{% NWEst = {1d10} %}
{%if {$Generator} == "Corespace Station"%}
Roll on "Station Name" is a(n) Roll on "Core Station" orbiting a(n) Roll on "Celestial Body".
It’s run by a(n) Roll on "Core Leader" backed by Roll on "Group" .
Docking costs Roll 1d100*100 cr, and a cheap room is Roll 2d100 cr/night.
There’s a 5% chance the station is currently undergoing a(n) Roll on "Crisis", otherwise everything* is fine and you can buy supplies and fuel as per normal, though at a hefty markup of Roll 2d100 %.
They also buy Roll on "GOODs" at Roll 1d100-10% off and local free-traders have a line on where to find Roll on "Resource".
{%end%}
{%if {$Generator} == "Rimspace Station"%}
Out on the rim, near a(n) Roll on "Rimspace Generator" (columns: 1), a(n) Roll on "Station Name" station (call-sign Roll on "Rimspace Generator" (columns: 3)) spins.
It’s outwardly controlled by Roll on "Rimspace Generator" (columns: 4), though is subtly undermined by Roll on "Rimspace Generator" (columns: 5), led by a(n) Roll on "Rimspace Generator" (columns: 6).
There’s a 20% chance the station is dealing with a(n) Roll on "Crisis", otherwise everything is fine and you can buy fuel as per normal, but they are currently only offering Roll on "GOODs" for sale and there’s a rumor going around that the station is in dire need of Roll on "Resource".
{%end%}
{%if {$NWEst} >= 1%}
1. Resolve: {Refueling District|Repair District} - Roll on "Noteworthy Locations" (columns: 1)
{%end%}
{%if {$NWEst} >= 2%}
2. Resolve: {Refueling District|Repair District}- Roll on "Noteworthy Locations" (columns: 1)
{%end%}
{%if {$NWEst} >= 3%}
3. Resolve: {Refueling District|Repair District}- Roll on "Noteworthy Locations" (columns: 1)
{%end%}
{%if {$NWEst} >= 4%}
4. Resolve: {Port District|Market District} - Roll on "Noteworthy Locations" (columns: 2)
{%end%}
{%if {$NWEst} >= 5%}
5. Resolve: {Colony District|Habitat District} - Roll on "Noteworthy Locations" (columns: 3)
{%end%}
{%if {$NWEst} >= 6%}
6. Military District - Roll on "Noteworthy Locations" (columns: 4)
{%end%}
{%if {$NWEst} >= 7%}
7. Resolve: {Mining District|Factory District} - Roll on "Noteworthy Locations" (columns: 5)
{%end%}
{%if {$NWEst} >= 8%}
8. Resolve: {Corporate District|Research District}- Roll on "Noteworthy Locations" (columns: 6)
{%end%}
{%if {$NWEst} >= 9%}
9. Prison District - Roll on "Noteworthy Locations" (columns: 7)
{%end%}
{%if {$NWEst} >= 10%}
10. Religious District- Roll on "Noteworthy Locations" (columns: 8)
{%end%}
{% chart = get_chart id:58191 %}
{% result = unq count:5 source:chart %}
* {{result.1}}
* {{result.2}}
* {{result.3}}
* {{result.4}}
* {{result.5}}
d10 | Result |
---|---|
1 |
Azrael’s Roll on "Station Name 2" |
2 |
Dumah’s Roll on "Station Name 2" |
3 |
Marut’s Roll on "Station Name 2" |
4 |
Gorgon’s Roll on "Station Name 2" |
5 |
Soter’s Roll on "Station Name 2" |
6 |
Pontian’s Roll on "Station Name 2" |
7 |
Vitalian’s Roll on "Station Name 2" |
8 |
Iblis’s Roll on "Station Name 2" |
9 |
Al-‘Uzzá’s Roll on "Station Name 2" |
10 |
Vanth’s Roll on "Station Name 2" |
d10 | Result |
---|---|
1 |
Price |
2 |
Sorrow |
3 |
Redemption |
4 |
Revenge |
5 |
Ring |
6 |
Crown |
7 |
Sword |
8 |
Shield |
9 |
Cross |
10 |
Herald |
d10 | Result |
---|---|
1 |
Overcrowded Habitat Colony |
2 |
Palatial Estate |
3 |
Secret Corporate Research Facility |
4 |
Marine Battle School |
5 |
Bustling Trading Port |
6 |
Sprawling Megatropolis |
7 |
High Security Corporate Vault |
8 |
Semi-Autonomous Shipyard |
9 |
Solitary Monastery |
10 |
Ancient Jump Gate |
d10 | Result |
---|---|
1 |
Still Terraforming Planet |
2 |
Overpopulated Slumworld |
3 |
Resource Rich Plane |
4 |
Desolate Planetoid |
