Encounters #
Use these to get started. Over time, replace them with encounters that better suit your particular corner of the Known Worlds.
Use the reaction table when an encountered NPC or starship’s disposition to the PCs is not known or obvious.
Port Encounters #
Assume skill rank 1 in any weapons carried, unless otherwise noted. Most won’t be carrying illegal weapons without good reason, even if listed with them. Use law level, reaction, and good judgment.
| d66 | Encounter | Notes / Equipment |
|---|---|---|
| 11 | 3d6 revolutionaries | Improvised weapons. 1 in 3 has a pistol, one leader with a carbine |
| 12 | 1d6 zealots | Knives |
| 13 | 2d6 revelers | Booze |
| 14 | 3d6 nomads | Scatterguns, elaborately decorated vacc suits |
| 15 | 3d6 tourists | Cameras |
| 16 | 1d6 + 3 noble family & entourage | In a grav skiff.VIPs: Rapiers, concealed light armor.Bodyguards: Laser Carbines, combat armor with heraldic emblems. |
| 21 | 2d6 miners | Laser drills (mount as medium melee, ignore light armor) |
| 22 | 2d6 soldiers | Carbines. 4-in-6 chance of light armor, otherwise combat armor. |
| 23 | 2d6 pirates | Scatterguns, Cutlasses. |
| 24 | 1d6 crime syndicate toughs | Knives, pistols, big-shouldered suits |
| 25 | 1d6 buskers | Musical instruments, 3-in-6 conceal knives |
| 26 | 1d6 trade cog crew | Scatterguns, light armor, vacc suits |
| 31 | 1d6 students | Books, hot takes |
| 32 | 5d6 religious pilgrims | Unwavering faith, weaponized self-righteousness, religious paraphernalia, walking sticks that double as staves (long melee) |
| 33 | 1d6 stevedores | Strength-assist exo-skeletons |
| 34 | 1d6 office workers | Slop bowls |
| 35 | 1d6 merchants | Selling a random trade good |
| 36 | 1d6 beggars | Bowls, signs. 2-in-6 chance of an old dog |
| 41 | 1d6 commonwealth dragoons | Laser carbines, collapsible halberds, combat armor. Skill 3 in carried weapons. 2-in-6 chance of power armor |
| 42 | 1d6 ranchers with 5d6 beeves | Cattle prods (long melee, 1d6 damage) |
| 43 | 2d6 stray cats | Claws, teeth (short melee, 1 damage) |
| 44 | 1d6 fugitives | 3-in-6 chance still in bright jumpsuits |
| 45 | 1d6 muggers | Concealed knives & pistols |
| 46 | 3d6 protestors | improvised weapons, skill 0 |
| 51 | 1d6 off-duty law enforcement officers | pistols, paranoia |
| 52 | 2d6 officers escorting 3d6 bound convicts | Pistols, stun batons (medium melee, non-lethal) |
| 53 | 1d6 flaneurs / flaneuses | Concealed daggers and pistols with elaborate hilts, fashionable clothes |
| 54 | 2d6 politician and entourage | Anagathic smiles, concealed light armor |
| 55 | 1d6 hunters | Long rifles, pistols |
| 56 | 1d6 adventurers | Pistols and equal mix scatterguns & carbines. 2-in-6 chance they are flaunting the law and have all the above weapons. Light armor. |
| 61 | 2d6 trade caravan | Beasts of burden, trucks, or grav-skiffs depending on local Tech level |
| 62 | 1d6 researchers | Insatiable curiosity, expensive equipment |
| 63 | 1d6 journalists | Swarm of hovering camera drones |
| 64 | 1d6 street food hawkers | Skewers of charred meat |
| 65 | 2d6 refugees | Whatever they could carry, stuffed into mismatched bags and luggage |
| 66 | 1d6 artists | Printed manifestoes, portable art supplies |
Ship Encounters #
When a ship encounter occurs, roll 1d6 on one of the encounter tables below, based on either the local Tech or Authority characteristic, whichever is higher.
Encountered ships have a 50% chance of either moving towards or away from the local world.
Use the Trade Goods tables to determine cargo on board ships as needed.
Pirates will take any opportunity to attack vulnerable trade vessels. Local patrols will usually ask for documentation and cargo manifests.
Tech or Population 1-2 #
- Pirate Trade Cog
- Trade Cog (2-in-6 chance pirates)
- Cruiser (2-in-6 chance pirates, otherwise military)
- Fast Sloop (3-in-6 chance smuggling contraband)
- Mass Hauler
- Local Patrol (4-in-6 chance Patrol Cutter, otherwise Gunboat)
Tech or Population 3-4 #
- Trade Cog (2-in-6 chance pirates)
- Cruiser (2-in-6 chance pirates, otherwise military)
- Military Frigate
- Mass Hauler
- Passenger Barge
- Local Patrol (3-in-6 chance Patrol Cutter, otherwise Gunboat)
Tech or Population 5-6 #
- Cruiser (2-in-6 chance pirates, otherwise military)
- Military Frigate
- Trade Cog
- Mass Hauler
- Passenger Barge
- Local Patrol (2-in-6 chance Patrol Cutter, otherwise Gunboat)