I have a handful of side events I run with varying frequency. Overall the reception to them has been rather positive, but I'd like to make an official 'document' of shenanigans and see what you guys the players think of them.
Comments and criticisms are encouraged.
The Syndicate Trader(Traitor) - No refunds or trade-ins. Cash Only.
Concept: The Syndicate is an amalgamation of businesses, sometimes they just want to turn a profit.
Execution: Tucked away somewhere on the station, usually in maintenance, a small store will open up with all sorts of delicious syndicate contraband. Cheesy advertisements are delivered to the crew via syndicate PDA + lawyer cartridge. Has an amusing variant, The Nervous Syndicate Trader. All of the above, but has the genetic stammer, and is more likely to self-detonate if things look even a little bit sketchy.
Who it's for: Everyone but security.
Rules:
-Only accepts space cash for wares. letterman jackets, empty syndie dufflebags, and omnizine cigarettes run for a few hundred credits each. Tools and devices like encryption keys, chameleon projectors, and thermals can run anywhere between 500-1200 credits. Entry level weapons are things like power fist and energy dagger. Properly dangerous weapons are thousands of credits.
-Emags are never for sale.
-Items not on display can be 'ordered in' at additional cost. These will usually appear via telepad.
-While explosives are not sold, the shopkeeper is equipped with an explosive implant and stetchkin to deter looters.
-A bomb marked 'clearance sale' is provided to the shopkeeper if would-be looters are adamant to being shitty.
-Actual traitors get an 'employee discount' (verified with code phrases)
The Omen - Something wicked this way comes...
Concept: Life in space is full of unexpected perils. A deadly premonition made manifest.
Execution: 3x3 lava grid on a common intersection of the station, with a little bit of extra lava around it. Obstructing, but never fully blocking paths. A signpost nearby keeps track of how often someone catches fire(accidents).
Who it's for: Anyone who runs down hallways at full speeds. Chaplains with a fetish for fire. Clowns with a penchant for lube.
Rules:
-As long as the statue is intact, the lava won't be allowed to be built over (RCDs)
-At 25 accidents, a greentext appears, anchored beneath the statue. Description of statue updated to reflect that it's holding the book in place.
-At 50 accidents, the shuttle is retooled to be a fiery maze with another Omen in the middle.
-If the statue is destroyed, all the lava is turned to basalt, if there is a greentext, it's unanchored and free to be taken, and the event ends.
Concept: An obstacle course for the crew with a prize at the end.
Execution: Varying wildly in size, shape and construction; these can have anything from emitters firing through modified glass walls, disguised chasm pits, to a drone in a cow mask with a tiny knife and specialized laws named 'The Minitaur'. More often than not, all of the above.
Who it's for: Everyone but changelings, mech pilots, and jerks who bomb the shuttle.
Rules:
-First one to survive to the end of the maze, wins.
-Prize is usually a small prize awarded in the following round based on job. (Power tools for an assistant, implant for roboticist, bottle of adminrozine for doctor, etc)
Honk Ops - Welcome to the clown planet!
Concept: Like nuke ops, but funnier
Execution: Given the Infiltrator a new coat of bananium paint, remove the turrets. Spawn in five humans, equip them in a mixture of clown suits and nuke op gear. Piles of bananium ore around the shuttle, bluespace banana peels with plant satchels, and a couple of clown bombs. Replace hardsuits with carpsuits.
Who it's for: Ghosts and observers
Rules:
-Honk Ops all have the clumsy gene. They are not told this when they sign up. But five clumsy mutation DNA injectors will be in front of everyone.
-Honk Ops all have Pierrot's Throat. Making coordination hilariously awkward.
-Honk Ops are not told the nuke code. It is however helpfully 'written in crayon' on the nuke itself via a rename.
-Honk Ops will not be given a staff of the honk mother.
-Honk ops may purchase a mech, and swap it for a HONK.
-Bets are taken amongst remaining ghosts which operative will shoot themself in the foot first.