5 |
White Dwarf Star |
6 |
Moon of an Inhabited Planet |
7 |
Unpopulated Paradise World |
8 |
Giant Asteroid Cluster |
9 |
Red Supergiant |
10 |
Black Hole (past Event Horizon) |
d10 | Result |
---|---|
1 |
First-Colony Descendent |
2 |
Asteroid Mining Oligarch |
3 |
Reclusive Intellectual |
4 |
Scheming Marine General |
5 |
Teamster Union Rep |
6 |
Sadistic Decadent |
7 |
Decorated Regional Governor |
8 |
Rimwar Veteran Commander |
9 |
Reformed Criminal Outcast |
10 |
Dynastic Child-Heir |
d10 | Result |
---|---|
1 |
Radical Colonial Separatists |
2 |
The Valecore Mining Consortium |
3 |
The Exo-Credit Federated Union |
4 |
The 91st Colonial Dragoons |
5 |
Teamster’s Local 101977L |
6 |
The Yamguchi-gumi Clan |
7 |
The Crashlander Titan 2nd Fleet |
8 |
The Principality of Christian XII |
9 |
The Decanon Caliphate |
10 |
The House of Tarkhan |
d10 | Result |
---|---|
1 |
Hostage Situation. (Command of the station has been taken by a rival faction who demand Roll 1d10kcr ransom.) |
2 |
Refugee Crisis. (The station is overrun with refugees. Everything is Roll 1d10+1x more expensive than usual.) |
3 |
Food Shortage. (The station will pay Roll 1d10+1kcr for food and another random resource. Theft is rampant.) |
4 |
Quarantine. (After boarding the station you learn that it has been quarantined. No one is allowed to leave.) |
5 |
Bout of Civil Unrest. (Rioting and looting. Mercenary death squads roam the corridors executing collaborators.) |
6 |
Disaster. (Crash landing, mass explosion or sabotage. Station is on full alert and going down without repairs.) |
7 |
General Strike. (Unions have organized. Protests, picket lines and intense riots. Commerce is shut down) |
8 |
Uncanny Abandonment. (The station hosts the aftermath of some bloody, haunted or mysterious happening.) |
9 |
Martial Law Edict. (All ships are boarded and inspected, station visas are issued and a curfew is in effect) |
10 |
Blockade. (The station is under siege by the rival faction and access has been cut off. Your ship will be boarded.) |
d10 | Result |
---|---|
1 |
Equipment |
2 |
Asteroid Ore |
3 |
Weapons |
4 |
Scrap Metal |
5 |
Prisoners |
6 |
Warp Cores |
7 |
Galley Stock |
8 |
Ship Parts |
9 |
Used Ships |
10 |
Fuel |
d10 | Result |
---|---|
1 |
Android Laborers |
2 |
Asteroid Mining Machinery |
3 |
Hardened Mercenaries |
4 |
Metal Black Market Cybermods |
5 |
Life-saving Medicine |
6 |
Doctors who don’t ask Questions |
7 |
Stock Rations |
8 |
Out of work Scientists |
9 |
Oxygen Reserves |
10 |
Recreational Drugs |
d10 | Result |
---|---|
1 |
Asteroid Surface. This station has been built on the outside surface of the asteroid, much the same way a building rests on the surface of a planet. |
2 |
Asteroid Interior. While there may be structures on the outside of the asteroid the majority of the station exists “underground” as a series of tunnels, caves or similar structures. |
3 |
Spindle. A common design, shaped like a spinning top with towers rising from the top and/or bottom. |
4 |
Cylinder. The cylinder’s rotation could provide a rationale for artificial gravity and the station could be quite large, like an O’Neill Cylinder. |
5 |
Sphere. Can be as big as a Dyson or Bernal Sphere or as small as a single pod-station. |
6 |
Torus/Ring. The most common design. Like the Stanford Torus or Bishop Ring, the outer ring could provide enough centrifugal force to provide artificial gravity. |
7 |
Tower. A station with an angular or blocky design, like a skyscraper flung into space. |
8 |
Modular. Built from discrete modules or “beads” that can be removed or added on to. |
9 |
Platform. Design based on a large ship. Clearly defined levels/decks. |
