These procedures make use of the Necropraxis Productions Hazard System v0.3 (2017)
Scrappin’ (Combat Rounds)
Time spent in combat is measured in rounds. Each round represents the amount of time it takes to move a few paces and swing a sword, shoot a bow, cast a spell, hide behind a barrel, leap over a chasm, or perform similar actions. A minute contains about 6 rounds.
- On the first round: Determine initiative and surprise
- Declare actions
- Resolve actions
Initiative and Surprise
At the start of combat, each PC who is not surprised must individually make a BODY save (DV=0) for a chance to act before the opponents. Otherwise they will act after the opponents. Then combat resumes with the opponents acting, then the PCs.
- Any PCs who pass their initiative (BODY) save
- The enemy
- Any PCs who failed their initiative (BODY) save
- The enemy
- All PCs
- The enemy…
Surprise is determined by the fiction. Remember that not all encounters may result in combat. Unless their disposition is clear, an NPC’s disposition may be determined by the Social Checks table.
Actions
On their turn a PC may move to a nearby location and take up to one action. Actions may include:
- Melee attacks (rootin’)
- Ranged attacks (shootin’)
- Hiding
- Ducking
- Tackling
- Tripping
- Ingesting lead
- Casting a working
- Reloading
- Retrieving thrown weapons or arrows
- Rasslin’
- Extra movement
Minor actions like switching weapons, dismounting, or calling out do not count as an action.
Players declare what actions they will take before rolling any dice. If they attempt something risky, the referee will call for a save from the appropriate party.
Then player actions are resolved. All actions, attacks, and movements are resolved roughly at the same time. This is followed by the enemies attacking.
For fighting, you may also consider Fighting… and Why It Is Horrible, a quick violence resolution system.
Shootin’ (Ranged Attacks)
From Quicker Combat for Boot Hill by Prismatic Wasteland
- Establish the DV
- Shot type
- Range
- Target’s Position
- Target’s Size
- Shooter’s Condition
- Roll ACC save over DV
- On a success, indicate injury suffered
Difficulty Value
Difficulty value of the shot is determined by the weapon and environmental factors.
Shot Type
| Shot Type | DV Modifier |
|---|---|
| Shotgun | +2 |
| Shotgun, multiple targets | +4 |
| Non-dominant hand | +2 |
| Multiple shots | +2 / shot |
| Thrown Weapon | +1 / weapon thrown |
| Pistol, nearby range | -1 |
| Rifle, far range | -2 |
| Scoped Rifle, far range | -4 |
Range
| Range Factors | DV Modifier |
|---|---|
| Close | -2 |
| Nearby | +0 |
| Far | +4 |
Target’s Position
| Target’s Position | DV Modifier |
|---|---|
| Moving, foot | +2 |
| Moving, horse or auto | +3 |
| Behind cover (ignore for bows and thrown axes when cover can be shot over) | +2 |
| Not moving | +0 |
Target’s Size
| Target’s Size | DV Modifier |
|---|---|
| Gargantuan | -5 |
| Huge | -3 |
| Large | -1 |
| Medium | +0 |
| Small | +1 |
| Tiny | +3 |
Shooter’s Condition
| Shooter’s Condition | DV Modifier |
|---|---|
| Moving, foot | +3 |
| Moving, horse or auto | +5 |
| Injured | +1 / injury |
| Not moving | +0 |
Hit Location
A d20 is rolled under or equal to the shooter’s ACC but above (not equal to) the difficulty value (DV) of the shot.
| d20 | Hit Location | Injury |
|---|---|---|
| 20 | n/a shot misses | weapon jams, 3 rounds to clear |
| 19 | Head | Fatal |
| 18 | Torso | Fatal |
| 17 | Torso | Severe |
| 16 | Torso | Moderate |
| 15 | Dominant Arm | Severe |
| 14 | Non-Dominant Arm | Moderate |
| 13 | Non-Dominant Arm | Moderate |
| 12 | Left Leg | Severe |
| 11 | Right Leg | Moderate |
| 10 | Left Leg | Moderate |
| 9 | Right Leg | Severe |
| 8 | Non-Dominant Arm | Moderate |
| 7 | Non-Dominant Arm | Severe |
| 6 | Dominant Arm | Moderate |
| 5 | Torso | Moderate |
| 4 | Torso | Severe |
| 3 | Torso | Fatal |
| 2 | Head | Severe |
| 1 | DV = 0: Head; DV > 0: 2d8 on this table | Fatal |
When a 1 is rolled, treat it as a success (critical hit). If the DV = 0, the shot is a fatal headshot. Otherwise, roll 2d8 and consult the table once more to determine the hit location.
