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potential survival events

  • player is defenseless
  • leaving the main station to investigate a ship's SOS
  • SOS that turns out to have been a warning
  • ship room repurposed by alien biology, changing the environment
  • acid/hole created through multiple levels of the station/ship
  • one character gets infected, argument over quarantine vs treatment, protocol vs compassion
  • splitting up into teams to: find a thing, so one team can fix something while the other does another task, one team can observe through tech to advise another team as they do a task
  • forcibly separated by events and working to reunite
  • having to use a device to assist traversing a dangerous room/path
  • saving the cat
  • using maps of the station to plan out routes or what to quardan off for safety, including airshafts
  • gaining access to station's AI/central computer for answers
  • having to do a complex shut down, cancel, or start up ritual
  • escaping station via pod in time and to watch it explode
  • danger blending in with environment (from alien, but could be robot or evnironmental danger)
  • having to quietly do something while danger is in the room
  • using the environment to attack danger indirectly
  • having to deal with irration npc's
  • environments that mess with orientation (up&down, etc.)
  • survivors found in precarious situations to be rescued fromj
  • moving/manipulating environment pieces in unconventional ways to move on to next room
  • using tools/implants to manipulate environment
  • accessing new parts of the same environment when new tools become available
  • having to choose to bully people to come with you or to leave them behind to die
  • sudden environmental changes
  • sudden events that permanently change the player's goal
  • environmental barrier that chases the player and pushes them to keep moving with urgency
  • many ways to gruesomely die
  • disagreements on what to do or paths to take and having to make a choice
  • characters with conficting objectives to complete and the player must choose between them or even to sabotage both
  • disappearing NPC's to then look for
  • bringing a group of people through a dangerous environment and possibly losing some or all if not traversed perfectly
  • characters intentionally lying about events and/or motives
  • characters presenting as friends with the same goal, only to be revealed as having nefarious intentions
  • characters trying to present as friendly but either misguided actions or circumstance lead the player and/or other characters to question their true intentions and whether they can be trusted
  • using drones/robots to explore or complete a task remotely
  • helplessly watching the destruction/death of others
  • playing with light
  • hearing fighting or chaos through a wall or door before seeing it
  • distress calls through implants/or wearable earpiece
  • seeing danger (people, monsters?) pass through your space and being unsure if you're in danger of being attacked by them in that moment
  • using clutter mindfully, and in places were it doesn't make sense, ensure the floors and walls have a lot of detail
  • death cult/cthulthu cult
  • in areas with no power, having to use batteries to locally manipulate things like doors, locks, platforms, etc.
  • clearing rooms or halls of hazards to release safety airlocks (fire, radiation, vaccuum)
  • coming upon npc vignettes that the player then leaves behind (npc's die/dead or insist on staying put)
  • "wind tunnel" obstacle hallway
  • moving vehicle (on a track?) (slow fast) that is surrounded by danger
  • shadowplay in the environment to imply upcoming danger