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Occurrence Border Random Encounters
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===Whispers=== The Whispers of the Warp are echoes of the deep and pervasive warp taint that pervades the ship. They may manifest as literal whispers, as places or times where unseen things move at the the corners of your vision but are never present when you turn around, and such. It's like being in a ship with a slightly weakened Gellar Field during Warp transition. Ecclesiarchs would be horrified to know how common Whispers are on the Occurrence Border, and rightly so, for they can be corrupting. However, they are usually so low-level that most stand good odds of resisting corruption... And familiarity breeds contempt, which a strong-willed character may gird themselves in like armor. On the Occurrence Border, panicked prayer or rushing to a chapel are only typical reactions for those unfamiliar with the ship. The familiar are more likely to slam the wall with their fist and shout "Awh shaddup!" The GM should determine just how strong the following effects are, whether or how much Corruption they threaten, and so forth. They would tend to get stronger the further towards the tainted areas, or if the ship is in Warp transit, but other factors might also contribute. * 01-05: Chill Snap ** The temperature suddenly drops, immediately and dramatically. No insulation can protect you against this effect, you immediately feel as if you were hit in the face with an arctic blast while stark naked, regardless of what you're wearing. This is literally chilling, but has no lingering effect. No thermometers will ever record this, not even those applied to your person, but you're probably going to be left with chattering teeth and rubbing yourself, or seeking a source of warmth. * 06-10: Temperature Spike ** The exact opposite of Chill Snap, your temperature suddenly spikes, making you feel as if you walked an hour on a blazing day. Unless you can pass an Easy (+30) Toughness test, you gain one level of Fatigue which persists until you can cool off, the most expedient way to do so being to strip and jump into the nearest shower for a few minutes. * 11-15: Did you say something? ** You think that someone in your group said something to you, but you didn't make it out. When you ask them to repeat it, they deny having said anything. For extra !!Fun!!, the GM might pass a note to one player, directing them to say something in-character, either addressed to another member of the group or which will undoubtedly get their interest, but to muffle it or jumble their words up, then deny ever having said anything. If you're alone, you may still hear the voice of a friend, comrade, or a loved one saying something, and it will be natural to assume they have joined you and are just behind you, but when you look, you are alone. * 16-20: Phantom Movement ** You can't shake the feeling that there's something out there, moving, on the edge of your peripheral vision, but when you look there is nothing except what should be there. But when you look back to what you were doing, you see it again... * 20-25: Flickering Lights ** The lights in the compartment flicker, and continue to do so for quite some time. You can't really be sure this is the Whispers of the Warp and not the mundane result of an old ship being shitty... But the moment you go to diagnose the fault, the lights spring back to full, and electrical sensors will register no disruption in the area. * 26-30: Electrical Disruption ** Like a result of Flickering Lights except moreso, an Electrical Disruption is often the bane of the ship's Mechanicus and Engineers. Things begin to malfunction in the vicinity; doors unlocking themselves and opening, latches on lockers springing open, data-panels flickering on and of, circulator fans shutting off or spinning into overdrive, recaf machines spitting out scalding-hot tea, lighting fixtures blowing out or glowing too brightly, etcetera. These faults appear to have mundane cause, but go away as soon as you begin attempting to repair them. The moment you look back to the work you were about to perform, you see that on second inspection, there is nothing wrong after all. * 31-35: Ghostly Scream ** An horrific scream echoes down the corridors, much like the sound of a man having his bollocks gnawed off by a Kroot Hound. When you arrive at the source of the sound, ready to render aid, you burst in upon the inhabitants of the compartment, who were going about their business and hadn't heard any screams. Of course, the one time you do decide to ignore it, it's going to have been someone actually being murdered... * 36-40: Dark Forboding ** A chill wind blows past everyone, chilling them slightly, even through the heaviest insulating equipment. Their temperature returns to normal, but they're unable to shake the feeling that somewhere, something dreadful has happened. The GM may want to call upon one or more of the players to deliver an Obi-Wan like declaration of what they feel has transpired... Or the players may wish to supply it themselves. * 41-45: Warp Echo ** For up to a minute, reverberation becomes greatly enhanced, regardless of the acoustic qualities of the environs. Loud machinery rapidly becomes an incoherent din, while voices can be hard to make out. * 46-50: Temporal Echo ** You come suddenly across a scene from the Occurrence Border's past. This can be subtle - for instance, seeing a few crewmen you don't recognize performing work that you think was already done ages ago - or it can be dramatic, such as seeing the events of the Chaos Incursion that lead to the Daemonic possession of the Cogtain, watching Servitors doing blasphemous things. When you attempt to interact with the echo, however, you experience a moment of sudden disorientation, and find yourself alone, with only those who should be there, wondering what just happened. * 51-55: Moment of Emotion ** You experience a sudden moment of intense emotion, no greater than one combat round in duration. This might be a major distraction during actual combat, but even if suddenly possessed by berzerk rage, the moment will pass before you can act on it... But you may well hang on to that feeling, if it was resonant with your true feelings. Feel free to just choose, or the GM may roll on the provided random emotion table, or choose for you. ** Random Emotion Table (1d10) *** 1: Rage *** 2: Depression *** 3: Paranoia *** 4: Lust *** 5: Vengefulness *** 6: Avarice *** 7: Ambition *** 8: Sadism *** 9: Terror *** 10: Joy * 56-60: Warp Wind ** Air howls through the area, as though the compartment were exposed to the void, or the atmosphere circulation systems were overloading. Light objects like paper, recaf mugs, servo-skulls, and the like are flung around. The phenomena dies down after a few seconds, and upon investigating, no cause may be discovered, nor was the wind blast recorded by any sensors. * 61-65: Mirror Ripple ** Mirrors and other reflective surfaces appear to ripple, like waves on the surface of water. If they are touched, they feel solid, but appear to react much like water into which an object has been dropped. * 66-70: Baleful Introspection ** Your mind is drawn inexorably towards your regrets, opportunities you failed to capitalize on, those who have wronged you or whom you hold responsible for bad things which have befallen you, and such. This effect usually lasts between one and ten minutes, and can be very distracting - or it can even focus you, if the thing you think about is related to the goal you are pursuing. * 71-80: Talking Objects ** Inanimate objects, either in your possession or vicinity, begin to talk to you. This seems absolutely reasonable at the time if you have more than 10 Insanity Points, and you are likely to reply, even being capable of holding long conversations with those objects. They can be surprisingly insightful, especially if they've been yours for a long time. Fortunately, only you can hear what they have to say to you, but others can hear your response. * 80-100: Bleeding Corridors ** By far the most distressingly common single manifestation of the Warp Whispers aboard the Occurrence Border, the hallways tend to bleed; sometimes it simply rains from the ceiling, sometimes weeps from the eyes of images and statuary, sometimes it just seeps out of the walls. This can be most distressing the first time you experience it, especially if you slip or get caught in a blood-shower, but everyone with any experience aboard the Occurrence Border will tell you that Warp blood washes out just fine.
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