Rootin’ (Melee Combat)
Melee combat is done by rolling a BODY save against an enemy’s base DV (equal to their threat, refer to NPC Stats) + any injuries, as usual.
Thrown weapons like axes and knives at Close range must be used as melee weapons. Bows cannot be used at Close range, but arrows could be used as improvised weapons, inflicting lesser wounds.
On a success, you inflict a moderate injury and your opponent inflicts a lesser injury.
On a failure, you inflict a lesser injury and your opponent inflicts a moderate injury.
If your roll is equal to your exact save value and over the DV, you inflict a moderate injury and suffer no injury.
Other combat maneuvers such as tripping, disarming, grappling, or climbing an ogre may also have DV’s set to their Threats with consequences of failure determined by the fiction.
Retreat
Escaping a doomed situation requires a successful BODY save and a safe destination in order to get away.
Morale
Morale is a mechanical trigger used to simulate a NPCs’ desire to survive.
Some NPCs never perform morale checks.
Draw!
Gun duels are dangerous. The participants must
- Standoff: Choose (secretly) whether to
- Push: aggressive, hip-draw
- Dodge: juking, weaving
- Gambit: bluffing, grinning
- Draw!
- Push beats gambit
- Dodge beats push
- Gambit beats dodge
The winner resolves their attack first. An attack may include multiple shots. If both gunslingers choose the same tactic, both attacks resolve at the same time.
Splorin’ (Exploration Turns)
Time spent exploring a mine, haunted house, or other similar adventure site (or a dungeon) is measured in turns. Each turn represents the amount of time it takes to carefully go through a few rooms, thoroughly pick over a single room, or perform similarly long actions. An hour contains about 6 turns.
- Declare actions
- Resolve actions
- Roll Exploration Hazard Die to determine what happens
Actions
The party decides what action to take, like moving, searching, listening, entering a room. Moving quickly through a dungeon is risky but can be more or less safely done if there is a clear path back to the surface.
Light
Torches and flashlights illuminate nearby objects and close details.
Candles illuminate close objects and details.
Lanterns function as candles and can be modified to illuminate a straight line rather than a radius. They cannot be blown out.
Darkvision is not perfect: Monochrome outlines of moving shapes in darkness. Dim light is moonlight. Anything for which fine eyesight is required will be difficult even with darkvision.
The Darkness Consumes You
When the party runs out of light sources deep within, far from any known exits, the exploration is over. The referee asks each player what their character would give up in exchange for escaping. If they cannot give an answer, if the referee needs inspiration for offers, or if the referee prefers to use the random table rather than giving the players the opportunity to escape freely, refer to the table below.
| 1d10 | Fate |
|---|---|
| 1-4 | You are dead. |
| 5 | You are transformed into a monster. You are added to the encounter table for this dungeon and may be re-encountered. |
| 6 | You are lost. You are added to the encounter table for this dungeon and may be re-encountered. |
| 7 | You are captured by a monster or faction. If captured by a faction, you may be held ransom. |
| 8 | You escape but are traumatized by your experience, never speaking of it again, and quitting adventuring life. You surrender your character sheet and become an NPC |
| 9 | You escape but have lost all of your gear. |
| 10 | You escape but are forever changed. |
If the party is close to a known exit, they may choose to escape safely.
N.B. The results of lights going out may seem harsh; however, this should be highlighted so that the players know to be prepared when delving into the dungeon.
Escaping the Dungeon
Sometimes there is insufficient time to escape an adventure site to a safe location during a session. When it is necessary that a party be back in a safe place or back at a camp, as may be during an open table campaign, the party may roll to return to a safe camp.
N.B. The results of failure may seem harsh; however, this is should only be used if the players do not have time or do not wish to play out their escape. It should be used as motivation to bookend the session in a safe location rather than as punishment. If a session must be ended due to circumstances beyond anyone’s control, do not use this method. When in doubt, don’t be mean about it.
Each PC should choose their best saving throw and describe how they make their way to the surface using that ability.
