Step 13: Campaign Event
The next step is to roll on an event table appropriate to the type of campaign you are playing. Three event tables are provided: Firewall, Gatecrashing, and Guanxi/Criminal. Roll on the appropriate table, apply the results, and move on to Step 14.
If the type of campaign you are playing is undecided or does not fit into any of those categories, either skip this step or work with your GM to decide which event table is most appropriate.
THE STORY:
This event provides backhistory you can use to detail how your character became involved in their current situation.
Firewall Event ❮d100❯
d100 Result 00–03 You are recruited by someone you know because of your skill sets. 04–07 You accidentally stumble onto a Firewall op, and luckily for you they decide the best option is to recruit you. 08–11 Someone you are close to is a Firewall proxy; they recruit you to help them out. 12–13 Firewall recruits you as an informant, to keep tabs on someone/something they are worried about. +10 Perceive skill. 14–15 Your ego was jailed/lost on Earth/forknapped/in cold storage, but Firewall broke you out in return for your aid. 16–17 Your proxies provide a solid briefing on various threats facing transhumanity. +10 Know: X-Risks. 18–19 You are infected and secretly operate as a sleeper exsurgent for months or even years. Firewall restores you from an old backup. Gain the Edited Memories trait (EP2) and roll on the Random Morph tables. 20–21 You have an unexpected close encounter with the TQZ on Mars, the New Mumbai Containment Zone of Luna, or Iapetus. Roll on the Random Morph tables. 22–23 An exhuman raid leaves you and others dead; Firewall helps sort out the mess. Roll on the Random Morph tables. 24–25 A previously dormant TITAN nanoplague rampages through your habitat. Roll on the Random Morph tables. 26–27 You find a relic. Bad things happen. Firewall cleans up the mess. −10 to one rep score of your choice. 28 You were a member/supporter of one of the groups that evolved into Firewall from before the Fall. You took some time off, but now you’re back. +10 i-rep. 29 You were involved in a cover-up of a TITAN- or exsurgent-related secret during the Fall. Firewall brings you in to get the story. +10 i-rep. 30–33 You don’t remember how or why Firewall recruited you. Gain the Edited Memories trait (EP2). 34 Your ship stops to investigate/help a derelict craft and is never heard from again. Roll on the Random Morph tables. 35–36 Thanks to a particular skill you have, Firewall has consulted with you for years without revealing themselves. They decide to fill you in on the full story. +10 i-rep. 37 You step into an unknown fray and are lucky enough to pick the right side. +10 i-rep. 38–40 You are recruited to help Firewall cover up a secret or outbreak. +10 i-rep but −10 to one rep score of your choice. 41–42 You uncover someone smuggling or dealing TITAN technology. Firewall deals with it, then recruits you. −10 g-rep. 43 You uncover a sleeper exsurgent cell the hard way. Gain the Mental Disorder (Phobia: Exsurgents) trait (also on Disorders, EP2). 44 Some of the horrors you encounter no longer both you. Gain the Stress Immunity trait. 45–47 You help the backup faction of Firewall (EP2) establish an exoplanet cache. Roll on the Gatecrashing Event table and proceed to Step 15. 48 You single-handedly foil an impending outbreak, but the local authorities blame you for the carnage. Firewall helps you escape. Gain the On the Run trait and +10 i-rep. 49 You spot someone acting suspiciously and report them. They turn out to be a Firewall async. You are repaid with recruitment and training. Gain the Async Familiarity trait. 50 You are a bit too good at ferreting out certain secrets online. Firewall brings you in to the fold to keep your mouth shut. +10 Infosec skill. 51–52 Someone you loved becomes infected. You keep it secret and protect them for a time, until everything goes bad. Firewall rescues you, then recruits you. +10 Know: Exsurgents but −10 i-rep (or c-rep if you don’t have i-rep). 53 You discover a lost cache on an isolated asteroid. Firewall actually lets you keep some of the find. Gain the Resources (Level 1) trait. 54–55 A package you are hired to deliver turns out to be an alien artifact. When it causes problems, you go to a friend of a friend, who turns out to be a Firewall proxy. They solve the problem, but you fail to make the delivery. Gain the Enemy trait (EP2). 