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Occurrence Border Random Encounters
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===Warning Sticker Issues=== There are lots and lots of warning notices around the Occurrence Border, a great many of them enshrined as bronze plaques, the rest in the form of the sticky notes that every Engineer worth his salt (and by now, probably more than a few of the Tech-Priests) carries with him. They can also be painted on the walls, and everyone on this ship, from the Captain down to the newest Rating, has it pounded into their head from day 1 that you scorn the advice of these notes at your own great peril. In this case, though, something's off about the notes... * 01-55: Unclear Notes pervade this area. Instead of explanations, the best you can hope for is a "Do not touch" or "Don't forget to ..." note. Perhaps no-one alive actually knows why this warning is here, and have just maintained warnings that were left by previous generations. Tech-Use to interact with the ship in this area is at a -10 penalty unless the notes can be clarified. * 56-80: Incomplete/Misleading Warning Stickers: The warning stickers here are very unhelpful. They might be so old as to be visibly faded and soiled, rendering their accuracy dubious regardless of how clear the note, they might be written in obscure jargon requiring careful scrutiny to work out, they might only say "Call Bill!" In the worst cases, they may reference crew who are no longer aboard the Occurrence Border. Tech-Use to interact with the ship in this area is at a -20 penalty unless the notes can be clarified. * 81-95: Missing, illegible, or otherwise inscrutable Warning Stickers. The warning stickers here are either absent entirely, or so obtuse, arcane, illegible, or otherwise unhelpful as to be altogether irrelevant. Tech-Use to interact with the ship in this area is at a -30 penalty unless the notes (if they exist at all,) are clarified, or someone who knows the section in detail is contacted. * 96-100: Malevolant Warning Stickers: The stickers in this section are not merely misleading, they're actively hostile to the ship and its crew. Perhaps they were tampered with by a saboteur, a mean-spirited drunk on a bender, or even the forces of Chaos, twisting the information on the notes passively during Warp transit. Perhaps they're simply so old that they predate the ship's last retrofit, or even its last two or three, and what was once good information is now literally the worst. Either way, attempting any Tech-Use rolls to interact with the ship in this area will cause Bad Things to happen, like a hatch to one of the sealed, tainted areas to spring open, gravity to suddenly invert or vanish, a black-water line to begin spraying into the compartment at firehose pressure, a neighboring compartment to vent, or fill with plasma, a major ship system to go offline, etc. If the GM doesn't want to decide, he can always roll for another random event and have the result lie in wait until someone tries to manipulate the ship...
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