Before the player makes the saving throw, the referee establishes a DV using the table below. If the DV would be negative, it is instead zero.
| Situation | DV mod |
|---|---|
| You don’t know where you are | +4 |
| You are hindered in your path | +4 |
| You are in a lair | -1 |
| You are in a small complex | -2 |
| You discard an item from your inventory | -1 / item |
On a success, the PC escapes. On a failure, the PC must roll on the failed escapes table:
| 1d8 | Result |
|---|---|
| 1 | You escape unharmed. |
| 2 | You escape but have lost 1d6 pieces of equipment. Roll d12 per piece lost to determine what was lost. |
| 3 | You are captured by a monster or faction. If captured by a faction, you may be held ransom. |
| 4 | You are lost. You are added to the encounter table for this dungeon and may be re-encountered. |
| 5 | You are transformed into a monster. You are added to the encounter table for this dungeon and may be re-encountered. |
| 6 | You are dead. Roll the check again: On a success, the party can recover your body. On a failure, your body was destroyed. |
| 7 | You may betray a comrade. You may either reroll on the failed escapes table or betray a comrade who is escaping. They must roll on the failed escape table. If betraying a comrade, roll 1d6. On a 1-4, you escape. On a 5-6, you both suffer the fate they roll. |
| 8 | You escape, but are forever changed. |
Exploration Hazard Die
Every turn in an adventure site after the PCs have performed their actions, roll 1d6.
| d6 | Result |
|---|---|
| 1 | Encounter. A monster or NPC appears at a far distance, moving toward the party. Roll 2d6 to determine disposition. |
| 2 | Signs. Find portents of an encounter. Roll for a random encounter, which happens the next time a 1 is rolled. |
| 3 | Shift. Something unique to the dungeon happens. |
| 4 | Condition. Rest for 1 turn or become tired (no effect). If you are already tired, take 1 Fatigue. If your burden is full, become Deprived. |
| 5 | Depletion. Light sources dim. Dim light sources go out. Magic effects end. |
| 6 | Advantage. Nothing happens. |
During the first 6 turns of a delve, nothing happens on a 4-6 to maintain verisimilitude (and avoid situations like lanterns running out of fuel on the first turn).
Ramblin’ (Wilderness Watches)
Time spent traversing and exploring the wilderness is measured in watches. Each watch represents the amount of time it takes to travel a few leagues, explore a few acres, cook an elaborate meal, hunt or forage for food, harvest monster parts, or perform similar activities. A day contains about 6 watches, 3 in the day and 3 at night, depending on the season and latitude.
- On the first watch: Roll for weather
- Declare actions
- Resolve actions
- Roll Wilderness Hazard Die to determine what happens
Weather
Weather should be determined at the first watch of the day. Weather is dependent on the season and climate. If a PC does anything but resting during bad weather must make a BODY save or suffer a Fatigue. Travel in bad weather is made at half-speed.
The weather table below may be used, though using a hex flower or ladder table allows for more variety in results and for the results to have a memory. Weather that is listed in bold is bad weather.
| 2d6 | Spring | Summer | Autumn | Winter | Dry | Wet |
|---|---|---|---|---|---|---|
| 2 | Rain storm | Thunder storm | Wild winds | Snow storm | Dust storms | Monsoon |
| 3-5 | Drizzle | Very hot | Heavy rains | Sleet | Haze | Thunderstorm |
| 6-8 | Overcast | Clear, hot | Cool | Bitter cold | Clear, hot | Drizzle |
| 9-11 | Bright and sunny | Pleasantly sunny | Patchy rain | Overcast | Beautifully warm | Patchy rain |
| 12 | Clear and warm | Beautifully warm | Clear and crisp | Clear and crisp | Overcast | Overcast |
Travel
When traveling, the party should name a navigator. PCs move about 6 miles per watch, which is about double the distance to an object on the horizon.
Movement is halved through difficult terrain, in darkness, and in bad weather. Movement is doubled when riding a mount or going solely by road.
Any PC traveling longer than 3 watches takes a lesser injury (exhausted) for every additional watch traveled.
Navigation
The navigator requires skill, time, and tools to navigate when not following established roads or trails. Tools can include things like maps and sunstones.
Environmental factors may take the place of tools, such as animal trails, moss, stars, or flat terrain. Environmental factors may also impede the ability of the navigator to navigate, such as white-out rain, blizzards, or quicksand.
If they have one or none and choose to proceed, go to failed navigation.
If they have two, they make a CTRL save to navigate effectively. On a failure, the PCs become lost unless they sacrifice a tool used in navigation (if possible) or waste an additional watch reorienting themselves. If they accept the failure, they may go to failed navigation
If they have all three, they automatically succeed.