10 |
Amalgamation. A combination of any of the other designs. |
d100 | Refuel or Repair | Port or Market | Colony or Habitat | Military | Mining or Factory | Corporate or Research | Prison | Religious |
---|---|---|---|---|---|---|---|---|
1 |
Dry Dock |
Food Stand |
Farming Unit |
Admin Office |
Material Processing |
Offices |
Ruined Cellblock |
Prayer Gardens |
2-5 |
Dry Dock |
Food Stand |
Farming Unit |
Admin Office |
Material Processing |
Offices |
Ruined Cellblock |
Prayer Gardens |
6-9 |
Vehicle Repair |
Dry Dock |
Food Court |
Drop Station |
Shipping Warehouse |
Open Floor Plan Office |
Administration Offices |
Observatory |
10-14 |
Chop Shop |
Fence for Stolen Goods |
Slickscreen |
Training Rooms |
Storage Warehouse |
Cubicles |
Morgue |
Cellarium |
15-19 |
Bars |
Black Market |
Bar/Club |
Shooting Range |
Dry Dock |
Testing Lab |
Riot Armory |
Chapter House |
20-24 |
Showers |
Re-Sleeving Facility |
Slaughterhouse |
Command Center |
Assembly Line |
AI Computer Banks |
Guard Quarters |
Dorter |
25-29 |
Capsule Motel |
Cybermod Shop |
Seed/Gene Storage |
Defensive Weaponry |
Metal Refinery |
Laboratory |
High Security Area |
Refectory |
30-34 |
Navigation Library |
Imports Warehouse |
Sleeping Units |
Vehicle Repair Center |
Air Scrubber |
Quarantine Room |
Isolation Chambers |
Infirmiry |
35-39 |
Warp Core Storage |
Designer Drugs |
Meeting Square |
Brig |
Water Reclamation |
Data Analysis Office |
Cryostorage |
Kitchens |
40-44 |
Teamster Union Hall |
Gene Therapy |
Aquaponics Tanks |
Troopship Carrier |
Sleeping Pods |
Android Storage |
VR Exercise Yard |
Lavatorium |
45-49 |
Military Lounge |
Holotat Shop |
Markets |
Barracks |
Cafeteria |
Warehouse |
Prison Cells |
Misericord |
50-54 |
Commercial Travel |
Glass Blower |
School/Training Facilities |
Interrogation Rooms |
Showers/Soakers |
Shipping & Receiving |
Group Dormitory |
Scriptorium |
55-59 |
Private Hangar |
Technobladesmith |
Library/Research Lab |
Medbay |
Corp. Conference Room |
Mail Rooms |
Quarantine Unit |
Calefactor |
60-64 |
Showers |
Slaughter Yard |
Upscale Housing |
R&D Department |
Garage/Hangar |
Meeting Rooms |
Solitary Confinement |
Musalla |
65-69 |
Metal Foundry |
Fabric Loom |
Security Outpost |
Drop-tank Hangar |
Geology Lab |
Clean Room |
Canteen |
Minaret |
70-74 |
Ore Trade / Refinery |
Sweatshop |
Clinic |
Mess Hall |
Records/Maps/Blueprints |
Employee Housing |
Gruel Kitchen |
Prayer Hall |
75-79 |
Food Court |
Gambling House |
Factory |
Officer’s Lounge |
Slickscreen |
Hazardous Materials |
Labor Camp |
Ablution Fountains |
80-84 |
Fuel Bays / Warp Cores |
Dance Club |
Greenhouse |
“Off-base” Housing |
Fighting Ring |
Cryostorage |
Execution Chambers |
Chinjusha |
85-89 |
Slickscreens |
Teamster Bar |
Turret Emplacement |
Master Computer |
Android Maintenance |
Containment Lab |
Scrap Metal Workshop |
Three Gate |
90 |
Red Light District |
Cassette Library |
Red Light District |
Diplomatic Embassy |
Conjugal Trailers |
Private Offices |
Slickscreen Classrooms |
Bell Tower |
91 |
Black Market |
Specimens & Oddities |
Brig |
Officer’s Quarters |
Xenobio Lab |
Luxurious Boardroom |
Illegal Human Testing |
Shrine |
92 |
Tiny Chapel |
Red Light District |
Power Station |
Weapon Testing |
Extraction Point |
High Security Vault |
Mind Wipe Lab |
Lecture Hall |
93 |
Weapons Fabrication |
Military Black Site |
Pharmalab |
Fighter Squadron |
Infraction Cells |
Illegal DNA Splicing Lab |
Mass Grave |
Grand Reliquary |
94 |
Advanced R&D |
Navigator Guildhouse |
Governor’s Mansion |
Ammunition Storage |
Cloning Facility |
Embryonic Storage |
Reprograming Facility |
Massive Statue |
95 |
