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- | ====== Encounters ====== | ||
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- | How's this work? There are three different encounter charts based on proximity to civilization: | ||
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- | * If you're traveling in Tamed areas (any hex claimed by a community) roll a d12 and consult the Tamed table. | ||
- | * If you're traveling in Wilds areas (any hex unclaimed by any community) roll a d12 as normal, and then roll another " | ||
- | * 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 an indicator die. If the result is even, consult the Deepwilds table. If not, consult the Wilds one instead. | ||
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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: | ||
- | * **Flora:** Local plants, fungi, etc of interest. | ||
- | * **Ruin:** Legacy buildings and structures. | ||
- | * **Ambient: | ||
- | * **Pest:** Creatures that usually irritate more than threaten. | ||
- | * **Sapient: | ||
- | * **Hunter:** An aggressive creature, often willing to attack. | ||
- | * **Anomaly: | ||
- | * **Apex:** The most dangerous things around. Almost always solo. | ||
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- | ^Die ^Tamed ^ | ||
- | |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/ | ||
- | |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**. | | ||
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- | ^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/ | ||
- | |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.** | | ||
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- | ^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.** | | ||
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- | ====== Biomes ====== | ||
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- | |[[Exhale]] |Damp stony mountains rich in geothermic activity. | | ||
- | |[[Imperial]] |Cities and settlements of humanity. | | ||
- | |[[Magnephyll]] |Iron-rich magnetic forests that utilize lightning energy. | | ||
- | |[[Manifest]] |Mysterious alternate dimension accessed through dreams. | | ||
- | |[[Metro Reef]] |Partially-sunken city overgrown by coral. | | ||
- | |[[Undercroft]] |Tunnels, caverns and open spaces under the earth. | | ||