EXPLORATION

Usually a session will contain one or two, or possibly more encounters. There are two types of encounters, combat, and non-combat.

NON-COMBAT ENCOUNTERS

A non-combat encounter involves a series of checks of, either needing a certain number, such as a few Devices checks to disarm a bomb, or a set check that must be overcome, such as a Balance check to cross a chasm using a thin wooden plank.

An easy or short encounter is often to introduce the players to the story or setting, or as a counterpoint to advance a side story and bring it to the notice of the players, or a one or two-room dungeon. In an easy non-combat encounter, TR's should be approximately equal to the lowest player's check.

A normal encounter is usually to move the main story along, give the players a clue to the main story, or a small dungeon. In a normal non-combat encounter, TR’s should be approximately equal to the average of the player's checks. For those groups without well-balanced teams, it may be a good idea to provide a backup solution.

A hard or long encounter is usually the climax of the story, a major turning point, or a large dungeon. In a hard non-combat encounter, TR’s should be approximately equal to the highest of the player’s checks. For those groups without well-balanced teams, it may be a good idea to provide a backup solution.

COMBAT ENCOUNTERS

Combat encounters can centre around defeating a foe, fighting toward an objective, or capturing a certain character. For ease of setting up encounters, each NPC is worth a certain number of PC's, which is noted beside the ranks below. Note: This is balanced around two encounters per session, or two encounters a day. If you plan to take the characters through more encounters per session, it might be wise to make the individual encounters easier. Likewise, if you plan to only do one per day, you can make them harder.

An easy or short encounter is often to introduce the players to the story or setting, or as a counterpoint to advance a side story and bring it to the notice of the players, or a one or two-room dungeon. In an easy combat encounter, the number of NPC's would be equal to the number of PC's, and might include a lieutenant or a captain.

A group of four players could face a group with 8 minions, or 6 minions and 1 lieutenant, or 2 captains.

A normal encounter is usually to move the main story along, give the players a clue to the main story, or a small dungeon. In a normal combat encounter, the NPC's would be worth approximately 2x the number of PC's, and might include a number of lieutenants or captains. There may also be a boss.

A group of four players could face a group with 12 minions and 2 lieutenants, or 8 minions and 2 captains, or 4 minions, 1 captain, and 1 boss.

A hard or long encounter is usually the climax of the story, a major turning point, or a large dungeon. In a hard combat encounter, the NPC's would be worth approximately 3x the number of PC's, and might include a number of lieutenants or a captains who also significantly outnumber the party. There would also typically be a boss.

A group of four players could face a group with 12 minions and 6 lieutenants, or 6 minions, 3 lieutenants, and 3 captains, or 4 minions, 2 lieutenants, 2 captains, and 1 boss.

NPC's

Any character your players do not control is a Non-Player Character (NPC). Many of these could be their friends, but many will also be their enemies. Any creature, whether the same race as the players, or a monster, or some other form of creature, is an NPC. For ease of setting up encounters, each NPC is worth a certain number of PC's, which is noted beside the ranks below.

MINION (1/2)

A minion usually has Character Points equal to half the average of the players, and will have only one offensive power and one defensive power. A critical hit will immediately disable a minion. Low level characters will most often want to come up against minions.

LIEUTENANT (1)

A lieutenant usually has Character Points equal to half the average of the players, and will have either one offensive power and two defensive powers, or two offensive powers and one defensive power. Low level characters may want to face lieutenants as stand-ins for bosses. High level characters may want to face lieutenants as stand-ins for minions.

CAPTAIN (2)

A captain usually has Character Points equal to the average of the players, and will have either three offensive powers and two defensive powers, or two offensive powers and three defensive powers.

BOSS (4)

A boss has CP equal to the average of the players, a standard array of powers, and twice as many HP as normal.