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Random Encounter

Scenario

While exploring unknown regions of the world, conjurers often come into unexpected contact with wild crytures or humans, hostile or otherwise. These Random Encounters provide a number of challenges to managing their resources while out in the wilderness.


A Random Encounter takes place in Tactical Time. Players may use various ways to approach the encounter depending on the circumstances.

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Rules

When players have a Random Encounter, make rolls on the appropriate tables to determine what, and how many, the players encounter, as well as the Hostility of the group. If the Hostility of the other party is 6 or more, they are overtly hostile, and will try to attack the players. Otherwise, they won’t attack unless provoked. 

 

Roll an additional 1d10 to determine Awareness. If the Awareness roll is lower than the highest Alertness of the party, then the players are aware of the other party before making contact. Otherwise, the players make contact and both parties are aware of each other. On a 10, the players are Surprised and the other party gets to act first.

 

Before the encounter plays out, players may take actions appropriate to the situation. If combat ensues, use either the rules for Tactical Combat or a Battle Montage.

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Common Actions

The following actions are specifically useful to this Scenario, and can be taken without any extra abilities or equipment.​

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Flee

You turn and run from battle.

Type: Running

Major Action

Roll: Agility + Reflexes vs Highest Speed

Complexity: Number of enemies

Property: Successes are cumulative between party members.

Success: You escape from the encounter.

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Evade

You slink past a group, trying to avoid notice.

Type: Sneaking

Major Action

Roll: Agility + Stealth vs Highest Alertness

Complexity: Number of enemies

Property: Successes are cumulative between party members.

Success: You avoid making contact with an unaware party.

 

Surprise

You try to approach a group without being noticed.

Type: Stalking

Major Action

Roll: Agility + Stealth vs Highest Alertness

Property: Each party member must succeed at the check.

Success: You Surprise an unaware party.

 

Calm Crytures

You attempt to calm a group of hostile crytures.

Type: Zoology

Major Action

Roll: Sense + Nature vs Highest Danger + Hostility

Success: You reduce the crytures' Hostility by 1 per success.

 

Distract Crytures

You toss some food to a group of hostile crytures to distract them while you flee.

Cost: 1 Food

Type: Zoology

Major Action

Roll: Sense + Nature vs Hostility

Success: You reduce the crytures' Hostility by 1 per success.

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