Failed Navigation
On a failed navigation check, the referee should roll 1d10 in secret.
| d10 | Direction |
|---|---|
| 1-4 | veered into left hex |
| 5-6 | arrived in intended hex |
| 7-10 | veered into right hex |
Wilderness Activities
The PC requires skill, time, and tools to perform wilderness actions such as hunting, trapping, foraging, fishing, and so on. PCs should specify what they are hunting or foraging for, whether generally or specifically.
If they have one or none, the action fails.
If they have two, they make an appropriate save to succeed. On a failure, the PC must sacrifice a tool used in the action (if possible) or waste an additional watch on their activity. They may also accept failure and yield nothing.
If they have all three, they automatically succeed.
Refer to Yield for how to determine the activity’s yield. Environmental conditions such as weather, access to water, and availability of plants and animals may impact the yield up or down.
Harvesting Monster Parts
In coordination with the referee, given appropriate skill, time, and tools, PCs may harvest monster parts, like venom, horns, teeth, digestive acids, and so on.
If they have one or none, the action fails.
If they have two, they make a appropriate save to succeed versus a DV equal to the monster’s Threat. On a failure, the PC must sacrifice a tool used in the action (if possible) or waste an additional watch on their activity. They may also accept failure and destroy the parts, and potentially, suffer harm from the poor handling of the monster, or be forever changed, depending on the monster.
If they have all three, they automatically succeed.
Refer to Yield for how to determine the yield.
Exploring and Scouting
One or more PCs explore an area, scout ahead, or search for hidden features.
A location or feature is discovered. The area is not considered traveled through and requires a travel action to depart.
Camping
During camping, PCs, hirelings, mounts, and other companions must eat 1 ration.
Camping may require an alert member keeping watch. Refer to Healing for the benefits of resting. Sleep requires two watches to fully benefit from.
During camping, PCs may also perform other activities besides resting, singing songs, such as curing game for rations, cooking, darning socks, crafting, or performing rituals.
Wilderness Hazard Die
At the end of every watch, roll 1d6.
| d6 | Result |
|---|---|
| 1 | Encounter. A monster or NPC appears at a far distance (in locations with obstructed lines of sight) or out of range (in flat terrain). Roll 2d6 to determine disposition and d10+d12 to determine activities, desires, and conditions. |
| 2 | Signs. Find portents of an encounter. Roll for a random encounter, which happens the next time a 1 is rolled. |
| 3 | Shift. Weather shifts, disaster strikes, or other strange environmental effects occur. |
| 4 | Condition. Rest for 1 watch or take 1 lesser injury (exhausted). If your burden is full, you become Deprived. Ignore while Camping. |
| 5 | Depletion. The party is faced with a threat to their resources. The party must make a difficult choice to lose a resource, spend another watch, or take 1 appropriate lesser injury, depending on the scenario. Ignore while Camping. |
| 6 | Advantage. Nothing happens, or, if traveling, the party finds useful resources or a keyed location. |
Activities, Desires, and Complications
Add complexity to the encounter by giving the NPC something to do when they appear. A table like the one below may be used.
| d12 | Activity / Desire | d10 | Complication |
|---|---|---|---|
| 1 | Hunting / Looking for Prey | 1 | Hungry |
| 2 | Patrolling / Scouting | 2 | Sick / Young |
| 3 | Scavenging / Looting | 3 | Lost |
| 4 | Hiding | 4 | Arrested / Trapped |
| 5 | Resting / Sleeping | 5 | Disgruntled |
| 6 | Working / Task | 6 | Broken Gear / Injured |
| 7 | Meeting / Planning / Scheming | 7 | Fleeing |
| 8 | Ritual / Ceremony | 8 | Insane |
| 9 | Art / Performance | 9 | Dead |
| 10 | Setting Trap | 10 | Roll NPC |
| 11 | Celebrating | ||
| 12 | Eating |
It may also be useful to develop a set of miens for different types of NPCs and monsters.
Disasters
Sudden disasters should be unique to an area. Instead of shifting the weather, a sudden natural disaster may impede the journey. For example, mudslide, landslide, flooding, earthquake, or tornadoes. Rely on the fiction or on a pre-determined natural disaster table for these events.
