D. Events

Throw 33(1d66%) reading individually (“D66”) for the event:

61(1d66%) Outcome
11 Meet NPC
12 Meet new PC (a way to introduce new characters)
13 Legal encounter, throw Law Level+ to avoid
14 Gambling. Win Cr100×(3(2d6) + Gambling)
15 Misc. expenses. Pay Cr50×1(1d6)
16 Receive a message from….
21 Patron encounter
22 Random encounter
23 Hear Rumor
24 Get involved in a brawl (fight it out)
25 Shot at by accident (throw 10+ to be hit)
26 Meet NPC
31 Opportunity to buy exotic item
32 Close relative dies (who?)
33 Inherit Cr100×9(3d6)
34 Weapon rendered permanently useless (see notes)
35 Legal encounter, throw Law Level+ to avoid
36 Opportunity to buy property (may be worth rent etc.)
41 Hear some news about….
42 Opportunity to make TAS application (open entry)
43 Receive information about…
44 Meet NPC
45 Robbed/burgled. Lose 50% of possessions (see notes)
46 Mistaken identity (roll reaction)
51 Meet alien or group of aliens
52 Civil disorder on planet (why?)
53 Planetary event (see notes)
54 Hear rumor
55 Patron encounter
56 Some equipment breaks down and needs to be fixed.
61 Papers/documents not in order. (see notes)
62 Complication with cargo (see below)
63 Special charter (transport to…, act as bodyguard to…, etc.)
64 Asked to carry message
65 Gain Contact or Favor owed by NPC (who, why, what)
66 Offered Illegal weapon/Black market goods/drugs etc.

Event notes

34 Weapon rendered permanently useless

Customize this event to the particular weapon, e.g., a sword might have the blade broken off short, a gun’s chamber might be damaged by firing a round with too much powder, etc.

45 Robbed or burgled

Divide possessions into two approximately equal piles. Randomly determine which pile was lost.

53 Planetary Event

This can be any sort of serious disruptive event appropriate to the world, e.g., earthquake, storm with severe flooding, breach of protective dome, meteorite strike, etc.

61 Papers or documents not in order

This is a bureaucratic annoyance. A scenario similar to the mini-adventure “Exit Visa” would be appropriate.

62 Complication with cargo

There is a potential problem with any cargo that will be picked up in the End Phase. Once cargos are generated, throw 2(2d6) for each, 9+ to have a potential problem. Then roll 3(1d6) for where the problem is, this end (3-) or at the destination (4+). If this end, then roll 6(1d6) on the table at the top of the next column to see what it is. If destination, do not roll until PCs get there!

2(1d6) Type of Problem
1 Needs special import/export license (see A. Off-Time Flowchart > 8. Options).
2 Damaged. Real value reduced by 10-30%
3 Offensive stench will permeate LS system and make passengers unhappy
4 Hazardous cargo, throw 12+/day in transit to leak/explode and damage cargo area
5 Customs believe it is contraband and cargo is impounded
6 Shipping manifest was wrong and half/double (roll) agreed amount has arrived