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❯

d100Result
00–03You are recruited by someone you know because of your skill sets.
04–07You accidentally stumble onto a Firewall op, and luckily for you they decide the best option is to recruit you.
08–11Someone you are close to is a Firewall proxy; they recruit you to help them out.
12–13Firewall recruits you as an informant, to keep tabs on someone/something they are worried about. +10 Perceive skill.
14–15Your ego was jailed/lost on Earth/forknapped/in cold storage, but Firewall broke you out in return for your aid.
16–17Your proxies provide a solid briefing on various threats facing transhumanity. +10 Know: X-Risks.
18–19You 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.
20–21You 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.
22–23An exhuman raid leaves you and others dead; Firewall helps sort out the mess. Roll on the Random Morph tables.
24–25A previously dormant TITAN nanoplague rampages through your habitat. Roll on the Random Morph tables.
26–27You find a relic. Bad things happen. Firewall cleans up the mess. −10 to one rep score of your choice.
28You 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.
29You 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.
30–33You don’t remember how or why Firewall recruited you. Gain the Edited Memories trait (EP2).
34Your ship stops to investigate/help a derelict craft and is never heard from again. Roll on the Random Morph tables.
35–36Thanks 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.
37You step into an unknown fray and are lucky enough to pick the right side. +10 i-rep.
38–40You are recruited to help Firewall cover up a secret or outbreak. +10 i-rep but −10 to one rep score of your choice.
41–42You uncover someone smuggling or dealing TITAN technology. Firewall deals with it, then recruits you. −10 g-rep.
43You uncover a sleeper exsurgent cell the hard way. Gain the Mental Disorder (Phobia: Exsurgents) trait (also on Disorders, EP2).
44Some of the horrors you encounter no longer both you. Gain the Stress Immunity trait.
45–47You help the backup faction of Firewall (EP2) establish an exoplanet cache. Roll on the Gatecrashing Event table and proceed to Step 15.
48You 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.
49You 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.
50You 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.
51–52Someone 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).
53You discover a lost cache on an isolated asteroid. Firewall actually lets you keep some of the find. Gain the Resources (Level 1) trait.
54–55A 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).
56–57Firewall pragmatists (EP2) assign you to help some Argonauts research TITAN tech. +10 Know: TITANs.
58You 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.
59–60The pragmatist faction of Firewall (EP2) has you working with async sentinels. +10 Know: Asyncs.
61A 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).
62–63You 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.
64–66One of your forks is transformed into a TITAN puppet. Firewall recruits you to track it. Gain the Errant Fork trait.
67–68You 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).
69You are one of the few survivors of an exsurgent outbreak on your habitat. Gain the Psi Defense (Level 2) trait (EP2).
70After 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.
71Your proxy ask you to infiltrate a potentially dangerous cult that turns out to be harmless … you hope. +10 Deceive skill.
72You 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.
73–74Firewall conservatives (EP2) have you monitor Factor activity within the Solar System. +10 Know: Factors.
75You’re a secret agent now, so you improve your opsec. +10 Infosec skill.
76You were recruited for Firewall, but something seems to have happened to your proxy server. You haven’t heard from them in months …
77When 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 …
78–79You 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.
80You 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.
81You work with the conservative faction of Firewall (EP2). They equip you with an emergency farcaster (EP2).
82You destroy critical vid/XP footage of an outbreak before it can be aired. +10 i-rep but −10 f-rep.
83Nightmares are real. You’ve seen them. Gain the Stress Vulnerability trait.
84Your first Firewall op pits your team against a TITAN nanoswarm. +10 Know: Nanotechnology and roll on the Random Morph tables.
85–86You’ve been on enough ops to start feeling like a jaded vet. Gain the Hardening trait (EP2).
87You uncover a conspiracy within your faction and Firewall steps in to help you deal with it. +10 to a rep score of your choice.
88You don’t survive your first few ops, but you learn a few lessons. +10 Fray and roll on the Random Morph tables.
89–91You 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).
92Working with Firewall, you see some things. You learn to cope. Gain the Composure trait (EP2).
93The first time you face an exsurgent, everyone but you flees. Gain the Mental Fortitude trait.
94The best part of working for Firewall is coming home after an op. Gain the Habitat Tranquility trait.
95After a mass casualty event, you are one of the first survivors to bounce back, drawing Firewall’s attention. Gain the Resilient Mind trait.
96You come into possession of a recorded basilisk hack (EP2). For whatever reason, you do not tell your proxies.
