Hazards (d40)

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