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Occurrence Border Random Encounters
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===Navigational Hazards=== Navigational hazards are seldom an entire problem in and of themselves, but they tend to complicate things - usually, getting to your destination, but they could also complicate another random hazard. * 01-25: You Can't Get There from Here. Such is the state of the ship that, to put it quite plainly, you cannot chart anything approaching a reasonable route to your destination from your location. It might be literally separated from you by just one bulkhead, or it might be on the other side or end of the ship, but you can't get there from here. If you want to reach your destination, you must chart a circuitous or otherwise non-intuitive route. You'll get there, eventually, barring some non-euclidian geometry (which is not only possible but entirely probable on this ship,) but it will take you a while. Increase the time to arrive at your destination by 60% over what a reasonable arrival time would be. A Navigation test is called for, with each degree of success reducing the time penalty by 10%. Failures can actually increase your arrival time, as even less-efficient routes are plotted, or the navigator gets lost. But look on the bright side: anyone may treat Navigation as a Basic Skill on the Occurrence Border. * 26-50: Unexpected Obstruction. Something unexpected obstructs your route. It may be that a corridor you were planning to use has been vented to space, flushed with hot plasma, or has been filled with wall-to-wall servitors. Extremely intensive maintenence may be taking place, or the ship's Armsmen may be fighting a battle with minor daemons. A hatch may have slammed shut and broken shut. Either way, delay is inevitable, whether you go through, or backtrack and go around. Barring an unusual ability to resolve the obstruction (joining the armsmen in battle, tip-toeing through the repair work, putting on voidsuits and traversing the voided corridor, etc,) a 25% increase in travel time hits you unexpectedly and unavoidably. * 51-75: Gravity hazard strikes suddenly and without forewarning. Maybe the section you were attempting to traverse had an unmarked gravity anomaly, maybe it just developed, possibly while you were in the corridor. This could be dangerous, but the upshot is that it might not slow you down much, and might even give you a speed boost (if the corridor you need to traverse becomes a nice easy downhill jog,) assuming you can pass it without being injured. Roll on the Gravity Issues Table and apply the effects without warning. * 76-90: Mundane Weirdness. The terrain becomes appallingly weird as you traverse the ship. You might encounter a corridor which has unexpectedly become a snowy wonderland (or an icy hellscape.) You might encounter a room where cooking grease from the ship's kitchens has gushed en masse, and then been stirred up by gravitational fluctuations, or a corridor where the hull plates are buzzing and snapping with electricity. Either way, traversing this corridor is gonna be hard. * 91-100: Warpy Weirdness. If you're flying on the Occurrence Border, then Warp phenomena can become just another navigational hazard. Roll on the Warp Problems Table, re-rolling any result of 76 or greater. This is just the shit you have to deal with getting to the problem you were heading to deal with!
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