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.

d66EncounterNotes / Equipment
113d6 revolutionariesImprovised weapons. 1 in 3 has a pistol, one leader with a carbine
121d6 zealotsKnives
132d6 revelersBooze
143d6 nomadsScatterguns, elaborately decorated vacc suits
153d6 touristsCameras
161d6 + 3 noble family & entourageIn a grav skiff. VIPs: Rapiers, concealed light armor. Bodyguards: Laser Carbines, combat armor with heraldic emblems.
212d6 minersLaser drills (mount as medium melee, ignore light armor)
222d6 soldiersCarbines. 4-in-6 chance of light armor, otherwise combat armor.
232d6 piratesScatterguns, Cutlasses.
241d6 crime syndicate toughsKnives, pistols, big-shouldered suits
251d6 buskersMusical instruments, 3-in-6 conceal knives
261d6 trade cog crewScatterguns, light armor, vacc suits
311d6 studentsBooks, hot takes
325d6 religious pilgrimsUnwavering faith, weaponized self-righteousness, religious paraphernalia, walking sticks that double as staves (long melee)
331d6 stevedoresStrength-assist exo-skeletons
341d6 office workersSlop bowls
351d6 merchantsSelling a random trade good
361d6 beggarsBowls, signs. 2-in-6 chance of an old dog
411d6 commonwealth dragoonsLaser carbines, collapsible halberds, combat armor. Skill 3 in carried weapons. 2-in-6 chance of power armor
421d6 ranchers with 5d6 beevesCattle prods (long melee, 1d6 damage)
432d6 stray catsClaws, teeth (short melee, 1 damage)
441d6 fugitives3-in-6 chance still in bright jumpsuits
451d6 muggersConcealed knives & pistols
463d6 protestorsimprovised weapons, skill 0
511d6 off-duty law enforcement officerspistols, paranoia
522d6 officers escorting 3d6 bound convictsPistols, stun batons (medium melee, non-lethal)
531d6 flaneurs / flaneusesConcealed daggers and pistols with elaborate hilts, fashionable clothes
542d6 politician and entourageAnagathic smiles, concealed light armor
551d6 huntersLong rifles, pistols
561d6 adventurersPistols and equal mix scatterguns & carbines. 2-in-6 chance they are flaunting the law and have all the above weapons. Light armor.
612d6 trade caravanBeasts of burden, trucks, or grav-skiffs depending on local Tech level
621d6 researchersInsatiable curiosity, expensive equipment
631d6 journalistsSwarm of hovering camera drones
641d6 street food hawkersSkewers of charred meat
652d6 refugeesWhatever they could carry, stuffed into mismatched bags and luggage
661d6 artistsPrinted 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)