56–57 Firewall pragmatists (EP2) assign you to help some Argonauts research TITAN tech. +10 Know: TITANs. 58 You help a conservative faction (EP2) server destroy a TITAN threat, but the local authorities have some questions for you. Gain the On the Run trait and +10 i-rep. 59–60 The pragmatist faction of Firewall (EP2) has you working with async sentinels. +10 Know: Asyncs. 61 A proxy from your server from the structuralist faction (EP2) is censured by Firewall for editing egos without consent. Gain either the Edited Memories (EP2) or Restricted Behavior (Level 2) trait (EP2). 62–63 You help out the maverick faction of Firewall (EP2) on an op, but it requires bending quite a few laws. Roll on the Crime Event table and proceed to Step 15. 64–66 One of your forks is transformed into a TITAN puppet. Firewall recruits you to track it. Gain the Errant Fork trait. 67–68 You assist a member of the structuralist faction of Firewall (EP2) in (re)connecting with people in the Titanian security services. Gain the Contact trait (EP2). 69 You are one of the few survivors of an exsurgent outbreak on your habitat. Gain the Psi Defense (Level 2) trait (EP2). 70 After a run-in with an exsurgent, you are infected with Watts-MacLeod (EP2). Firewall recruits you and shows you the ropes. +10 Psi skill, gain the Psi (Level 2) trait, and gain 2 sleights (pick or roll randomly on the Sleights table). However, you start play with 1 trauma and 10 stress. 71 Your proxy ask you to infiltrate a potentially dangerous cult that turns out to be harmless … you hope. +10 Deceive skill. 72 You help the backup faction of Firewall (EP2) secure a batch of egos for off-world storage, but come under suspicion of ego-trading. +10 i-rep but −10 @-rep or c-rep. 73–74 Firewall conservatives (EP2) have you monitor Factor activity within the Solar System. +10 Know: Factors. 75 You’re a secret agent now, so you improve your opsec. +10 Infosec skill. 76 You were recruited for Firewall, but something seems to have happened to your proxy server. You haven’t heard from them in months … 77 When working with sentinels from the maverick faction of Firewall (EP2), you bury a small cache of antimatter on Mars. You’re not sure that was the best idea for dealing with it, but you know where it is … 78–79 You work with/for someone who turns out to be an exhuman or supporter. Once you get over the shock, Firewall recruits you. +10 Know; Exhumans skill. 80 You work with the pragmatist faction of Firewall (EP2) to handle an outbreak, but using the enemy’s weapons against them is unnerving and you seek out ways to cope. Gain the Addictive Personality (Level 2) trait. 81 You work with the conservative faction of Firewall (EP2). They equip you with an emergency farcaster (EP2). 82 You destroy critical vid/XP footage of an outbreak before it can be aired. +10 i-rep but −10 f-rep. 83 Nightmares are real. You’ve seen them. Gain the Stress Vulnerability trait. 84 Your first Firewall op pits your team against a TITAN nanoswarm. +10 Know: Nanotechnology and roll on the Random Morph tables. 85–86 You’ve been on enough ops to start feeling like a jaded vet. Gain the Hardening trait (EP2). 87 You uncover a conspiracy within your faction and Firewall steps in to help you deal with it. +10 to a rep score of your choice. 88 You don’t survive your first few ops, but you learn a few lessons. +10 Fray and roll on the Random Morph tables. 89–91 You take on jobs for Firewall, but it impacts your personal finances. Lose 1 level of Resources trait (or −10 c-rep if you lack Resources). 92 Working with Firewall, you see some things. You learn to cope. Gain the Composure trait (EP2). 93 The first time you face an exsurgent, everyone but you flees. Gain the Mental Fortitude trait. 94 The best part of working for Firewall is coming home after an op. Gain the Habitat Tranquility trait. 95 After a mass casualty event, you are one of the first survivors to bounce back, drawing Firewall’s attention. Gain the Resilient Mind trait. 96 You come into possession of a recorded basilisk hack (EP2). For whatever reason, you do not tell your proxies. 97 You are part of a rescue op that discovers a ship full of exsurgents. As the only survivor, Firewall recruits you — and you get the salvage claim. Gain the Spacecraft trait. 98 On your first op, dozens die. Gain the Mental Disorder (Fugue) trait (also on Disorders, EP2). 99 Your recruitment into Firewall may be part of a larger plan. Gain the Subverted Mind trait.
