Wednesday, May 16, 2012

Dimsheen: Events


Event Sub-Table for Dimsheen
  1. Section of Dome collapses, exposing everyone in 4d100' to massive glare, heat and dessication effects.
  2. Dust Blow-out at Smelter. Most of the explosion is contained by makeshift barriers. This time.
  3. Dust Storm surrounds the entire dome-plex. No one is going anywhere for 1d6 hours.
  4. Sumps back-up, cause flooding in alleys. Takes 1d4 days to get cleaned-up and drained.
  5. Air plant malfunctions. Air supply doesn't get replenished for 1d4 hours.
  6. Excessive Glare. Dome opacity fails. Interior exposed to harmful ultaviolet radiation.
  7. Cybertribe raiding party strikes outlying domes.
  8. Inspector arrives by way of ornithopter from South Polar Authority Complex.
  9. Sewer-slugs (or incredibly large snails) break loose, go on rampage.
  10. Riot amongst Dust Trawler crews working for one of the four main outfits.
  11. General Strike called.
  12. Anarchists sabotage the Alloy Works. Parts will need to be shipped-in.
  13. Bar room brawl gets out of hand, 1d4 fatalities and Security is called.
  14. Sinkhole forms within 1d100 miles of main dome.
  15. Dust Trawler lost under mysterious circumstances.
  16. Tramp trade-ship lands, against regulations.
  17. Cultists celebrate major holiday--everyone else stays indoors.
  18. Patch-crew blown away in gale force winds; hole in dome requires even more resources to repair now.
  19. Temperature Inversion hits dome-zone. Heatstroke a real issue.
  20. Special.
Specials
  1. War breaks out between two major cybertribes.
  2. Bounty hunters clear-out the lower levels until they run into Gralf the Grimjaw.
  3. Chelation systems breakdown. People begin dying in one hour...
  4. Air Plant sabotaged with nerve agent.
  5. Bomb planted in main airlock.
  6. Cult uprising, fanatics stage simultaneous take-over of all of the dome's major control centers.
  7. Dust Trawler crashes into Dome-Zone. The cab is filled with glistening xeno-eggs.
  8. Toxic gas discharged from septic-subsystems.
  9. Major subsidence, some domes ruptured.
  10. Ship crashes out in the Dust.
  11. Dutchman's Trawler spotted within 1d4 miles of Dome-zone.
  12. Take-over attempt by minor competitor Lordling and 2d20 recently hired mercenaries.
  13. Trawler Crews attempt to unionize.
  14. Smelter-Teams go on strike. Ruin the Smelters. Total replacement necessary.
  15. Fungal bloom in lower levels gets out of hand.
  16. Macro-Blob unleashed within Main Dome-Zone.
  17. Plague breaks out.
  18. Arsonist using industrial accelerants on rampage.
  19. Agent Provateur captured and hung in main hydroponic park as an example.
  20. Site closed down with no further explanation.