97You 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.
98On your first op, dozens die. Gain the Mental Disorder (Fugue) trait (also on Disorders, EP2).
99Your recruitment into Firewall may be part of a larger plan. Gain the Subverted Mind trait.

Gatecrashing Event ❮d100❯

d100Result
00–05You go on 1d10 gatecrashing missions, with no major consequences. You do see some cool things, though.
06–11You serve on 1d10 missions. +10 Know: Exoplanets skill.
12–17You serve on 1d10 missions and are considered reliable. +10 x-rep.
18–21You make a new home on Portal or some other exoplanet outpost.
22–23You go through a gate but never come through on the other side. Roll on the Random Morph tables.
24You receive some focused training in gate operations. Gain the Interface (Pandora Gates) specialization.
25You 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.
26You find an alien artifact, but they didn’t let you keep it. Gain the Resources (Level 1) trait (EP2).
27Another 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).
28Your mission backers upgrade/downgrade your capabilities. Roll on the Random Morph tables.
29You participate in some eye-opening research. +10 Know: Astrobiology.
30You help establish several new colonies without major incident. Gain 1 ego Flex.
31–32You disappear on a mission and are never found. Roll on the Random Morph tables.
33You only go on a few gate ops, but they are all notable. +20 x-rep.
34You 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.
35Your mission encounters an exsurgent threat, and you help a secretive group called Firewall deal with. +10 i-rep.
36A mission goes horribly wrong, and the aftermath haunts you. Gain the Mental Disorder (PTSD) trait (also on Disorders, EP2).
37You receive some focused training in gate address controls. Gain the Program (Pandora Gates) specialization.
38You join a semi-successful colonization effort for a year. +10 to a Know skill with a Professional Training field of your choice.
39You uncover evidence of a previously unknown but long-dead alien race. +10 x-rep.
40Your crasher teams encounters a trap left by the TITANs. Gain the Sensitive (Level 2) trait (EP2).
41After a successful op, you are rewarded with a free hazardous recovery bond (EP2).
42You severely botch a rescue operation. Lives are lost and stacks are not recovered. −10 x-rep.
43After a successful op, you are rewarded with 2 minutes of gate time at the Vulcanoid Gate.
44You 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).
45You participate in a dangerous rescue operation. +10 x-rep.
46You receive some focused training about the gates themselves. +10 Know: Pandora Gates.
47You come into possession of your very own blue box (EP2).
48You help smuggle back samples of an alien plant that a cartel wants to synthesize a new drug. +10 g-rep.
49You claim salvage on an abandoned dwarf bot (EP2) and repair it. It now follows you like a loyal dog.
50Your mission is sabotaged by an unknown party. Roll on the Random Morph tables.
51You step through a gate and arrive somewhere other than you expected. Your jaunt is adventurous, but you make it back safe. +10 Survival skill.
52You receive some focused training in archeological missions. +10 Know: Xeno-archeology.
53Post-mission, you vacation at the scum settlement Carnivale, known for its psychoactive xenoflora. +10 Know: Drugs.
54You end up in the middle of an exoplanet property-claim dispute. Roll on the Random Morph tables.
55You participate in a rescue op that cashes in on a sizable recovery bond. Gain the Resources (Level 1) trait (EP2).
56–57You experience something while passing through a gate that still haunts you. Gain the Mental Disorder (Cosmic Anxiety) trait (also on Disorders, EP2).
58You work with a group of neo-synergists and are invited to join their group mind. Gain a hypermesh link if you choose.
59You financially contribute to a mission that goes bust. Lose 1 level of Resources trait. If you lack Resources, lose 10 x-rep.
60Your mission sponsor requires mandatory psychosurgery. Gain the Restricted Behavior (Level 2) trait (EP2).
61You work with a multicultural crew. Gain a language (your choice or roll on the Random Language table).
62You intern on a project that studies alien relics. +10 Know: Xenotech.
63You accidentally destroy some very expensive equipment belonging to some shady people. Gain the Debt trait.
64You 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.
65You 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.
66You survive a lengthy gatehopping adventure. +10 x-rep.
67Your mission encounters hostile xeno-life and you take care of the injured. +10 Medicine: Paramedic.
68You discover the hard way that alien critters really squick you out. Gain the Stress Vulnerability (Alien Life).
69You put in several months of grueling work on a terraforming project. +10 Know: Terraforming.
70You 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).
71You 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).
