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encounters

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Encounters

How's this work? There are three different encounter charts based on proximity to civilization: Tamed, Wilds, and Deepwilds.

  • 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.

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.

  • 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.
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.
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.

Biomes

Metro Reef

The Metro Reef biome is a colossal, vibrant coral reef overgrowing a semi-sunken urban metropolis. Ancient skyscrapers jut out of the ocean shallows, crumbling and overtaken by climbing plants. The first few floors of these “reef towers” are filled with sand and sea creatures, while the upper ones serve as habitat for an array of flying and climbing wildlife. Ancient shipwrecks can sometimes be seen littering the sunken streets. The gillmen are undisputed masters of the land here, and construct lodges both above and below the waterline.

Weather Default Sunny with moderate wind.
1-4 Fog. Clear visibility reduced to 10 meters, spaces from 11-20 have partial concealment.
5-8 Doldrums. All boats without engines have an impairment to movement.
9-12 Stormy. High winds and rain. Being in a high/exposed place has a small risk of lightning strike (projectile attack that deals damage equal to Escalation+the trigger die, inflicts Electrified 100% of the time).
Flora 1-4 Razor ivy. Acts as a natural hazard (as Hazard ability) with an attack strength of 2.
5-8 Kelp bed. Staple gillman crop. Requires cooking to be palatable.
9-12 Finger coral. Actively collects junk to disguise itself. Small chance (9+) to have a random keystone for the taking.
Ruin 1-6 Semi-intact reef tower. Makes for good shelter or a vantage point.
7-10 Ancient shipwreck. Mostly submerged, half-covered in coral.
11-12 Modern shipwreck. Likely to be full of valuable salvage.
Ambient 1-4 Elicthyan.
7-10 Ancient shipwreck. Mostly submerged, half-covered in coral.
11-12 Modern shipwreck. Likely to be full of valuable salvage.

Elicthyan

AKA Zap Fish, Reef Bolter

Elicthyans are reef fish that have evolved a powerful bio-electric pulse for both offensive and defensive use. After shocking their prey (generally smaller fish, but sometimes much larger beasts) into submission, flesh is nibbled away at leisure. The elicthyans have few predators except for the gillmen, who prize them as a delicacy and carefully hunt them with javelins and wooden-handled harpoons.

Reactions
1-4 Hungry. Some intruder flesh would be delicious right now.
5-8 Indifferent. Watch and wait.
9-12 Shy. Actively avoid conflict if possible.
Level Combat Supply Size
7 M-3 / P-2 / A-2 2 4
Weakness: Aquatic (Swim)
Weakness: Animal (Survival)
Close Combat (Melee) A powerful electric jolt strikes every adjacent creature at once when used underwater. Inflicts the Dazed condition on a 10+.
Tesla The elicthyans's unusual physiology makes them completely immune to all electricity-based effects, including their own pulse. Any creature that grabs the elicthyan or damages it from an adjacent position immediately gains the Electrified condition.
Jolt
Shockproof
Electricity Immunity
Mobility Move speed 10, no hands.
Beast Speed
Swim Elicthyans are natural swimmers that suffer no troubles while submerged.
Water Adapted
Survival Elicthyans can forage for themselves and use their insulating fat and energy discharges to regulate their body temperature in a way few other fish can.
Endure Temperature

Back to Metro Reef

encounters.1515958003.txt.gz · Last modified: 2018/01/14 12:26 by kyle