Message:Heart-Heart Paragons
1: Tacit Threat
2: Entreaty
3: Diplomatic Overture
4: Hak-tacular
5: Hired Guns
6: Subterfuge
7: Dilettante NPC
8: Catch-All (Boundless)
Heart-Club Exuberant Youth
1: Issue Protest
2: Peaceniks
3: Taints Petition Hoax
4: Boycott Voter Registration Drive
5: Cyberpunk Riot
6: Fascist Fanatics
7: Celebrity Communist
8: Catch-All (Boundless)
Heart-Diamond Monetary Interests
1: Traffic Jam
2: Smuggler
3: Lobbyist Bribe
4: Colony Petition
5: Vessel Confiscation
6: Bankruptcy Siege
7: Investment Opportunity
8: Catch-All (Boundless)
Heart-Spade Law & Dominion
1: Shakedown Fines
2: Merited Insults
3: Warrant Warning
4: Matrix Watchdog
5: Delay Press Gang
6: Tylerize Independent
7: Hostage Negotiation
8: Catch-All (Boundless)
Club-Club Perisher Misery
1: Cargo Anxiety
2: Amenity Malfunction
3: Dissident Stowaway
4: Empathic Navigation Error
5: Zero-EM Unmarked Vessel
6: MRD Poison
7: Cryogenic Lifeboat
8: Catch-All (Boundless)
Club-Diamond Electioneering
1: Brain-Wired Leaflets
2: Claymore Lawn Signs
3: Old Fashion Debate
4: Hopeless Resignation
5: Dangerous Assumptions
6: Treasonable Acts
7: Great Terran Hope, Jesus White Walker
8: Catch-All (Boundless)
Club-Spade Cyborgs & Tin-Heads
1: Quantum Event
2: Power Flux
3: New Religion
4: Signal Feedback Bio-Computer
5: Machine Mutiny
6: Explosive Decompression
7: TJ Boys PM Cycle
8: Catch-All (Boundless)
Diamond-Diamond Clone Clown Car
1: Veiled Threat
2: Lopsided Compromise
3: Pontificate
4: Denigration via Suit Codes
5: Murderous Rage
6: Walker Vendetta
7: Nostalgia
8: Catch-All (Boundless)
Diamond-Spade Hidden Agenda
1: Derelict Distress Call
2: Astronomical Barrier
3: Political Prison Transport
4: Challenge with Teeth
5: Reprisal Incursion
6: Conscription Constipation Unrest
7: Loyalty Oath
8: Catch-All (Boundless)
Spade-Spade Aliens + Monsters
1: Cimmer Vikings
2: Temporal Phasing
3: Elien Sweatshop Strikers
4: Verdigris Slavers
5: Pipe Parasites
6: Karfu Horde Clone Center
7: Blu-Cat Men
8: Catch-All (Boundless)
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Overview of Generic Events
1: Routine – Choice to treat all future Mission Inconsequence as one Rank greater. Or else, add Immunity, SpAT, Condition or Auto-Harm to next fight.
2: Common – Entails an Easy Test. Put any Skills in-play totaling x3 the highest character level of squad. Last Skill in-play justifies the resolution. Depending upon the Event Category, this will bias toward XXX.
3: Informational – Bad Choice to Swap two political causes—e.g., Issue A with B—or else add a new Issue into rising in polls, slot three. Expect retaliation (battle) to soon follow by principal party which was diminished; your squad becomes scapegoat for the decline.
4: Infrequent – Suffer Hard Test. Each player takes one card flip for required Skill. Start position here typically rotates around squad. Miss your task and it remains for someone else to complete. You may also roll any and all Skills or use Implants, risking doubles, hoping to aid future flip. If any Skill required is left unresolved, starting player (on-point) suffers Harm. Terrans automatically suffer Abrasive for roll failure here. Choose wisely.
5: Agitated – Fight a Battle selecting an enemy of Proportional Threat to the lowest level character of the squad. The highest-level character often must wait to face Achievement level threat in the Climax. Escalation Flairs for Category apply.
6: Flukes – Start with Catastrophe and all roll to avoid Walking. If this numbered event of encounter repeats in the adventure add Easy or Hard Tests, even Proportional Threat Battle greater that squad’s best character.
7: Rare – Start with Test or Battle with the outcome offering a Boon. This can be an NPC Skill and soak-off. This can be A-Tech that might carry over from adventure to adventure. A-Tech may require survival roll following use and may have a countdown of uses before failure.
8: Catch-All (Boundless) – These should be combinations of all the previous seven. Offer Bad Choice with immediate reprisal. Or Skill test that brings reward of A-Tech.
Yours,
IronRed
17-Nov-2023