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  Headlines From A Dark Future
  Random Events for Cyberpunk Games
  By John W. Baichtal
  Art by Dan Smith
  The following table is a Game Master's aid - a random events generator suitable for any kind of urban
  near-future campaign, from Cyberpunk 2020 to Shadowrun to GURPS Cyberworld. With a shoehorn and
  some grease, it can also be used to inject a dystopian flavor into other campaign worlds, as well - just
  substitute alchemy for drugs for fantasy, or starships for helicopters for space opera.
  The table generates Big News - the kind of events that will rock the headlines if they are public knowledge.
  But of course, they don't always have to be public; each result includes "Adventure Hook" notes on how the
  PCs can become personally involved, and the entire event might remain secret. In this way, the table can be
  used to generate "background noise" for an ongoing campaign, or to generate entire plots directly for the PCs.
  In general, events of this magnitude should be rolled for monthly.
  Cyberpunk Events Table (1d100) 
  01-02 Air Vehicle Crashes: A large flying 
  vehicle (a plane, space shuttle, or helicopter)
  arrows into the heart of the city, killing many.
  The crash may be accidental, or the result of 
  attack or sabotage. Adventure Hooks: The PCs 
  may know somebody who was on the craft. Are 
  they alive? A valuable object might have been
  on board.
  03-05 Arch-Criminal Apprehended: A 
  boostergang leader or other organized crime
  figure is captured by the authorities. He or she 
  may eventually escape, stand trial, or simply
  vanish. Adventure Hooks: Maybe he has some
  dirt on the PCs, and is eager to sell them out to 
  bargain in court.
  06-07 Arms/Ammo Blockade: Peace-desiring 
  politicians cordon off the city and forbid the
  importation of any weapons or ammunition; legal sales are forbidden, and black-market weapons prices
  skyrocket. The blockade lasts 1d10 months before it is finally abandoned. Adventure Hooks: Plenty of
  opportunities for employment, and also plenty of opportunities to have nice weapons stolen by desperate
  "friends."
  08-11 Atrocity: A large number of innocents is slaughtered by the local corporate or government authorities,
  
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  and the community is outraged. Adventure Hooks: Maybe for once, the authorities are innocent of the
  slaughter. Could be a twisty mystery if the PCs get tangled up in it.
  12-13 Assassination: An important personage is "whacked" by a professional hit team. Maybe even in broad
  daylight. Adventure Hooks: The PCs might be key witnesses, hunted down by unknown forces.
  14-16 Bloody Corporate Raid: One corp gets bullish and decides to create a monopoly by removing the
  competition. This raid attracts special note because of the large number of bodies. Adventure Hooks: In the
  wake of such a raid, corporate security often has trouble locking down the premises - could be a fun time to
  loot.
  17-19 Bomb Detonated: A bomb is detonated outside of a corporate headquarters, city hall, barracks, or
  other target by a terrorist group. Adventure Hooks: "Hey! That was my car!"
  20-24 Gang War: The triggermen of two or more gangs begin fighting over turf, the war lasts for 2d10
  months and causes hundreds of deaths. Adventure Hooks: Toward the end, one side or another will begin
  desperate recruiting measures to even the score. The PCs could play along, or become double-agents and
  make the most of both sides.
  25-27 Celebrity Visit: A president, movie star,
  rocker, or other famous person arrives amid a
  bustle of bureaucrats and groupies. Adventure
  Hooks: Maybe it's somebody the PCs need to 
  get a personal audience with - or maybe the
  celebrity is a fake, and the PCs find out. Can
  they pull off turning that info to their 
  advantage?
  28-29 Computer Virus: A destructive and 
  ingenious virus impacts nearly every computer
  system in the city, paralyzing communications,
  electronic commerce, and control systems. The
  virus lasts 3d10 days before it's finally cleaned
  out. Adventure Hooks: The virus might be a 
  dangerous prank, a deliberate act of sabotage against the city, or it might be a noisy coverup for any number
  of crimes or acts of terrorism - a lot goes unnoticed when an electronic culture is put on hold.
  30-31 Coup: The exact effects of the coup depend on the campaign. If the city is autonomous, then City Hall
  is taken over by a corp, mercenary group, boostergang, or military clique. In a setting where such a bold move
  would be unlikely, then the coup occurs in a major gang or a corporation. Adventure Hooks: Shifts in power 
  on the Macro scale effect everybody - this is a good time to shake the ground beneath the players' feet, and
  see how they bounce back from changes in the way they get their supplies, who they go to for jobs, and who
  they can trust for information.
  32-35 Draconian Law Passed: A special interest manages to railroad a peculiar and harsh new law through
  the city council; examples could include outlawing fashionware or restriction of rights for those with
  cyber-implants. Adventure Hooks: The PCs are probably used to doing illegal things, so this event will have
  more impact if it hits the party indirectly - harming somebody they care about, or benefitting somebody that
  they can't stand.
  
