Obstacles II (d10)

d10 Description Effect

1

A damaged combat droid can be re-powered and reprogrammed for one final task.

Arcs of electricity shock anyone who comes near a malfunctioning or damagedG is for Gadget.

2

Planetary-scale communications relays offer limited access to high-ranking officials.

A pair of automated blaster turrets shoot anything that moves.

3

A heavy blaster turret sits idle, perhaps on a watchtower or some other high elevation, waiting for someone to jump in and fire.

This area is filled with a toxic gas, testing the Resilience of all living creatures.

4

A C is for Computer terminal can be sliced to allow the user to control a small, inconspicuous “mouse droid” for reconnaissance.

This area is inundated with high doses of radiation, testing the Resilience both droids and living creatures.

5

Industrial robotic arms here are used to do a heavy or dangerous task, such as loading starship missiles, and can be used to the Crew’s advantage.

Something in the room causes it to be either extremely hot, such as an ion furnace, or extremely cold, such as leaking cryogenic gasses.

6

An innocent civilian walks in during the middle of the action.

The room is dominated by a dangerous industrial process, such as a garbage compactor.

7

Forcefields separate this area from a danger, such as the cold vacuum of space.

A burning oil slick fills the room full of smoke, sears the unwary, and makes moving through the room hazardous for the uncoordinated.

8

Broken power conduits crackle with electricity, high temperature plasma, high pressure gas, or starfighter fuel.

A bottomless pit (no rails) creates a deadly hazard.

9

A section of the room is a depressurization or hyperbaric chamber.

A horrible B is for Beast is nearby.

10

Volatile gas tanks have been carelessly left about. One stray blaster shot will cause them to explode.

A powerful magnetic field pulls metal weapons free from their owners’ hands and wreaks havoc on Droids.