72You work a mission that is recorded and released as a moderately successful XP. +10 f-rep.
73You don’t return from a mission, and the details are sealed by someone powerful. Roll on the Random Morph tables.
74You discover a new xenocritter and its unique predatory capabilities. Roll on the Random Morph tables.
75You experience something while passing through a gate that still haunts you. Gain the Instability (Level 2) trait (EP2).
76You are recruited to help the science team. +10 Research skill.
77Your mission scores a major resource find. Gain the Resources (Level 1) trait (EP2).
78You 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.
79You participate in a mission that gathers useful scientific data but loses a lot of money. +10 r-rep but −10 c-rep.
80You find something interesting, but the details are forcibly erased from your mind. Gain the Edited Memories trait (EP2).
81While gatecrashing, you encounter and rescue a team from a rival faction. +10 to a rep score you don’t have.
82You 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.
83You interact with a lot of xenocritters. +10 Exotic Skill: Animal Handling.
84You 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.
85You accidentally expose a xenocritter smuggling ring. −10 g-rep.
86You join a rescue mission that fails spectacularly. Roll on the Random Morph tables.
87Hostility erupts between your team and a group of scientists along for the mission. −10 r-rep.
88You score a severely battered but functional standard hardsuit (EP2) as salvage.
89You sign up for field testing and are assigned a whiplash exomorph.
90You 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 …
91Someone 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 …
92You rescue a lost gatecrasher and cash in on their recovery bond. Gain the Resources (Level 1) trait (EP2).
93You participate in a colony mission that ends in disaster. Roll on the Random Morph tables.
94You discover left-behind TITAN machines. They are displeased. Roll on the Random Morph tables.
95After 1d10 missions, you’ve gotten a lot of exoplanet hiking in. +10 Athletics.
96You participate on an op that makes a scientific discovery. +10 r-rep.
97You 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.
98You come into possession of an Iktomi dream shell (EP2).
99Your 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❯

d100Result
00–10You get caught and serve some time. +10 g-rep but −10 c-rep.
11–12Exposure to the violence and cruelty of the underworld leaves you scarred and toughened. Gain the Hardening trait (EP2).
13To get by, you learn some B&E techniques. +10 Infiltrate skill.
14–15You spend so much time concealing your illicit activities that lies become second nature. +10 Deceive skill.
16–18You establish a useful relationship with someone on the black market. Gain the Contact trait (EP2).
19Something about your personality veers you towards the thug life. Gain the Mental Disorder (Impulse Control) trait (also on Disorders, EP2).
20Legit work with the Galaxy Entertainment Group leads to illicit work for the 14k Triad. +10 g-rep.
21A hacker shows you some of their tricks. +10 Infosec skill.
22You spend enough time in the underworld that you learn how to tussle. +10 Melee skill.
23You score big on a heist. Gain Resources (Level 1) trait (EP2).
24–25You get in the middle of a gang war. Roll on the Random Morph tables.
26A thief shows you how not to get caught. +10 Exotic Skill: Sleight of Hand.
27–28Your activities draw police attention. −10 g-rep or c-rep.
29You unwisely associate with someone smuggling TITAN tech. Gain the Edited Memories trait (EP2) and roll on the Random Morph tables.
30You learn a cartel boss’s dirty secret. Problem is, someone else that you don’t trust knows that you know …
31You ruthlessly use people to get your way. Gain the Manipulative Streak trait.
32You figure out some good ways to separate people from their credits. +10 Know: Con Artistry skill.
33Your fellow criminals are well armed and soon you are too. +10 Guns skill.
34You “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 …
35You sell drugs for the Shui Fong triad. +10 g-rep.
36Your criminal aspirations are noticed and land you a job doing hypercorp dirty work. +10 c-rep.
37–38You work as a freelance operator in the criminal underworld. +10 g-rep.
39The cartel you associate with sends you to school. +10 Know: Credit Laundering.
40You are linked to a fork-napping operation in an autonomist hab. −10 @-rep.
41You aspire to become a fixer. Gain the Networking Talent trait.
42You 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.
43You are sold a preserved “alien” in a jar, but a friend tells you that they think it’s a skrik exsurgent (EP2).
44You come into possession of your very own covert ops tool (EP2).
45You become a middle-person in a Nine Lives ego-trading operation. +10 g-rep but −10 @-rep or c-rep.
46You discover the hard way that you now have a powerful foe. Gain the Enemy trait (EP2) and roll on the Random Morph tables.