Gatecrashing Event ❮d100❯
d100 Result 00–05 You go on 1d10 gatecrashing missions, with no major consequences. You do see some cool things, though. 06–11 You serve on 1d10 missions. +10 Know: Exoplanets skill. 12–17 You serve on 1d10 missions and are considered reliable. +10 x-rep. 18–21 You make a new home on Portal or some other exoplanet outpost. 22–23 You go through a gate but never come through on the other side. Roll on the Random Morph tables. 24 You receive some focused training in gate operations. Gain the Interface (Pandora Gates) specialization. 25 You acquire an alien pet. You’re not allowed to bring it back to the Solar System, however. Work with the GM to determine the creature’s characteristics. 26 You find an alien artifact, but they didn’t let you keep it. Gain the Resources (Level 1) trait (EP2). 27 Another person on your mission turns out to be an async who does not handle the gate experience well. Gain the Psi Vulnerability (Level 2) trait (EP2). 28 Your mission backers upgrade/downgrade your capabilities. Roll on the Random Morph tables. 29 You participate in some eye-opening research. +10 Know: Astrobiology. 30 You help establish several new colonies without major incident. Gain 1 ego Flex. 31–32 You disappear on a mission and are never found. Roll on the Random Morph tables. 33 You only go on a few gate ops, but they are all notable. +20 x-rep. 34 You are lucky to be one of the few to experiment with the alien communication devices on the exoplanet Giza (EP2) before access to it is lost. You learned something in your chat with an alleged alien that you have not shared with anyone else. 35 Your mission encounters an exsurgent threat, and you help a secretive group called Firewall deal with. +10 i-rep. 36 A mission goes horribly wrong, and the aftermath haunts you. Gain the Mental Disorder (PTSD) trait (also on Disorders, EP2). 37 You receive some focused training in gate address controls. Gain the Program (Pandora Gates) specialization. 38 You join a semi-successful colonization effort for a year. +10 to a Know skill with a Professional Training field of your choice. 39 You uncover evidence of a previously unknown but long-dead alien race. +10 x-rep. 40 Your crasher teams encounters a trap left by the TITANs. Gain the Sensitive (Level 2) trait (EP2). 41 After a successful op, you are rewarded with a free hazardous recovery bond (EP2). 42 You severely botch a rescue operation. Lives are lost and stacks are not recovered. −10 x-rep. 43 After a successful op, you are rewarded with 2 minutes of gate time at the Vulcanoid Gate. 44 You experience something while going through a gate that makes you never want to go through again. Gain the Mental Disorder (Phobia: Pandora Gates) trait (also on Disorders, EP2). 45 You participate in a dangerous rescue operation. +10 x-rep. 46 You receive some focused training about the gates themselves. +10 Know: Pandora Gates. 47 You come into possession of your very own blue box (EP2). 48 You help smuggle back samples of an alien plant that a cartel wants to synthesize a new drug. +10 g-rep. 49 You claim salvage on an abandoned dwarf bot (EP2) and repair it. It now follows you like a loyal dog. 50 Your mission is sabotaged by an unknown party. Roll on the Random Morph tables. 51 You step through a gate and arrive somewhere other than you expected. Your jaunt is adventurous, but you make it back safe. +10 Survival skill. 52 You receive some focused training in archeological missions. +10 Know: Xeno-archeology. 53 Post-mission, you vacation at the scum settlement Carnivale, known for its psychoactive xenoflora. +10 Know: Drugs. 54 You end up in the middle of an exoplanet property-claim dispute. Roll on the Random Morph tables. 55 You participate in a rescue op that cashes in on a sizable recovery bond. Gain the Resources (Level 1) trait (EP2). 56–57 You experience something while passing through a gate that still haunts you. Gain the Mental Disorder (Cosmic Anxiety) trait (also on Disorders, EP2). 58 You work with a group of neo-synergists and are invited to join their group mind. Gain a hypermesh link if you choose. 59 You financially contribute to a mission that goes bust. Lose 1 level of Resources trait. If you lack Resources, lose 10 x-rep. 60 Your mission sponsor requires mandatory psychosurgery. Gain the Restricted Behavior (Level 2) trait (EP2). 61 You work with a multicultural crew. Gain a language (your choice or roll on the Random Language table). 