d40 | Hazard | Specific Example | Possible Danger |
---|---|---|---|
1 |
Social |
An explosively temperamental VIP |
An allied NPC breaks ties |
2 |
Social |
An unknown but critical social taboo |
An enemy is alerted to them |
3 |
Social |
A case of mistaken identity |
A new enemy is made |
4 |
Social |
An expectation for specific PC action |
Cads think the PCs are allies |
5 |
Social |
A frame job hung on the PCs |
An opportunity is lost |
6 |
Legal |
A regulation unknown to the PCs |
Substantial monetary fine |
7 |
Legal |
A tax or confiscation |
Imprisonment for the party |
8 |
Legal |
Vital gear is prohibited here |
Confiscation of possessions |
9 |
Legal |
Lawsuit from an aggrieved NPC |
Deportation from the place |
10 |
Legal |
A state agent conscripts PC help |
Loss of rights and protections |
11 |
Animal |
Dangerous local swarm vermin |
They have a ranged attack |
12 |
Animal |
A big predator lair |
They’re venomous |
13 |
Animal |
Pack hunters haunt the area |
Dangerously coordinated foe |
14 |
Animal |
Flying threats pounce here |
Killing them inflicts a fine |
15 |
Animal |
Monstrous beast sleeps or is torpid |
Their deaths cause an effect |
16 |
Sentient |
A group hostile to intruders |
Immediate combat |
17 |
Sentient |
Trickster thieves and con-men |
Treacherous feigned friend |
18 |
Sentient |
Hostile expert-system robots |
Lead the PCs into a trap |
19 |
Sentient |
Secrecy-loving rebels or criminals |
Demand payment or loot |
20 |
Sentient |
Another area-clearing group |
Activate other area defenses |
21 |
Decay |
Crumbling floor or ceiling |
Ruptures to release a peril |
22 |
Decay |
Power plant is unstable |
Fires or explosions |
23 |
Decay |
Waste or heating tubes rupture |
Toxic or radioactive debris |
24 |
Decay |
Dangerous standing liquid |
Explosive decompression |
25 |
Decay |
Maintenance robots gone haywire |
Invisible or slow-acting toxin |
26 |
Environmental |
Heavy background radiation |
Catch a lingering disease |
27 |
Environmental |
A planetary sickness foreigners get |
Suffer bodily harm |
28 |
Environmental |
Strong or weak local gravity |
Take a penalty on rolls |
29 |
Environmental |
Gear-eating microbial life |
Lose some equipment |
30 |
Environmental |
Unpredictable psychic power field |
Psychic abilities are altered |
31 |
Trap |
Alarm system attached to a trap |
Something set on fire |
32 |
Trap |
Snare left for local animals |
Guards are summoned |
33 |
Trap |
Hermit’s self-defense measure |
Fall to a new area |
34 |
Trap |
Long-dead builder’s trap-smithing |
Equipment is damaged |
35 |
Trap |
New occupant’s defensive trap |
Subject is injured |
36 |
PC-induced |
Activating a system causes a disaster |
Horrible vermin are admitted |
37 |
PC-induced |
Catastrophic plan proposed by NPCs |
Local system goes berserk |
38 |
PC-induced |
Removing loot triggers defenses |
Something ruptures violently |
39 |
PC-induced |
Handling an object ruins it |
Ancient defenses awaken |
40 |
PC-induced |
Leaving a thing open brings calamity |
The PC’s goal is imperiled |