3.1 Encounters

Roll an Encounter Check (1d6) each time you depart a hex.
If PCs give off a strong psychic signature, check twice & combine the results.
On results of 1-4, roll more 1d6s on Encounter subtables until you have enough details.

Encounter Check

1d6 Encounter Category
1 Chance Encounter
2 Terrain Encounter
3 Faction Encounter
4 Personal Event
5-6 Nothing Happens

Nothing Happens

The journey is uneventful.

Chance Encounter

Terrain Encounter

Faction Encounter

Personal Event

The PCs may elect one of themselves to be the subject of this encounter, or roll multiples.

  1. You got some bad news. Damn. Sucks to be you.
  2. You notice you're losing oxygen - tape over the leaks, quick!
  3. You realize there's something you forgot to take care of before you left
  4. For a brief while, you can hear the heartbeat in the center of the world.
  5. Someone sent a message just to check up on you.
  6. Sensitive PCs receive a one-thought communication from the Lonely Heart.
  7. You have a premonition of a future event - roll 1d3 for your next Encounter Check now, and use the result next time you encounter something while traveling.

Encounter Context

Roll Reaction, Encounter Distance, Encounter Timing & Surprise (2d6) as needed.

2d6 Reaction E. Distance E. Timing Surprise
2- Violent. 10 meters. Just after departure. PCs hunted and ambushed.
3-5 Threatening. 2d6 meters. 1d6 miles from origin. PCs surprised.
6-8 Dismissive. 2d6 x 10 meters. Halfway there. No surprise.
9-11 Quizzical. 1d6 x 100 meters. 1d6 miles from destination. Encounter unaware.
12+ Trusting. 1 kilometer. They arrived before you. Encounter unaware & vulnerable.

Encounter distances beyond a reasonable line of sight may be considered omens, received as a trace in the dust, a message from an ally or a predictive vision.