62 You intern on a project that studies alien relics. +10 Know: Xenotech. 63 You accidentally destroy some very expensive equipment belonging to some shady people. Gain the Debt trait. 64 You find a stash of alien artifacts, but keep it secret and hidden. You hope to get back some day, but the destination is now restricted. 65 You exit a gate onto an unexpected and hostile destination. You manage to survive for a week, but when the gate re-activates and you pass through, you find you have only been gone for a few seconds. +10 Survival. 66 You survive a lengthy gatehopping adventure. +10 x-rep. 67 Your mission encounters hostile xeno-life and you take care of the injured. +10 Medicine: Paramedic. 68 You discover the hard way that alien critters really squick you out. Gain the Stress Vulnerability (Alien Life). 69 You put in several months of grueling work on a terraforming project. +10 Know: Terraforming. 70 You pass through a gate and come out … changed. Gain the Psi (Level 1) trait and one psi-chi sleight (pick or roll randomly on the Sleights table). 71 You only gatecrash once and it is uneventful. Six months later, however, you find yourself expressing new abilities. Gain the Psi (Level 2) trait and one psi-gamma sleight (pick or roll randomly on the Sleights table). 72 You work a mission that is recorded and released as a moderately successful XP. +10 f-rep. 73 You don’t return from a mission, and the details are sealed by someone powerful. Roll on the Random Morph tables. 74 You discover a new xenocritter and its unique predatory capabilities. Roll on the Random Morph tables. 75 You experience something while passing through a gate that still haunts you. Gain the Instability (Level 2) trait (EP2). 76 You are recruited to help the science team. +10 Research skill. 77 Your mission scores a major resource find. Gain the Resources (Level 1) trait (EP2). 78 You bring supplies to a new colony, but the gate fails to re-establish a new connection for 6 months. By the time you are rescued, everyone hates each other. −10 x-rep. 79 You participate in a mission that gathers useful scientific data but loses a lot of money. +10 r-rep but −10 c-rep. 80 You find something interesting, but the details are forcibly erased from your mind. Gain the Edited Memories trait (EP2). 81 While gatecrashing, you encounter and rescue a team from a rival faction. +10 to a rep score you don’t have. 82 You join a mission that sees contention between rival inner and outer system gatecrasher teams. Choose a side. +10 to either @-rep or c-rep, and −10 to the other. 83 You interact with a lot of xenocritters. +10 Exotic Skill: Animal Handling. 84 You go on several long but boring gate ops, but you do pick up another language from one of your teammates. Gain 1 language, your choice or roll on the Random Language table. 85 You accidentally expose a xenocritter smuggling ring. −10 g-rep. 86 You join a rescue mission that fails spectacularly. Roll on the Random Morph tables. 87 Hostility erupts between your team and a group of scientists along for the mission. −10 r-rep. 88 You score a severely battered but functional standard hardsuit (EP2) as salvage. 89 You sign up for field testing and are assigned a whiplash exomorph. 90 You step through a gate and find yourself not on the expected exoplanet, but floating in space. You manage to catch and pull yourself back through, but you swear you saw something that looked like a Factor ship on the other side … 91 Someone anonymously sends you a map of an exoplanet that claims to show the location of a cache of alien technology. However, as far as you can tell, the exoplanet does not show up in official listings … 92 You rescue a lost gatecrasher and cash in on their recovery bond. Gain the Resources (Level 1) trait (EP2). 93 You participate in a colony mission that ends in disaster. Roll on the Random Morph tables. 94 You discover left-behind TITAN machines. They are displeased. Roll on the Random Morph tables. 95 After 1d10 missions, you’ve gotten a lot of exoplanet hiking in. +10 Athletics. 96 You participate on an op that makes a scientific discovery. +10 r-rep. 97 You are placed on a mission that is intended to be a reality XP hit, but things go badly sideways. −10 f-rep or x-rep. 98 You come into possession of an Iktomi dream shell (EP2). 99 Your passage through a gate inflicts a number of false memories upon you. Gain the Mental Disorder (Paramnesia) trait (also on Disorders, EP2).
