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encounters [2018/01/13 15:39]
kyle
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-====== Encounters ====== 
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-How's this work? There are three different encounter charts based on proximity to civilization: Civilized, Wilds, and Deepwilds. 
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-  * If you're traveling in Civilized areas (any hex claimed by a community) roll a d12 and consult the Civilized table. 
-  * If you're traveling in Wilds areas (any hex unclaimed by any community) roll a d12 as normal, and then roll another "indicator" one. If the indicator die's result is an even number, consult the Civilized table with the first die's value. If not, consult the Wilds table. 
-  * If you're traveling in Deepwilds areas (hexes at least three regions away from the nearest community-claimed hexes) roll a d12 as usual, then roll two indicator dice. If both indicators are even numbers, consult the Deepwilds table. If one is even and the other odd, consult the Wilds table. If both are odd, consult the Civilized table. 
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-Encounter tables refer to categories of encounter rather than individual types, since individual details will vary depending on the biome. The exact circumstances are also left vague- GMs are encouraged to use their imagination to fill in the gaps. 
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-  * Weather- unusual weather patterns 
-  * Flora- local plants of interest 
-  * Ambient- critter, unlikely to cause trouble 
-  * Pest- weak creature, might cause non-combat trouble 
-  * Sapient- intelligent community-based creature 
-  * Apex- most dangerous thing around 
-  * Hunter- aggressive creature 
-  * Ruin- legacy buildings 
-  * Anomaly- weird/alien creature 
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-^Die ^Civilized ^ 
-|1  |Unusual **weather** for the next few days. Roll this result again before it's over and it'll get really bad. | 
-|2  |Traveling **sapient**. | 
-|3  |**Pest** hiding in a patch of **flora**. | 
-|4  |**Sapient** using a **ruin**. | 
-|5  |**Sapient** herding/shooing **ambient**. | 
-|6  |Wandering **ambient**. | 
-|7  |**Sapient** conflicting with **sapient**. | 
-|8  |**Sapient** trapping **pest**. | 
-|9  |**Sapient** harvesting **flora**. | 
-|10 |**Sapient** having trouble. | 
-|11 |**Ambient** annoyed by **pest**. | 
-|12 |**Hunter** conflicting with **sapient**. | 
- 
-^Die ^Wilds ^ 
-|1  |Unusual **weather** for the next few days. Roll this result again before it's over and it'll get really bad. | 
-|2  |**Ambient** fleeing **hunter**. | 
-|3  |Wild **flora** full of **ambient**. | 
-|4  |**Anomaly** in **ruin**. | 
-|5  |Lost/outcast/brigand **sapient**. | 
-|6  |**Ruin** used as den by **hunter**. | 
-|7  |**Pest** swarm. | 
-|8  |**Hunter** consuming a dead **ambient**. | 
-|9  |**Ruin** overgrown with **flora**. | 
-|10 |Injured **hunter** and/or **ambient**. | 
-|11 |Wandering **anomaly**. | 
-|12 |Signs of **apex.** | 
- 
-^Die ^Deepwilds ^ 
-|1  |Unusual **weather** for the next few days. Roll this result again before it's over and it'll get really bad. | 
-|2  |**Hunter** swarm. | 
-|3  |Unusually bold **ambient**. | 
-|4  |**Anomaly** with unusual strain of **flora**. | 
-|5  |**Hunter** conflicting with **apex**. | 
-|6  |**Hunter** conflicting with **pest**. | 
-|7  |Unusually large **ruin**. | 
-|8  |Many **ambient** and/or **sapient** remains. | 
-|9  |**Anomaly** conflicting with **apex**. | 
-|10 |**Sapient** conflicting with **apex**. | 
-|11 |**Apex** using a **ruin**. | 
-|12 |**Apex** conflicting with **apex.** | 
  
encounters.1515883177.txt.gz ยท Last modified: 2018/01/13 15:39 by kyle