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  36-38 Draft: The government, a powerful corporation or another entity begins forcibly mustering an army for
  some suicide mission across the continent, overseas, or even in the orbital or lunar colonies (if there are
  some). Adventure Hooks: Maybe the PC's aren't drafted. Instead, they're hired to get themselves drafted , for 
  an employer who needs a hidden ace in the coming war.
  39-42 Drug Plague: A deadly new designer drug hits the streets, and there is a large increase in the number
  of zombies, crazed junkies, drug peddlers, and other effluvia of the chemical subcultures. Adventure Hooks: It 
  might just be a particularly popular designer drug, or it might be the work of a higher power trying to
  manipulate the public. When people start vanishing, it's time to face the side effects . . .
  43-46 Election: An important civil election is held, preceded by a lengthy period of campaigning, including
  all manner of dirty tricks and skullduggery. Adventure Hooks: From sleazy sex at party conventions to
  outright murder to protect a reputation, politics has plenty to offer the campaign - and it's even more
  interesting if the PCs are given a genuine reason to take sides other than mercenary opportunity.
  47-50 Environmental Disaster: A tanker of toxic something-or-other breaks open, flooding the immediate
  area with extremely nasty and harmful gunk. Adventure Hooks: The area will be quickly blocked off to
  contain the problem - but what if there's something in that area that needs dealt with, right now? The PCs to
  the rescue - but they'd better be careful not to get holes in their HAZ-MAT suits . . .
  51-52 Fire: During a dry period, an arsonist starts a blaze that eventually destroys a huge swath of the
  neighboring suburbs and threatens the heart of the city itself. Adventure Hooks: Under just the wrong
  conditions, an urban blaze can tear on for days, filling the sky with smoke, firefighting helicopters, and
  screaming sirens. Maybe someplace the PCs care about is threatened. Maybe the city decides that it's worth
  sacrificing a few residential blocks to make a a firewall.
  53-55 Hot New Fashionware Introduced: An 
  innovative and stylish new fashionware line
  (phosphorescent skin dye, animated tattoos, etc.) is
  marketed. Be the first in your boostergang . . . 
  Adventure Hooks: When dealing with those with 
  Big Money, knowledge of what's hip and what's
  stale can be a matter of employment or poverty. 
  Seeing if the PCs can keep up with the trends when
  it becomes a matter of money can add a light
  diversion to the campaign.
  56-58 Irritating New Trend: The younger set gets 
  into a really stupid new trend, like wearing clothes
  several sizes too big or clomping around in elevator
  shoes. Adventure Hooks: Five Words - It's Fun To 
  Shoot Them.
  59-60 Major Rock Concert is Held: The hottest 
  bands of the year hold a huge concert, with overpriced tickets and scads of supremely radical T-shirts.
  Adventure Hooks: The vultures come out to play when thousands of screaming kids gather en masse to show 
  how alternative they are. Maybe the PCs will be those vultures. Alternately, a few go missing, and they have
  important and wealthy parents who want them back.
  61-63 MegaCorp Leaves Town: To the joy of some people and the consternation of others, a major
  
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  corporation packs its bags, closes its factories, and leaves town (probably in search of greener pastures,
  tax-wise). Adventure Hooks: Like result 30-31, above, this can mean radical shifts in how people do business
  on every level. Also, there's often a huge vacuum to be filled - the PCs might have a line on something that
  could fill it, and it might be time for a move from the street to the boardroom. Alternately, minor wars can
  spring up as the remaining corps fight over the wreckage.
  64-65 Moral Crusade: A popular local figure tries to cleanse the city of "wickedness". He or she quits,
  utterly dejected, after 1d10 weeks. Adventure Hooks: It can be a really different kind of adventure if the PCs
  find that they have a legitimate reason to help the hapless crusader of decency, even if only for a little while.
  66-68 Natural Disaster: A tornado, earthquake, tidal wave, drought, hurricane, or other natural disaster
  strikes the city. Adventure Hooks: Disasters open up walls that are impossible to open otherwise,
  inconvenience people that are otherwise untouchable, and can turn an ordinary populace into a rat-pack mob,
  killing each other for a can of dog food. A fine time to be alive and mercenary.
  69-71 New Virtual World Opens Up: An intense new virtual world is opened up, a masterwork of
  imagination and technology. Admittance is expensive, but considered worth it. Adventure Hooks: In some 
  cases, a new virtual realm might as well be a new drug (see above). However, it can also just be a great new
  place to hang out, explore, meet new people and make new contacts. Rather than casting the new online
  haven as an overtly addictive problem, see if you can be sneaky enough to really get the PCs hooked on it, by
  making it a better place than they've ever been.
  72-73 Radical New Musical Group: A hot new act breaks into the music biz, but becomes utterly dull and
  tedious after 2d10 months. Adventure Hooks: See result 56-58, above.
  74-75 Riot: A devastating riot lasting 3d10 hours rocks the city, resulting in looting and destruction in poor
  neighborhoods. Wealthy areas, however, are untouched. Adventure Hooks: Aside from the usual potential for
  illicit gain when things go badly, a riot also makes a great "monkey wrench" to throw into the middle of an
  operation that needs an added complication.
  76-79 Robbery: A daring heist results in the theft of an art collection, diamond cache, or other fabulous
  treasure. Adventure Hooks: Maybe the PCs were trying to steal it, but somebody beat them to it. Maybe the
  PCs find out that the "treasure" was really dangerous , and try to warn the thieves before the entire city pays
  the price. But of course, the thieves think it's just a trick . . .
  80-83 Police Brutality: The public, and particularly the underclass, becomes shocked and upset by a
  particularly nasty example of police brutality. Adventure Hooks: As relations between ordinary people and the
  police become more strained, it gets harder to get decent cop contacts at a very inopportune time for the PCs,
  who need one badly. This could take a lot of donuts.
  84-87 Power Blackout: Most of the power to the city is cut off by sabotage or accident. The blackout lasts
  2d10 hours. Adventure Hooks: It could be for a coverup, like the computer virus (above). But even if the PCs
  never run across the real reason - things are going to go crazy in the darkness. The GM can use it as an
  opportunity to shake up relationships with trusted NPCs - times like that are times that can be a real test of
  friendship.
  88-91 Scandal: A supposedly squeaky-clean public figure is found to be an adulterer, drug addict, embezzler,
  or other variety of lowlife. Adventure Hooks: The public figure's PR people decide that their meal ticket's
  image is still salvagable, if they can get a fall guy or three to divert the blame to. Will the PCs do it for
  money? If not, the PR mob might decide that they can still do it for free.
  