Experimental FTL Lab |
Decorative Rugs |
Armory |
Re-Sleeving Facility |
Communications |
Morgue |
Military Black Site |
Secret Chambers |
96 |
Astronavigator Terminals |
Tea Shop |
Temple |
Cryochambers |
Exosuit Hangar/Repair |
Animal Testing Pens |
AI Prison Server |
Palatial Gardens |
97 |
Station Overseer |
Old Earth Antique Shop |
Courthouse/Records |
Intelligence Facility |
Life Support |
Killteam Barracks |
Android Scrapyard |
Scourging Room |
98 |
Holding Cells |
Custom Androids |
Landing Strip |
Exomech Hangar |
Laser Drilling Array |
Experiment #237 |
Comissary |
Bishop’s Manor |
99-100 |
Power Station |
Ship Designer |
Communications Array |
Massive Weapon |
Company Store |
Mega-AI Brain |
Crematorium |
Unmarked Prison Cell |
d10 | Result |
---|---|
1 |
No Artificial Gravity. Zero-G Skill Check for complex maneuvers. |
2 |
Resource Scarcity. Food, water, oxygen, shelter is hard to find. |
3 |
Trade Good Scarcity. Lack of fuel, warp cores, ammunition. |
4 |
Oxygen Poor. Strenuous activities at [-]. O2 taxation. |
5 |
Non-standard Day/Night Cycle. Resting at [-]. |
6 |
Poor Water Treatment Facilities. Healing at [-]. |
7 |
Low Security. High risk of theft, threat of violence, piracy, etc. |
8 |
High Security. High risk of authoritarian police, taxation, prison, etc. |
9 |
Xenophobic Population. Suspicious/hostile to strangers/outsiders. |
10 |
Poor Maintenance. Minimum Stress +1. Resting and Healing at [-]. High risk of damage to the station during combat |
d100 | Result |
---|---|
1 |
Roll a Deadly Encounter and combine it with another encounter. |
2-8 |
Cryer for random nearby establishment. 10% off if you go right now. |
9-19 |
O2 beggar from the station slums. They need Roll 1d100 credits or they’ll be sent back today. Reduce Stress by 1 if you give. |
20-24 |
Hawker pawning a random Resolve: {piece of equipment|piece of equipment|piece of equipment|piece of equipment|piece of equipment|drug|drug|drug|drug|cybermod} for 50% off. |
25-29 |
Roll 1d5 Religious Missionaries proselytizing. Any unbaptized who follow them get an hour in The Solarium. |
30-34 |
Infected denizen Resolve: {coughing|coughing|coughing|coughing|coughing|vomiting|vomiting|vomiting|vomiting|violently being overtaken by their cybermods}. |
35-39 |
Sex worker from the redlight district offering overnights at 75% off. |
40-44 |
Recently let go Merc Resolve: {Recruit|Probie|Operator|Operator|Operator|Squad Leader|Squad Leader|Elite Trooper|Elite Trooper|Platoon Commander} looking for work at 50% off. |
45-49 |
Roll 1d10 Militia Recruits Resolve: {on patrol|on patrol|on patrol|on patrol|on patrol|on leave|on leave|on leave|on leave|arresting someone}. |
50-55 |
Gamblers playing a game of Sej. Roll 1d100*1kcr is at stake. A crowd is drawing near. |
56-59 |
Q-Team crew quarantining the area. You’ll have to go around which adds Roll 1d100 minutes to your trip. |
60-62 |
First mate of a docked ship looking for a crew. Ship leaves in Roll 1d10 hours. |
63-66 |
Backpacker tagging the bulkhead. |
67-69 |
Gang of bored Roll 2d10 hoodlums squatting at an abandoned establishment. |
70-71 |
Chief Adjudicator and Executioners. All must stop and let them pass or get electrolashed. |
72-73 |
Gang Members (C: 55 Knives 1d10dmg H:1) beating up Roll 1d10 O2 beggars. |
74-75 |
An android with damaged legs lies in a pool of viscous fluids and reaches out for help. |
76-77 |
Dancers from a local cabaret gracefully slide by with large holosnakes draped over their shoulders. |
78-79 |
Roll 1d10 Socialites returning from an Resolve: {art|fashion} show and heading to a cybermod showing party. |
80-81 |
Sycoyrax dealer offering tester vials. 200cr per hit. Body Save or take double damage. |