Crime Event ❮d100❯
d100 Result 00–10 You get caught and serve some time. +10 g-rep but −10 c-rep. 11–12 Exposure to the violence and cruelty of the underworld leaves you scarred and toughened. Gain the Hardening trait (EP2). 13 To get by, you learn some B&E techniques. +10 Infiltrate skill. 14–15 You spend so much time concealing your illicit activities that lies become second nature. +10 Deceive skill. 16–18 You establish a useful relationship with someone on the black market. Gain the Contact trait (EP2). 19 Something about your personality veers you towards the thug life. Gain the Mental Disorder (Impulse Control) trait (also on Disorders, EP2). 20 Legit work with the Galaxy Entertainment Group leads to illicit work for the 14k Triad. +10 g-rep. 21 A hacker shows you some of their tricks. +10 Infosec skill. 22 You spend enough time in the underworld that you learn how to tussle. +10 Melee skill. 23 You score big on a heist. Gain Resources (Level 1) trait (EP2). 24–25 You get in the middle of a gang war. Roll on the Random Morph tables. 26 A thief shows you how not to get caught. +10 Exotic Skill: Sleight of Hand. 27–28 Your activities draw police attention. −10 g-rep or c-rep. 29 You unwisely associate with someone smuggling TITAN tech. Gain the Edited Memories trait (EP2) and roll on the Random Morph tables. 30 You learn a cartel boss’s dirty secret. Problem is, someone else that you don’t trust knows that you know … 31 You ruthlessly use people to get your way. Gain the Manipulative Streak trait. 32 You figure out some good ways to separate people from their credits. +10 Know: Con Artistry skill. 33 Your fellow criminals are well armed and soon you are too. +10 Guns skill. 34 You “acquire” the details on an asteroid that allegedly contains a stash of Earth relics. Only problem is, the asteroid is remote and deep in the Kuiper belt … 35 You sell drugs for the Shui Fong triad. +10 g-rep. 36 Your criminal aspirations are noticed and land you a job doing hypercorp dirty work. +10 c-rep. 37–38 You work as a freelance operator in the criminal underworld. +10 g-rep. 39 The cartel you associate with sends you to school. +10 Know: Credit Laundering. 40 You are linked to a fork-napping operation in an autonomist hab. −10 @-rep. 41 You aspire to become a fixer. Gain the Networking Talent trait. 42 You end up with a cache of corporate research in your possession that proves too hot to move. So you release it to the public mesh. +10 r-rep but −10 c-rep. 43 You are sold a preserved “alien” in a jar, but a friend tells you that they think it’s a skrik exsurgent (EP2). 44 You come into possession of your very own covert ops tool (EP2). 45 You become a middle-person in a Nine Lives ego-trading operation. +10 g-rep but −10 @-rep or c-rep. 46 You discover the hard way that you now have a powerful foe. Gain the Enemy trait (EP2) and roll on the Random Morph tables. 47 You are accused of ratting someone out. The truth of it is up to you. −10 @-rep or g-rep. 48 You help the Sun Yee On triad crack some nanofabbers. +10 Program skill. 49 You freelance for the Night Cartel. +10 g-rep. 50 An encounter with security forces goes poorly. Gain the Restricted Behavior (Level 2) trait (EP2) and roll on the Random Morph tables. 51 You are kidnapped by a rival gang/cartel but escape. +10 Exotic Skill: Escape Artist. 52 Under condition of anonymity, you agree to let a group of sociologists study your criminal network and endeavors … but the project turns out not to be as discreet as you were told. +10 r-rep but −10 g-rep. 53 You work with a street gang protection racket. +10 Know: Racketeering skill. 54 An assassin shows you how to handle an archaic but silent weapon. +10 Exotic Skill: [Bow, Garrote, or Throwing Knives]. 55 You lose big when gambling. Reduce your Resources trait by 1 level. If you lack Resources, gain the Debt trait. 56 As part of a smuggling operation, you are exposed to something better off avoided. Gain the Psi (Level 2) trait and one psi-gamma sleight (pick or roll randomly on the Sleights table). 