Other Tables

Table of Contents

Jobs

Clients or Targets

2d6 For Cyberpunks For Scoundrels For Firebrands
2 Automated System Another Scoundrel Mutual Enemy
3 Corporation or Individual Gang or Syndicate Splinter Faction
4 Contact Contact Contact
5 Friend or Family Bounty Hunter or Pirate Community
6 Gang Law Enforcement Radicals
7 Government Military Secret Society
8 Happenstance Happenstance Happenstance
9 Celebrity Wealthy Individual Mysterious Benefactor
10 Dissidents Civilian or Vigilante Marginalised Group
11 Rumour or News Rumour or News Rumour or News
12 Religion or Cult Religion or Cult Extremists or Zealots

Details

2d6 Work Complication Conflict
2 Broker or Negotiate Betrayed by Client Mayhem
3 Confront or Menace Ally with Enemy Environmental Harm
4 Deliver or Escort Dodgy Ally Family/Friend/Contact
5 Evade or Infiltrate Old Friend Honour
6 Seize or Steal Old Enemy Innocents
7 Protect or Defend Time Limit Justice
8 Hunt or Pursue Trap Loyalty
9 Rescue or Reinforce Third Force Morality
10 Smash or Wreck Disaster Reputation
11 Sabotage or Disrupt Witnesses Truth
12 Explore or Discover Collateral Damage Wealth

Entanglements

2d6 Entanglement Description
2 Arrest The powers that be put out a warrant or a bounty on you, and send a force of quality and scale equal to your number of grudges with them. Give someone up, bribe or evade them, or resist arrest. If you have no grudges from authority figures, then they just have some questions.
3 Scrutiny The authorities decide to take a closer look at you. They open an investigation into your group, your allies, or your activities as a 6-clock. What don’t you want them to find?
4 Exposed An influential figure or a rival faction publicly denounces you or spreads rumours about you. Set them straight or gain a grudge from a random faction.
5 Friend in Need An old friend or mutual acquaintance of one of the player characters resurfaces, and they’re in trouble. If you can help out, you can add them as a contact.
6 Proposal A neutral faction approaches with the intent of offering you a job, offering you their services, or swaying you to their side. How do you respond?
7 Internal Strife One of your contacts or allies clashes with another, and you are caught between. Resolve the feud or pick a side.
If you pick a side, the other side gets a grudge against you if they’re a faction, or a progress clock representing the bad blood if they’re an individual.
8-9 Patronage A faction approaches you with a tempting offer; there are strings attached. If you accept, gain a bond or an equivalent favour from them - but also gain a grudge to represent your debt.
10-11 Posturing or Networking A rival faction makes threats or demands, throwing their weight around. How do you respond?
A friendly faction reaches out to reaffirm your friendship and support. How do you respond?
12 Reprisal or Imposition A rival faction makes an overt play against you, putting you or your allies at risk. How do you handle it?
A friendly faction needs your help with something, and won’t take no for an answer. Either agree to help, or give them a grudge against you.

Treasures

1d6 Treasure Description
1 Precious amber True amber survives only from the Old Earth, and it’s the most valuable gemstone there is.
2 Lost specimens Seeds or preserved samples from flora and fauna of the Old Earth that have been lost or guarded jealously.
3 Cultural artifact Something made from reclaimed Terran wood, or even a relic from the Beyonder itself.
4 Secret navkey A dataslab containing navigational data for a star system no one else knows how to get to.
5 Prototype bioware A synthetic, genetically augmented organ or implant in a cryogenically cooled hardcase.
6 Artificer relic A recovered artifact from one of the millennia-old ruins of the Artificers. Is it inert, or active?

People

Traits

  1 2 3 4 5 6
1 Charming Shrewd Ruthless Patient Superficial Volatile
2 Detached Vengeful Calculating Impatient Meticulous Curious
3 Careful Moody Defiant Sophisticated Arrogant Delicate
4 Direct Lonely Gracious Paranoid Confident Melancholy
5 Suspicious Thoughtless Insightful Energetic Vain Exacting
6 Obsessive Secretive Sly Superior Daring Canny

Details

2d6 Profession Desire Problem Approach
2 Scoundrel Love Debt Violence
3 Menial Worker Wealth Addiction Threats
4 Heavy Labour Power Enemies Negotiation
5 Expert/Technician Respect Frustration Manipulation
6 Pilot Revenge Boredom Strategy
7 Programmer Change Illness Subterfuge
8 Writer Freedom Family Cooperation
9 Merchant Control Friends Betrayal
10 Banker Prestige Romance Investigation
11 Bureaucrat Answers Trauma Bribes
12 Military/Police Safety Victimised Disengage

Complications

2d6 Type Controlled Risky Desperate
2 Collateral Damage Only property is damaged.
No one in particular is harmed.
The damage is contained.
People get hurt.
A faction is harmed.
The damage is newsworthy.
Important or powerful people get hurt.
A powerful or friendly faction is harmed.
The damage is catastrophic.
3 Relocated You’re forced out of the action for a moment. An obstacle now stands in your way. You’re separated, there’s no obvious way back.
4 Equipment Glitch It’s jammed, out of ammo, or temporarily broken. It’s malfunctioning or damaged and needs repairs. It’s broken and totally useless.
5 Environmental Hazard The hazard is contained to a small area.
The hazard is relatively static and stable.
The hazard is mostly just an obstacle.
The hazard affects your immediate surroundings.
The hazard is spreading or getting worse.
The hazard can cause serious damage or injuries.
The hazard affects the entire locale.
The hazard is spiralling out of control.
The hazard is a life-threatening crisis.
6 Time You need a few extra minutes. You need an hour or so longer than you expected. You need several uninterrupted hours.
7 Unwanted Attention There are one or two of them.
They are concerned or curious.
They are civilians or bystanders.
There are a handful of them.
They are suspicious and persistent.
They are guards or official personnel.
There’s a crowd of them.
They are hostile and demanding.
They are soldiers or elite personnel.
8 Reinforcements There are one or two of them.
They’re far off, but closing the distance.
It’s whoever happened to be nearby.
There are a handful of them.
They’re right around the corner.
It’s a serious, organised response.
There’s a small army of them.
They’re already engaging you.
It’s the very best they have to throw at you.
9 Damage or Malfunction Superficial damage which isn’t immediately obvious.
Glitches or errors that aren’t immediately obvious.
Significant and obvious damage.
Serious malfunction, causing erratic behaviour.
It’s completely destroyed.
It goes completely haywire.
10 Impediment You are slowed down.
The impediment is easy to deal with.
You are stopped short.
The impediment is an obstacle in its own right.
You are caught and held fast.
The impediment is dangerous in its own right.
11 Distraction A sudden noise that breaks your focus.
The distraction is momentary.
It occurs before you start or after you finish.
An unexpected interruption that interferes with you.
The distraction lasts several minutes.
It occurs while you’re preoccupied with the task.
A disruptive incident that demands attention.
The distraction is ongoing.
It occurs at the worst possible moment.
12 Incoming Hazard You have plenty of time to react. You have a few moments to react. You have a split second to react.

To use this table, roll or pick a complication. Use the other columns as a guideline for the severity of the complication. Based on the position of the action, you can mix and match them to reflect how serious this complication is. Use the different factors for inspiration and as a yardstick, but ultimately go with whatever makes sense in the fiction.