unexpectedly high doses of radiation. Relevant skills: Engineering or Navigation-oriented skills to fix the problem or get away. Administration and medical skills to organize a proper treatment of the exposed crew. Public Speaking and the like to prevent panic if the event was particularly nasty. |
12-09-2010, 01:41 AM | #22 |
Join Date: Aug 2004
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Re: [Space] Random Crisis Generator for Space Opera campaigns
Brewer Robots unionize then go on Strike.
PCs in the far future see a universe without BEER!
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12-09-2010, 07:56 AM | #23 |
Join Date: Jun 2006
Location: On the road again...
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Re: [Space] Random Crisis Generator for Space Opera campaigns
21. Psychic Manifestation
After traveling through a supposedly uncharted area of space, several members of the crew who have Danger Sense or are latent psychics suddenly manifest disturbingly powerful psychic powers; feel free to use any Telepathy, Psychokinesis, Probability Alteration, or Ergokinesis power. Side effects include a doubling of points spent in IQ, acquisition of the Callous and either the Overconfidence or (more likely) Megalomania disadvantages, and loss of any Pacifism or Code of Honor disads.
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12-09-2010, 09:13 AM | #24 | |
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Re: [Space] Random Crisis Generator for Space Opera campaigns
Quote:
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12-09-2010, 12:21 PM | #25 | |
Join Date: Sep 2006
Location: Chatham, Kent, England
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Re: [Space] Random Crisis Generator for Space Opera campaigns
Quote:
You are a gentleman and a scholar, sir. I so rarely get a positive- I encourage anyone to take a list of episode synopses off the Interwebz and randomise them, or even create a random generator using tropes derived. It's what I do--- whoops, what a give-away! -oh wait; someone in Hollywood probably has that patented... ;) |
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12-09-2010, 12:43 PM | #26 |
Join Date: Apr 2005
Location: Schleswig, Germany
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Re: [Space] Random Crisis Generator for Space Opera campaigns
For those whose universes have no place for brewery robots:
22. Strike Just when time is of the essence to quickly unload the cargo hold, the crew learns that the Longshorebeings Union is on strike. This does not only mean that neither equipment nor personnell is available, but also that the unionists try to prevent any unloading process and pursue any blackleg trying to break the strike. Whether the striking men are downtrodden and exploited workers who fight for their due rights and living wages, or even members of a native species fighting for equal rights, or rather members of a small and well-off group of highly educated technical specialists, who fight for their right to a second house by the sea, is for the GM to decide and the PCs to find out - and care about or not.
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No unconsenting english phrases were harmed during the writing of this post. Last edited by sn0wball; 12-10-2010 at 10:08 AM. |
12-10-2010, 06:02 AM | #27 | |
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Re: [Space] Random Crisis Generator for Space Opera campaigns
23. Shipwreck Found
Sensors indicate some sort of wreck from another ship in range. See quote (taken from below) for details: Quote:
Last edited by vicky_molokh; 12-12-2010 at 04:51 AM. |
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12-10-2010, 06:31 AM | #28 |
Join Date: Dec 2010
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Re: [Space] Random Crisis Generator for Space Opera campaigns
24: Religious Awakening
A charismatic leader has emerged from the population of one of the fleet's ships. The cult of his followers is growing stronger and more aggressive, but the leader doesn't espouse violence or outright destruction. As service disruptions due to religious activity increase, the players have to figure out how to deal with this not-quite-threat: ought people be allowed to worship as they please? What if their worship causes a direct disturbance to others? Will this cult graduate to more dangerous activity if left unchecked? 25: Science Trap The discovery of some neutral space wedgie while wandering has intrigued a small but important group of the fleet's scientists. They demand that they be allowed to study it at greater length, and insist the consequences are of vital importance to the fleet. Should the fleet remain stationary while they complete their investigations? Should the fleet be split up to allow the small group to stay behind? What if the scientists actually do discover something important, but only after most of the rest of the fleet has moved on? What about resupply issues, or simple politics? |
12-10-2010, 03:14 PM | #29 |
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Join Date: Aug 2004
Location: Ventura CA
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Re: [Space] Random Crisis Generator for Space Opera campaigns
26: Ethnic Spotlight
A PC from an alien or exotic culture discovers he must return to his homeworld or other important cultural site in order to perform a ritual/hold government office/stand trial/receive an honor/undergo a life-saving medical procedure/fulfill a promise/undergo a biological process or metamorphosis. If he fails to do so in time, the result his death/excommunication/exile. Last edited by sir_pudding; 12-11-2010 at 02:52 PM. |
12-11-2010, 09:14 AM | #30 |
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Join Date: Mar 2006
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Re: [Space] Random Crisis Generator for Space Opera campaigns
Um, wrong number. Please change to 26.
27. Psi Disease A member of your crew or passengers has somehow acquired, or has been a hidden carrier, of a psionic disease. The disease is transmitted through stealthy psi waves - Mind Shield and the like will protect partially, while Static or the like will grant immunity; roll 1d for additional details of transmission: 1 - Vision-based. 2 - Reverse Vision-based. 3 - both of the above; roll 1d again - on 4+ it also requires eye-to-eye contact. 4 - requires strong emotional link: only Mind-Linked, Special Rapports, Allies, Enemies, Dependants and generic love interests (but not lust objects) are affected; roll 1d - on 4+ Contacts and direct subordinates/bosses are affected too. If the infected doesn't have such links, s/he/t will subconsciously try to form one. 5 - requires weak emotional link: same as 4, plus anybody successfully influenced by Sex Appeal, Intimidation and Panhandling are vulnerable. 6 - no limits. Roll for 'infection' against Will, not HT, and count being in the same room with and/or receiving communication through Telesend from and/or using Mind Probe/Reading/psi-vampirism against the infected as contact. Roll 2d-2 for the number of days before symptoms show; 1d-1 for the number of days before the infected becomes a carrier capable of infecting others. Symptoms include: 1 - infected gains mental disadvantages (to a maximum of -10*1d points) 2 - infected occasionally afflicts others with mental disadvantages (1d levels of Affliction; -10*1d worth of disadvantages; area effect 6+1d yards; emanation; 1 hour duration per MoS of failure; activated every (1d*6)-1d hours). 3 - infected manifests completely uncontrollable psionic powers (but doesn't get to keep them if cured!), which become 3d points stronger per day (up to a maximum of 1d*10% of the character's initial point cost). 4 - infected loses 2 HP/day from mind disruption - roll Will to resist the first and HT to resist the second HP loss per day. This HP cannot be healed through First Aid, Surgery or Physician, but might be healed by more psychological (or psychic!) means. 5 - infected loses FP as above, and gains some version of Psychic Vampirism ability. 6 - roll twice, adding another roll for each time 6 comes up again. At the beginning of a crisis, only one person is infected. |
Tags |
crisis, events, space, space opera |
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