57 You play a prominent role in mediating a conflict between criminal groups. +10 g-rep. 58 You “acquire” some vid/XP footage that is potentially incriminating to someone with moderate influence and power. What do you do with it? 59 You run drugs for the Big Circle Gang, but the availability proves tempting. Gain the Addiction (Level 2) trait (EP2). 60 You deal restricted substances to an influential socialite and become popular with their posse. +10 f-rep. 61 You learn that telling the truth is not always the best option for survival. +10 Deceive skill. 62 You end up working with a pirate crew. +10 to either Pilot: Space, Free Fall, or Hardware: Demolitions. 63 You pull off a job that people said no one could do. +20 g-rep. 64 You are caught and convicted in an Extropian hab, but the victim holds off on claiming your indenture. Gain the Deferred Indenture trait. 65 Your criminal activities become known, creating some problems. Gain the Blocklisted Rep (Level 2) trait (EP2). 66–68 You take a fall and serve time in an actual physical prison. Lose 1 ego Flex. 69 Facing trouble, you duck out. Gain the On the Run trait. 70 You deal regularly with a gang/cartel possessing a strong cultural identity. Gain a language (your choice or roll on the Random Language table). 71 For a while at least, you go full Robin Hood with your crime, taking from the rich and giving to the poor. +10 @-rep. 72 A black-market exchange leaves you with a piece of electronics allegedly infected with the digital exsurgent virus (EP2). 73 You get arrested but you keep your mouth shut and beat the charges. +10 g-rep. 74 You steal a container that, if labeled correctly, contains a sample of Factor dust (EP2). 75 You enjoy drugs so much you start dealing … leading to more drugs. Start play with 5 doses of your drug of choice. 76 You spend enough time working the streets and hussling that you excel at looking out for yourself. Gain 1 ego Flex. 77 You get roughed up enough to know that you have no taste for it. Gain the Low Pain Tolerance trait (EP2). 78 You find out the secret location of an extremely valuable Night Cartel stash. Problem is, it is very well guarded. 79 To pay off a debt to you, someone leaves you with a bag full of cortical stacks. What wil you do with them? 80 You take odd jobs from your local habitat gang. +10 g-rep. 81 You make a black-market trade that leaves you with the backdoor (EP2) into a powerful hypercorp’s mesh systems. 82 The criminal life is rough, and you and your accomplices get roughed up a lot. +10 Medicine: Paramedic. 83 If there’s one thing you’ve learned in the Guanxi underworld, it’s to keep people afraid of you. Gain the Intimidation specialization for Provoke skill. 84 You learn how to circumvent security. +10 Know: Smuggling skill. 85 You take a bullet meant for a friend. +10 g-rep and roll on the Random Morph tables. 86 You help a cabal of suits execute a white-collar crime scheme and are well rewarded. Gain Resources (Level 1) trait (EP2). 87 You participate in a salvage op in Earth orbit that uncovers useful sensor data. +5 g-rep and +5 r-rep. 88 You are hired by the Organization in Earth orbit to spy on a few opponents. +10 g-rep. 89 You gain some notoriety when a criminal you associate with sells XP of his experiences. +10 f-rep but −10 g-rep. 90–91 You suspect someone you work with of being an informant, but you have no way yet to prove it. 92 You work at a robotics chop-shop for a bit. +10 Hardware: Electronics or Hardware: Robotics. 93 You don’t back down from a fight that you probably should have. +10 g-rep but roll on the Random Morph tables. 94 You “acquire” hacked files that allegedly include the details and crypto codes for an active farcasting station on Earth … 95 Pax Familae hires you for assistance on a difficult job. +10 g-rep. 96 You steal an Earth relic, but you’re not sure if it’s real or counterfeit. 97 You pull some favors for skin-thieving gangs on Titan. The next time you are on Titan, you can double the Availability of one morph that you seek. 98 You pull some favors for the ID crew. Gain a fake ego ID (EP2). 99 The Hidden Concern offers you work, and you know better than to turn them down. +10 g-rep.