47You are accused of ratting someone out. The truth of it is up to you. −10 @-rep or g-rep.
48You help the Sun Yee On triad crack some nanofabbers. +10 Program skill.
49You freelance for the Night Cartel. +10 g-rep.
50An encounter with security forces goes poorly. Gain the Restricted Behavior (Level 2) trait (EP2) and roll on the Random Morph tables.
51You are kidnapped by a rival gang/cartel but escape. +10 Exotic Skill: Escape Artist.
52Under 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.
53You work with a street gang protection racket. +10 Know: Racketeering skill.
54An assassin shows you how to handle an archaic but silent weapon. +10 Exotic Skill: [Bow, Garrote, or Throwing Knives].
55You lose big when gambling. Reduce your Resources trait by 1 level. If you lack Resources, gain the Debt trait.
56As 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).
57You play a prominent role in mediating a conflict between criminal groups. +10 g-rep.
58You “acquire” some vid/XP footage that is potentially incriminating to someone with moderate influence and power. What do you do with it?
59You run drugs for the Big Circle Gang, but the availability proves tempting. Gain the Addiction (Level 2) trait (EP2).
60You deal restricted substances to an influential socialite and become popular with their posse. +10 f-rep.
61You learn that telling the truth is not always the best option for survival. +10 Deceive skill.
62You end up working with a pirate crew. +10 to either Pilot: Space, Free Fall, or Hardware: Demolitions.
63You pull off a job that people said no one could do. +20 g-rep.
64You are caught and convicted in an Extropian hab, but the victim holds off on claiming your indenture. Gain the Deferred Indenture trait.
65Your criminal activities become known, creating some problems. Gain the Blocklisted Rep (Level 2) trait (EP2).
66–68You take a fall and serve time in an actual physical prison. Lose 1 ego Flex.
69Facing trouble, you duck out. Gain the On the Run trait.
70You deal regularly with a gang/cartel possessing a strong cultural identity. Gain a language (your choice or roll on the Random Language table).
71For a while at least, you go full Robin Hood with your crime, taking from the rich and giving to the poor. +10 @-rep.
72A black-market exchange leaves you with a piece of electronics allegedly infected with the digital exsurgent virus (EP2).
73You get arrested but you keep your mouth shut and beat the charges. +10 g-rep.
74You steal a container that, if labeled correctly, contains a sample of Factor dust (EP2).
75You enjoy drugs so much you start dealing … leading to more drugs. Start play with 5 doses of your drug of choice.
76You spend enough time working the streets and hussling that you excel at looking out for yourself. Gain 1 ego Flex.
77You get roughed up enough to know that you have no taste for it. Gain the Low Pain Tolerance trait (EP2).
78You find out the secret location of an extremely valuable Night Cartel stash. Problem is, it is very well guarded.
79To pay off a debt to you, someone leaves you with a bag full of cortical stacks. What wil you do with them?
80You take odd jobs from your local habitat gang. +10 g-rep.
81You make a black-market trade that leaves you with the backdoor (EP2) into a powerful hypercorp’s mesh systems.
82The criminal life is rough, and you and your accomplices get roughed up a lot. +10 Medicine: Paramedic.
83If 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.
84You learn how to circumvent security. +10 Know: Smuggling skill.
85You take a bullet meant for a friend. +10 g-rep and roll on the Random Morph tables.
86You help a cabal of suits execute a white-collar crime scheme and are well rewarded. Gain Resources (Level 1) trait (EP2).
87You participate in a salvage op in Earth orbit that uncovers useful sensor data. +5 g-rep and +5 r-rep.
88You are hired by the Organization in Earth orbit to spy on a few opponents. +10 g-rep.
89You gain some notoriety when a criminal you associate with sells XP of his experiences. +10 f-rep but −10 g-rep.
90–91You suspect someone you work with of being an informant, but you have no way yet to prove it.
92You work at a robotics chop-shop for a bit. +10 Hardware: Electronics or Hardware: Robotics.
93You don’t back down from a fight that you probably should have. +10 g-rep but roll on the Random Morph tables.
94You “acquire” hacked files that allegedly include the details and crypto codes for an active farcasting station on Earth …
95Pax Familae hires you for assistance on a difficult job. +10 g-rep.
96You steal an Earth relic, but you’re not sure if it’s real or counterfeit.
97You 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.
98You pull some favors for the ID crew. Gain a fake ego ID (EP2).
99The Hidden Concern offers you work, and you know better than to turn them down. +10 g-rep.