This die-drop method generates a vertical map of Facility sectors. Grab a handful of dice and throw them on a sheet of paper. Note down the die sizes and face values, then draw connections between nearby dice. Prefer vertical elevators, horizontal halls, and slight inclines.
Sectors
- Offices
- Laboratories
- π Artefact Storage
- Warehousing
- Security
- ρ Object Containment
- ρ Entity Containment
- Maintenance
- Residence
- Hospital
- Transport Hub
- Reactors
- Archives
- Large-Scale Containment
- Resource Processing
- Executive Branch
- Abandoned Sector
- Public Front
- Bunker
- Lρ Artefact
If a sector you want (Reactors, Containment, Laboratories) is missing, add it in or change a sector you’re less enthusiastic about.
Determine the type of connection between sectors by the sizes of dice at its endpoints. When a vertical line can be extended such that more sectors can connect
to it horizontally, do so — this becomes a Sector Elevator.
Architecture says it’s actually riskier in the long term to build access stairways alongside Sector Elevators. An unappreciated benefit of clandestine operations: we get to write our own fire codes. — A.O.
Two-Way Connections
d20-d20: Tramway, station locked.
d20-d12: Tramway, path obstructed.
d20-d10: Tramway, tram broken.
d20-d8: Tramway
d20-d6: Cargo elevator
d20-d4: Tramway, thru cavern
d12-d12: Hall, locked
d12-d10: Hall, cargo sized
d12-d8: Maintenance stairwell
d12-d6: Personnel elevator
d12-d4: Cavern, bridge
d10-d10: Roadway, locked
d10-d8: Roadway
d10-d6: Cargo elevator
d10-d4: Roadway, thru cavern
d8-d8: Maintenance access, locked
d8-d6: Maintenance elevator
d8-d4: Maintenance access, thru cavern
d6-d6: Elevator, locked
d6-d4: Elevator, thru cavern
d4-d4: Cavern, locked
Locked connections have a Security Checkpoint that requires level (2d3) clearance level to unlock. Checkpoints deeper into the facility or protecting higher-value sectors tend to have higher requisite clearance levels (3d3).
Sector Elevators have Security Checkpoints at every floor and will not stop at locked floors unless appropriate clearance is presented.
Trams can be called and taken along any clear tramway path, but will not stop at locked stations and will crash into broken trams or other obstructions unless the emergency stop is pulled.
Anomalous Sector Connections
Some connections won’t make sense; a tall vertical roadway, a tramway short enough to walk. Convert them to Anomalous Sector Connections.
- Transporter. High power requirements, continuity of consciousness not guaranteed.
- Portal highway. Requires transit through hazardous gatespace; denizens may be displeased by increased traffic.
- Tramway, choked with anomalous growth and/or entities.
- This connection is a stub, you can help by expanding it.
- Capsule elevator swallowed and regurgitated by peristaltic tube. Grows new fleshy connections when left to its own devices; regularly pruned by heavily-armed Maintenance task force.
- Gravity lift. Requires regular cleaning due to nausea and coffee spills.
- Backroom labyrinth. Exit doors are clearly marked, though paths through the junction never repeat. Traversal always takes 1d6 hours. Complimentary cucumber and lemon water has been cleared for staff consumption.
- Submarine tram. Aquifer repurposed as containment for anomalous ecosystem including predatory megafauna.
- Antimemetic effect erases memory of transit through connection. Each traveler must make an Anomalies save or suffer an Insight wound and emerge with d3-2 random items.
- Structural collapse has created a deep ravine. Cave walls open into multiple sectors.
- Employees are permitted to establish temporary sector connection through Pπ ritual. Instructions and materials for ritual are stored separately.
- One-way zipline.
Sector-Wide Hazards
Roll at least one per sector. Players can fix these; the GM can introduce new ones. Additional hazards will appear at smaller scales within the sector, but these are relevant in every room and hallway.
- Radiation leak.
- Power outage. Emergency lights offline.
- Gas leak. 2-in-6 chance it’s flammable, 4-in-6 chance it’s toxic.
- Power surge. Electrifies conductive surfaces and water supplies, discharges at random.
- Flooded (1-3. water, 4. sewage, 5. acid, 6. anomalous material)
- Dense fog. No visibility beyond current room, minimal visibility within it.
- 40 degrees C. Save vs. heatstroke each Shift without protective gear.
- -40 degrees C. Save vs. frostbite each Shift without protective gear.
- Structurally unstable. Collapsed passages are common, sudden moves may cause further damage.
- Awful smell or noise; impairs Insight without proper PPE.
- Hostile faction, demanding tribute.
- Hostile faction, killing on sight.
- Hostile factions, ongoing firefight.
- Oπ spore contamination, pending E reclassification.
- Oρ containment failure, entire sector within effect radius.
- Ongoing manifestation of PΔ event.
- Colonized by Lρ anomalous ecosystem.
- Eρ entity/ies, territorial claim.
- Eλ entity, Κ designation pending.
- None. Right?
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