82-83 |
Roll 2d10 local gang members sitting on milkcrates and smoking outside a local haunt. Suspicious of strangers and tourists. |
84-85 |
A group of Roll 1d10 dirty urchins tugging on legs and begging for food scraps. |
86 |
Roll 1d5+1 Gang members, drunk and getting kicked out of a nearby establishment. |
87 |
Suspicious looking group: Roll 1d10 rebels setting a pipe bomb at a nearby establishment. |
88 |
Solarian Gardener offering 1 hour in The Solarium (pg. 22) in exchange for a Roll 1d100cr donation to the local slums. |
89 |
Victim of a recent reaping attempt bleeding out. Get them to The Chop Shop in 30 minutes or they’ll die. |
90 |
Flirts in flashing holosuits with wings handing out fliers for the Psychoromp in the local club tonight. |
91 |
A Sleeve with a featureless face passing out initiations to The Runway Show. |
92 |
Accused being escorted to a local fighting arena. They need a champion to take their place. They can pay Roll 1d10kcr. Fight is in Roll 1d10 hours. |
93 |
Slickbay star and entourage mobbed by fans. The entire corridor is packed. 10% chance of being pickpocketed. |
94 |
Roll 1d10+2 fugitive rebels looking for somewhere to hide. |
95 |
Mercenary Security raid on nearby establishment. Move along. |
96 |
Roll 2d10 Teamsters looking to ambush a group of Gang Members at a nearby Bar. |
97 |
An empty, discarded Sleeve. It will rot in Roll 1d10 hours. Still in salvageable condition. |
98 |
All of the lights flicker and turn off. Sound of a heartbeat. Heavy, belabored breathing. |
99 |
All nearby screens turn to static. The volume increases until you can’t hear anything else. Then it’s gone. |
100 |
Hologram of of a little girl, wandering alone. “Please, help me. I don’t want to die.” Disappears in Roll 1d10min |
d10 | Rim Landmark | Rim Station | Call-Sign | Control Faction | Rival Faction | Rival Leader |
---|---|---|---|---|---|---|
1 |
Heavily Guarded Corporate DMZ |
Independent Colony |
Remote Site-Roll 1d100-Resolve: {A-Z} |
The Anders-Klimt Mining Corporation |
The Anders-Klimt Mining Corporation |
Renegade Android |
2 |
Battered Asteroid Field |
Run Down Factory |
Resolve: {1d100-Roll 1d10} |
The Gaff Android Labor Syndicate |
Altruistic Scientists |
Powerful Rogue AI |
3 |
Uninhabitable Desert Planet |
Military Base |
Forward Base-Roll 1d100-Resolve: {a|b|c|d|e|f|g|h|i|j|k|l|m|n|o|p|q|r|s|t|u|v|w|x|y|z} |
The 601st Colonial Marine Regiment |
Neo-Haram Anarchists |
Ruthless Criminal Despot |
4 |
Strip-Mined Ice World |
Lighthouse |
Rimworld Post-Resolve: {1d100-Roll 1d10} |
Salo-Mercury Biomotors Inc |
Violent Return-Earthers |
Charismatic Revivalist |
5 |
First Generation Pioneer Colony |
Asteroid Mining |
Resolve: {A-Z}-Roll d100 |
The Apostles Gate Church |
Carter Tactical Concerns Ltd. |
Perverse Corp. Warden |
6 |
Resource Rich Asteroid Cluster |
Maximum Sec. Prison |
Supervisor Resolve: {a-z}-Roll d10 |
Confederated Systems Inc. |
Armadyne Weapons, Inc. |
Highly Intelligent Merc. Captain |
7 |
The Disputed Territory Border |
Maximum Sec. Prison |
Control-Roll d100 |
The “Opera” Fleet of Mercenary Raiders |
House Sivaranjan |
Cunning Corporate Spy |
8 |
Massive Jump-5 Derelict Hulk |
Rest & Refuel |
Command-Roll d10-Roll d10 |
The Sindec Alloyed Metals Corporation |
Secret Union Instigators |
Merciless Slaver |
9 |
Burgeoning Off-World Colony |
Black Market |
Outpost Roll d100-Resolve: {A-Z}-Roll d10 |
SEBACO Mining Ltd. |
Black Dawn Mercenaries |
Stalwart Union Organizer |
10 |
Ship Graveyard |
Abandoned Derelict |
Bridle-Roll d10 |
The Limited Colonial Government |
The Family of Eleven |
Relentless Warrant Officer |