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  92-95 Serial Killer: A clever, maniacal slayer stalks the city, going after a certain type of person - strippers,
  used car salesmen, people named Cindy, whatever. Adventure Hooks: If the PCs have a stripper friend named
  Cindy, they might have to hurry down to her used car lot before it's too late. But even that assumes that they
  figure out the pattern in time. And one of the PCs keeps having blackouts, losing hours at a time from his
  memory . . .
  96-97 Technological Innovation: A cool new gadget is introduced, such as a cheap flying car, a
  thumbnail-sized computer, and so on. Adventure Hooks: Perhaps the PCs are sympathetic (or simply loyal) to 
  the corp that manufactures the older, more expensive flying car or the palm-sized computer. A campaign of
  sabotage could result. Or maybe the PCs become privy to a problem with the new wonder-widget that the
  manufactures are willing to kill to hide.
  98-100 No occurrence or GM's choice: If you're rolling for a monthly "news" event in an ongoing
  campaign, this month is strangely devoid of scandal, disaster, or danger. If you're rolling to build a random
  plot, roll again, or choose something that strikes your fancy.
  Campaign-Generation: Some Examples
  The GM has run out of plot ideas, so he breaks out the ten-sided dice and decides to give his imagination a
  random boost. He rolls a 28, a 15, a 16, a 3, an 84, and a 10 (he rolls six times since he's decided that he
  wants the campaign to represent about six months of game time).
  He interprets the rolls as follows: A terrible corporate battle - a computer virus rocks the city, used by one
  corporation against another and then accidentally loosed on the whole community. The next two months see
  two vicious corporate raids as each corp seeks to retaliate against the other, and the stakes of the war escalate.
  The whole community is in uproar, and politicians call for a blockade to prevent new supplies of arms from
  entering the city. The corps respond to that particular bucket of ice water by setting it to boil: one begins
  looting the property of the other company, focusing on the now-illegal arms caches, and the second corp
  retaliates by shooting up the company picnic of the first first one. The stage is set for the flavor of the whole
  campaign, and the PCs have a violent stage to step onto . . .
  That worked so well that he decides to finish out the year just as randomly. The rolls are 62, 01, 75, 39, 51,
  31: The corporate war is resolved. Technocorp, the loser, is rousted out of town by Datadyne, the victor.
  During the rest of the summer, Technocorp plots to recoup its lost profits. A robot air vehicle is programmed
  to crash into the office tower of Datadyne, which now holds a monopoly on the territory the two once fought
  over. However, it is shot down before it can impact the building, and debris from the crash hits a slum,
  causing a great deal of fire damage. The citizens, irate over slow response times by firefighters and
  paramedics afraid to enter their neighborhood, instigate a citywide riot. Technocorp takes advantage of the
  confusion to outfit a local gang with an experimental combat drug that proves so addictive and pleasurable
  that it becomes a hit on the streets, saturating the city for months with combat-primed joyseekers. The police
  raid the main warehouse of the dealers of the new narcotic, and a stray smoke grenade starts a fire that kills
  dozens of innocents. In the political fallout that follows, with citizens distrusting cops and the government,
  Datadyne offers its services as "security analysts", and makes the elected officials an offer they can't afford to
  refuse. Within weeks, Datadyne is running everything, and Technocorp is out in the cold. Just an ordinary
  year in the cities of the future . . .
  
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