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encounters [2018/07/20 08:37]
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-====== Encounters ====== 
- 
-How's this work? There are three different encounter charts based on proximity to civilization: Tamed, Wilds, and Deepwilds. 
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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 "indicator" one. If the indicator die's result is an even number, consult the Wilds table with the first die's value. If not, consult the Tamed 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 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:** Unusual weather patterns for the area. 
-  * **Flora:** Local plants, fungi, etc of interest. 
-  * **Ruin:** Legacy buildings and structures. 
-  * **Ambient:** Critters unlikely to cause trouble. Usually herbivores. 
-  * **Pest:** Creatures that usually irritate more than threaten. 
-  * **Sapient:** Intelligent creatures that build communities. 
-  * **Hunter:** An aggressive creature, often willing to attack. 
-  * **Anomaly:** Particularly weird/alien creatures. Unpredictable in behavior. 
-  * **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/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**. | 
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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/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.** | 
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-====== Biomes ====== 
- 
-|[[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. | 
  
encounters.1532097426.txt.gz ยท Last modified: 2018/07/20 08:37 by kyle