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== Features, Aspects, Oddities == Okay this is why you're really here, and honestly I've got jack until I nail down my GM and make him cough up what he's got. Honestly you should feel free to add in your own stuff, its a big ship and there's more wrong with it than any one person can imagine. === Shitty Ship Problems === All the little quirks that come from a lifetime of misuse, slap-dash repairs, and terrible luck. Insane layout, spotty gravity, exposed high-voltage wiring, and millions of cryptic notes are just the start. (notes will be added to each entry eventually) ==== Common ==== Gravity (weak, strong, upside down, angled, sideways or wobbly) - Most of the grav-generators on the ship are screwy at best, so a lot of corridors have strange gravity to contend with. Exposed Wiring Plasma Leaks "DO NOT TOUCH"/Warning Stickers - There's a lot of these, built up over successive generations of crewmen and refits. Scorn them at your own peril. Generally incomprehensible corridor layout - The Occurrence Border is not so much a madhouse built by a madman as much as it is a madhouse built by many madmen, all with an intense hatred for the other madmen's unique flavours of madness. As a result, the corridors tend to be strangely-built at best and downright incomprehensible at worst. etc. ==== Uncommon ==== Xenos Waste Processor Plasma routed through corridor Other things routed through corridor Corridor routed through other things Krootoid infestation - aided by a Kroot Shaper that has apparently been living in the ship since before the Party encountered it, but was never seen etc. ==== Unique ==== <strike>BEWARE OF KNARLOC</strike> Deprecated - see also: Discount Spaceship. <strike>Psyker</strike> <strike>'''Zoanthrope'''</strike> '''DAEMONTHROPE''' Containment Cells! - Formerly a cell-block for the Psyker children trafficked by the Occurrence Border's former owners, it got temporarily overrun by the Warp (''Discount Spaceship'') then turned into a holding cell full of stasis tech to hold a Zoanthrope as part of a mission given by the big =][=. Needless to say, you shouldn't go there. Warp Drive - Slightly damaged and has a important piece of the Psyker Containment Cells welded into it so nobody gets stuck in the Warp. Significantly strong Warp monstrosities can make sure it actually does get stuck in the Warp, however. Refurbished Gellar Field Generators - Yes, these have been removed, but you never know - you could always find another one to install at a low, discount price, or maybe the ones onboard already will slowly begin to qualify as this. Having a entire Ordo Xenos facility fitted onto the ship for transport, Xenos included. Here be Orks, and also lots of Squigs. etc. === Warpy Problems === All the little oddities that have been caused by the ship's repeated tainting, and problems with the Gellar Field. ==== Common ==== Whispers Bleeding walls Minor warp-spawn Ghosts of the previous unlucky crew haunting areas Random pangs of emotion suddenly hitting you etc. ==== Uncommon ==== That Tentacle thingy - [[/d/|No, no that kind. Get your mind out of the gutter.]] It's a room filled with a shitload of tentacles (probably part of some Warpy beast), which may or may not attack anyone trying to cross the room. Needless to say, high explosives will take care of that issue. Daemonettes tempting you to enter the room - Sometimes, doors open into a room where someone close to the poor bastard opening it (usually a lover, friend, or colleague, even a deceased or missing one) is in a state of peril. Needless to say, going in there is a Bad Idea because those are daemonettes you utter and total muppet, what did you expect? The Poo Door - Unknown since no one's been stupid enough to open it, but it's probably full of poo and nurglings. Doors opening into giant room full of fire - Some doors, particularly during Warp travel, simply fail to open to where you expect it to open into and instead open into a kilometres-long room full of fire. Not that bad insofar as you can just close the door and find another, but many doors can lead to it at once, and you might find a corridor end with three branching pathways suddenly becomes a dead end because all of the doors lead into the Fire Pit. Because fuck you, that's why. Doors opening into Twitch's minefields - Wouldn't be unusual at all if said minefields weren't at the opposite side of the ship. Still, good idea to look before you walk through. etc. ==== Unique ==== The Screamy Cogtain Crater - Sort of fixed ever since the Bug problem happened. The Cell where the BIG Daemon first manifested The Spooky Poker Room of the Damned Bay full of Warp Fungus Tyranids manifesting in certain corridors (currently Zoanthrope-only) etc. ===[[Occurrence Border Random Encounters]]=== If you for whatever reason want to let the dice decide your fate, [[Occurrence Border Random Encounters|here]] are a number of lovely random tables, intended for use with Dark Heresy 1e. You can let the dice entirely decide your fate, by rolling to see how many rolls you make on which tables, or you can pick a table that meets your specific needs and roll a few times.
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