Threats to Resources
When not spending an extra watch or taking on a lesser injury, party members may expend resources or tools to avoid threats, or make Skills to avoid them.
| Terrain type | Threat |
|---|---|
| Any | Bridge or road out |
| Forest | Snakebite |
| Hills | Steep ridge |
| Wetlands | Boggy water |
| Any | Flooded road |
| Forest | Brambles |
| Plains, mountains | Tar pits |
| Forest, mountains | Dense fog |
| Mountains, hills | Steep slope |
| Plains, valleys | Sinkhole |
| Any | Parasites, ticks, fire ants, leeches |
| Any | Loose snowbanks |
| Any | Deep mud, clay or soil |
| Mountains, hills | Hairpin turns |
| Mountains, hills | Loose rocks |
| Mountains, hills | Jagged terrain |
| Forest | Fallen logs |
| Plains | Razor sharp tall grass |
| River | Rapids |
Tootin’ (Carousing Sessions)
Time spent out carousing is measured in sessions. Each session represents the amount of time it takes to nurse a drink, have a conversation, play a few hands of poker, get a haircut, have a roll in the hay, play a musical set, or take a disco nap. An hour contains about 6 sessions.
- On the first session: Determine how many hours are left in the evening, until sunrise and/or until closing time, whichever comes first.
- Declare actions
- Resolve actions
- Roll Carousing Hazard Die to determine what happens
Actions
During a carousing session, PCs may buy a drink, negotiate, talk to folk, gamble, scrap, or do any other activities.
Carousing Hazard Die
At the end of every session, roll 1d6.
| d6 | Result |
|---|---|
| 1 | Fuss. People start fussin’. Determined by the location’s random encounter table. |
| 2 | Signs. Find portents of a fuss. Roll for a random encounter, which happens the next time a 1 is rolled. |
| 3 | Shift. Something unique to the location happens (musical acts, dealer changes, bar staff changes, speeches, etc). |
| 4 | Condition. Take a break from your activity or suffer a relevant condition as a lesser injury. |
| 5 | Depletion. Mark time. Each character finishes a drink and must order a new one. |
| 6 | Advantage. Nothing happens, or something good happens to any or all of the party members. |
Refer to d100 carousing consequences for potential occurrences.
Boozin’
When drinking, whenever time passes and you finish a drink, make a BODY save with a DV of every injury you have (as usual).
On a failure, you suffer an additional lesser injury (tipsy). When the injuries must go up to the next level, it becomes moderate (drunk), then severe (blackout), until it is fatal (alcohol poisoning).
Gamblin’
Poker
Play poker.
Or play this poker mini-game.
Establish the ante in dollars. Each unit of time playing poker, run through the following procedure:
- Roll 1d6. 1-3, the PC is at risk (PC does not have a playable hand). 4-6, the opponents are at risk (the PC has a playable hand). The PC may choose to fold at this point, losing the amount anted.
- If the PC chooses to continue, a DV is calculated as follows:
- Injuries apply as usual
- +1 per opponent at the table
- -1 or +1 (PC’s choice) per ante spent by the PC (maximum of |3|)
- -1 or +1 (PC’s choice) for any cheating
- -1 or +1 (PC’s choice) for any ally playing to help the PC win
- The side at risk rolls a CTRL save with the established DV.
If the PC is at risk, they must roll the save. On a fail, they lose any dollars anted and any cheating is exposed. On a success, they double their dollars anted.
If the PC is not at risk, the NPC with the highest CTRL makes the save. On a success, the PC loses any dollars anted and any cheating is exposed. A random NPC increases their stack. On a failure, the PC double their dollars anted.
Blackjack
Roll a blackjack chance simulation roll of 1d100. On a 42 and below, the player doubles their dollars staked.
To cheat, rather than rolling a d100, roll a CTRL save with a DV calculated as follows:
- +1 per blackjack player at the table
- add a die based on the security rating of the gambling den (between 1d4 and 1d10)
On a success, you double your ante and are not noticed.
On a failure, roll a blackjack chance simulation roll of 1d100. Whether you win or not, the cheating is exposed.
Roulette
Roll d100, odds and evens taking place of red and black.
Craps
I don’t know how to play craps, but it’s played with dice, so I think you got it.
Layin’ Low (Downtime Cycles)
Time spent doing downtime activities is measured in cycles. Each cycle represents the amount of time it takes to convalesce, do research, brew potions, train an animal, train in combat, make connections, or perform other long-term activities. A season contains 6 cycles.
- Resolve upkeep
- Declare major actions and tracked activities
- Declare minor actions
- Resolve all actions and tracked activities
- Roll Downtime Hazard Die
- Resolve faction activities
Upkeep
At the beginning of the downtime cycle, all PCs should spend money on upkeep.
| Lifestyle | $ per Cycle | Tags During Downtime Cycle |
|---|---|---|
| Meager | 5 | Dirty, malnourished, threadbare clothing |
| Comfortable | 25 | Clean, fed, respectable clothing |
| Luxurious | 125 | Pampered, fed, fashionable clothing |
Upkeep includes room and board, but also things like keeping your guns clean, mending your socks, feeding your horses and pets, feeding yourself, maintaining your vehicles, etc. Lifestyle tags may impact certain interactions in the fiction of the downtime cycle.
