Random Encounters (Deadworlds)
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System Encounters
When the players' ship enters a region, and each week spent in the region thereafter, there is a 2-in-6 chance of a system encounter: another ship entered or was in the region. On a 1, it is staying in the region for some reason (ambushing, surveying, refueling), while on a 2, it is passing through or leaving the region.
If there is a random system encounter, roll 2d6 on the Region Encounter Roll. If the ship is Scanning (Active or Passive), roll to see if it gets a detection lock on the player's starship. If they get a detection lock, they make a Reaction Roll. All permanent/preplaced entities in the region (planets, ships, space stations) also roll for detection locks if they are Scanning.
If the Reaction roll is less than Friendly, the ship will take action. Neutral ships will attempt to continue their mission unless engaged. Defensive ships form a defensive line around their ward. Aggressive ships will attempt to engage the player's ship. Evasive ships will attempt to fleet the region.
| Roll | Encounter | Ship | Stance | Scanning |
|---|---|---|---|---|
| 2 | Letter of Marque Privateer | [[Letter of Marque Corvette]] | Aggressive | Active |
| 3 | Raiding Pirates | Pirate Fleet | Defensive | Passive |
| 4 | Local Naval Patrol | Varies, typically a [[Revenue Cutter]] | Defensive | Active |
| 5 | Loot-Laden Pirates | Pirate Fleet | Evasive | Passive |
| 6 | Hunting Pirates | Pirate Fleet | Aggressive | Passive |
| 7 | Far Trader | [[Free Merchant]] | Neutral | Passive |
| 8 | Civilian System Ship | System Hauler, System Freighter, or System Liner | Neutral | Active |
| 9 | Foreign Courier Ship | [[Link Courier]] | Evasive | Passive |
| 10 | Foreign Naval Patrol | 1d3-2 Assault Frigate, 1d2-1 Frontline Corvette, 1d4-1 | Aggressive | Active |
| 11 | Espionage Ship | [[Forward Courier]] | Evasive | Passive |
| 12 | Grand Merchant Fleet | 1 Grand Merchant, 1d4-2 Escorts | Neutral | Active |
Pirates are a common enough sight in the Deadworlds, and are dangerous to travellers and traders. Hunting Pirates are looking for targets or waiting in ambush at the edge of systems. Loot-Laden Pirates have already filled their holds, and are fleeing back to their hidden lair. Raiding Pirates are in the middle of raiding a planetary settlement or space station. Unless stopped, they will succeed and escape with loot in 48 hours.
There are specific Pirate Fleets operating in the Deadworlds, each with a different composition. If one is destroyed or driven out, another will rise to take its place. When determining which Pirate Fleet is in the region, roll below:
| Roll | Raiding Pirates | Loot-Laden Pirates | Hunting Pirates |
|---|---|---|---|
| 1 | Local Pirates | Local Pirates | Local Pirates |
| 2 | Adjacent Pirates | Local Pirates | Local Pirates |
| 3 | Adjacent Pirates | Adjacent Pirates | Adjacent Pirates |
| 4 | Adjacent Pirates | Adjacent Pirates | Adjacent Pirates |
| 5 | Distant Pirates | Adjacent Pirates | Distant Pirates |
| 6 | Distant Pirates | Distant Pirates | Distant Pirates |
Local Pirates are the pirate fleet based in the current system. Adjacent Pirates are pirates from a randomly-determined adjacent system. Distant pirates are from either a Deadworlds system more than one jump away, or from outside the Deadworlds.
Deadworld Pirate Fleets:
- [[Turrita Pirates]] (Trinculo)
- [[Ragnarsson Fleet]] (Zelotupia) Specific encounters:
- [[Antwerp|SDS Antwerp]] - Espionage Ship
- SYS Coahila - System Hauler
- [[Aunis|SDS Aunis]] - Free Merchant
Ground Encounters
Wilderness Encounters
Wilderness encounters have a 2-in-6 chance per day of travel. Traveling stealthily, and at least at half speed, reduces this chance to 1-in-6. Lifeless Body is used for planets, moons, or other bodies that can be navigated, but have no life or atmosphere.
| Roll | Encounter | Necropolis | Zelotupia | Caliban | Namur | Lifeless Body |
|---|---|---|---|---|---|---|
| 2-3 | Very Dangerous Hard-to-Fight thing | Leviathan | Roving Monstrosity | Cosmic Radiation Burst | ||
| 4 | Local rare creature | Salemite submarine | Mounted Survivor Raiding party | |||
| 5 | Local people | Whalers/Fishers | Survivor salvager band (nearest enclave) | |||
| 6 | Local creature or threat | Deep Creature | Survivor defenders (nearest enclave) | |||
| 7 | Recurring Character | Recurring Character | Recurring Character | Recurring Character | Recurring Character | |
| 8 | Caravan or civilian vessel | Cargo Ship | Survivor Caravan (hidden) | |||
| 9 | Marauders | Poaching Whalers | Victorian Platoon | |||
| 10 | Marauders | Sea Raiders | Victorian Company | |||
| 11-12 | Dangerous Powerful Opportunity Thing | SEA Hammer | Victorian Reclamation Battalion | Roll on System Encounters. That ship is landing or doing a close flyby. |
Settled Encounters
Encounters are primarily with law enforcement, roll 2d6-2; if less than Law Level, a law enforcement encounter occurs.
Other settled encounters are rare, and typically only occur when players are looking for trouble. They occur when:
- The Law Level roll is doubles.
- When entering a district on a 1-in-6 chance.
- Searching through a settlement on a 2-in-6 chance.
| Roll | Starport/Space Station | Entertainment District | Isolated Settlement |
|---|---|---|---|
| 2-3 | Ruling gang | Ruling gang | Itinerant Merchant |
| 4-5 | Shore Party Toughs | Thieves | Local Notables |
| 6-8 | Con artist | Con artist | Local Toughs |
| 9-10 | Merchant | Crime in progress | Emergency in progress |
| 11-12 | Patron | Sex workers | Itinerant Workers |
Toughs and gangs require protection money, and may also demand a Readied item. Thieves will attempt to sneakily remove an item or container, either through pickpocketing or nicking it when the characters are distracted. Con artists will typically arrive with a bad deal, and attempt to convince the players to give them money for a reward. There's a 25% that it will, in some way, actually pay off for A Patron has a job offer for the characters Merchants are willing to transact with one piece of adventuring gear, energy, pharmaceuticals,
| Roll | Emergencies in Progress | Crimes in Progress |
|---|---|---|
| 1 | A critical piece of technology is now on fire, and the fire threatens the whole settlement not just the tech | Grand theft auto/rustling |
| 2 | Vehicle crash against characters (if not avoided)/animal loose or stampeding towards characters | Violent store robbery |
| 3 | Mugging | |
| 4 | Kidnapping | |
| 5 | Shootout | |
| 6 |
Other encounter ideas:
- Civil unrest/riots: 1d10×100 people are in the streets, blocking paths and demanding to be heard