Encounters

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 #

  1. Pirate Trade Cog
  2. Trade Cog (2-in-6 chance pirates)
  3. Cruiser (2-in-6 chance pirates, otherwise military)
  4. Fast Sloop (3-in-6 chance smuggling contraband)
  5. Mass Hauler
  6. Local Patrol (4-in-6 chance Patrol Cutter, otherwise Gunboat)

Tech or Population 3-4 #

  1. Trade Cog (2-in-6 chance pirates)
  2. Cruiser (2-in-6 chance pirates, otherwise military)
  3. Military Frigate
  4. Mass Hauler
  5. Passenger Barge
  6. Local Patrol (3-in-6 chance Patrol Cutter, otherwise Gunboat)

Tech or Population 5-6 #

  1. Cruiser (2-in-6 chance pirates, otherwise military)
  2. Military Frigate
  3. Trade Cog
  4. Mass Hauler
  5. Passenger Barge
  6. Local Patrol (2-in-6 chance Patrol Cutter, otherwise Gunboat)