Major Actions
Each PC may perform a major action and mark progress toward a goal. The referee should create a tracker and indicate tasks to perform and/or cash to pay before progress may be marked. Some of these are defined below:
- Training a skill
- Taming or training an animal
- Researching
- Crafting
- Alleviating a settlement condition
- Hunting down a specific rare item
- Convalescing
Convalescing
Refer to Healing. Any lesser and moderate injuries are cleared. Sever injuries require taking the convalescing action for the entire cycle.
Minor Actions
Tracking down a specialty item or making a social call on a powerful figure is far more involved than shopping for ball bearings or having tea with your best friend. Multiple minor actions may be done during a downtime cycle.
Some example activities include
- recruiting goons,
- shopping,
- throwing and attending funerals,
- throwing and attending parties,
- looking for rumors,
- and making social calls
Refer to d100 reasons this hireling decided to join for reasons a goon might join.
Downtime Hazard Die
Every cycle spent in a settlement, roll 1d6.
| d6 | Event |
|---|---|
| 1 | Encounter. The party encounters a random NPC who comes calling on them. Referee may have a table prepared for this. |
| 2 | Signs. A settlement shift is foreshadowed or a rumor is heard. |
| 3 | Shift. A settlement shift occurs, something unique to the settlement. |
| 4 | Condition. A dramatic upheaval impacts the settlement, inflicting a settlement condition. |
| 5 | Depletion. One or more settlement conditions end. |
| 6 | Advantage. Nothing happens. |
Refer to d100 haven happenstances for potential occurrences.
Settlement Upheavals
| d6 | Upheaval | Possible Conditions |
|---|---|---|
| 1 | Killings (assassinations, serial murders, faction violence) | Insecurity |
| 2 | Siege, Insurrection | Insecurity, Destruction, Food shortage |
| 3 | Pestilence, Plague, Famine, Drought | Disease, Food shortage, Drought, Famine |
| 4 | Tornado, Dust Storm, Cyclone, Blizzard, Earthquake, Volcanic Eruption, Flood, Tsunami, Landslide, Meteor, Sinkhole | Famine, Destruction, Disease |
| 5 | Ally dies | |
| 6 | Direct setback to party |
Settlement Conditions
- Insecurity: People around town are antsy, untrusting, and suspicious.
- Food shortage: Food and water are hard to come by.
- Disease: People around town are quarantined and dying.
- Famine: Widespread food shortages.
- Drought: Widespread water shortages.
- Destruction: Infrastructure is damaged and requires repairs.
Conditions are ongoing until the party intervenes (which may be impossible in certain situations) or until a downtime cycle where an alleviation is rolled.
For the party, these conditions will have impact on the fiction and the prices of buying things in town. Increased prices should be measured in d4 (2d4, 3d4, etc).
Settlement Shifts
Example shifts follow:
| d6 | Settlement Shift |
|---|---|
| 1 | Factions become allies |
| 2 | Religious or cultural event |
| 3 | Rivals appear or reappear |
| 4 | New faction emerges or old faction disappears |
| 5 | Scandal |
| 6 | News of a previously unknown place or technology |
Rumors
A rumor table should be based on the nearby regional locations and factions. Each rumor should be actionable.
Rumors can take on various forms:
- Local color: General information or history
- Opportunities: These can take the form of bounties and rewards that can be monetary, favors, or otherwise
- Challenges: Threats that could lead to rewards
- Mysteries: Secrets or strange phenomenon
Faction Activities
The referee will roll 1d6 for each faction in play in the settlement. On a 4-5, mark 1 progress toward the faction’s active goal. On a 6, mark 2 progress.
Add any bonuses or penalties depending on
- relevant resources
- rivals to that goal
Once a goal is achieved, the faction may add a resource relevant to the completion of the goal. If the goal impacts another faction, that faction should have a resource removed or changed, or a progress toward a relevant goal reduced.
Player Interference
Factions may recruit or butt heads with the party. If the party hinders or helps the faction, remove or mark 1-3 progress tallies depending on the help or hindrance. The party may even manage to destroy a faction’s resource.
If the party would take action to interfere with a faction’s actions, the downtime cycle should be considered over and play within the settlement should commence.