Encounters: Difference between revisions
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''' <span style="color:#ff0000"> THIS PAGE IS STILL UNDER CONSTRUCTION! </span> ''' | |||
In the game FuturePath, there are all sorts of different encounters that the party or individual characters can get into. The most common is [[Combat]], but there are other situations, such as attempting to negotiate with another NPC, chasing down an enemy. | In the game FuturePath, there are all sorts of different encounters that the party or individual characters can get into. The most common is [[Combat]], but there are other situations, such as attempting to negotiate with another NPC, chasing down an enemy. | ||
Here is a list of the main types of encounters that have additional structure and rules. Sometimes, a GM may just want an encounter to be simple and quick, and thus, it is up to the GM whether or not all the encounter rules below are followed for all encounters. Also, these fit common circumstances that Players may encounter while playing most TTRPGs, and this is not meant to be an exhaustive list or to restrict gameplay in any way. | |||
== Combat == | == Combat == | ||
== Social | Combat turns are based on Team Initiative. Each team is split into two groups: the Vanguard and the Rearguard. The Vanguard has the faster initiative characters, while the Rearguard has the slower ones. Each round, the team with the higher Initiative has its Vanguard go first, and then the other team's Vanguard, then the first team's Rearguard, and lastly the second team's Rearguard. Groups go at the same time. So all players within the Vanguard declare their actions before rolling to determine the group action's success and outcome. The Characters can perform actions like Attack or Move. Each round represents 3 seconds, and they can perform 1 Simple, 1 Standard, and a Free Action. Some Standard Actions grant Bonus Actions that take the place of a Simple action. | ||
Combat ends once all opposing combatants stop fighting for whatever reason, dying, unconscious, fleeing, etc... | |||
Here are some important pages that cover combat. | |||
# The rules for Combat are located [[Combat|here]]. | |||
# Learn about how health and damage go [[Health_and_Injury|here]]. | |||
# Also, damage types are important to review [[Damage_Types_and_Attributes|here]], and [[Weapons]] are always important for combat. | |||
== Infiltration == | |||
'''PLACEHOLDER TEXT''': Below is some placeholder text for this time of encounter, and does not go into specific rules or structure for the encounter. | |||
Infiltration is the art of moving through a restricted area without being detected. This type of encounter focuses on bypassing security measures and staying out of sight. | |||
* '''Stealth''': The primary skill for avoiding detection. Your Stealth check is opposed by the Passive or active [[Perception]] of guards and sensors. Moving at full speed or through difficult terrain can impose penalties. | |||
* '''Disable Device''': Essential for bypassing electronic locks, security cameras, motion sensors, and traps. Most high-security devices require professional toolkits. | |||
* '''Acrobatics''': Used to navigate tight spaces, balance on narrow beams, or move through areas that would otherwise be impassable. | |||
* '''Deception''': Skills like [[Bluff]] and [[Disguise]] can be used to create a diversion or hide in plain sight among the enemy. | |||
The [[Character_Classes#Swindler|Swindler]] class excels in these encounters, especially with talents like "The Phantom" and "Infiltration Style." | |||
== Interrogation == | |||
'''PLACEHOLDER TEXT''': Below is some placeholder text for this time of encounter, and does not go into specific rules or structure for the encounter. | |||
Interrogation involves extracting information from an unwilling subject. While it can involve threats, it is most effective when combined with psychological insight. | |||
* '''Intimidate''': Used to "Influence Attitude" or "Demoralize." Success can force a target to reveal secrets or offer limited assistance. | |||
* '''Sense Motive''': Used to detect when a subject is lying or to gain a "Hunch" about their true motivations. It is the primary counter to [[Bluff]]. | |||
* '''Diplomacy''': Specifically the "Gather Information" function, which can be used to learn rumors or secrets without immediate violence. | |||
* '''Study''': Can be used to "Observe Behavior" from a distance before an interrogation begins to learn the subject's nuances. | |||
The [[Character_Classes#Tracer|Tracer]] is particularly skilled at gathering information on targets using their "Master Tracker" ability. | |||
== Investigation == | |||
'''PLACEHOLDER TEXT''': Below is some placeholder text for this time of encounter, and does not go into specific rules or structure for the encounter. | |||
Investigation encounters are about uncovering the truth through evidence and deduction. This is common when solving a crime or mapping an unknown star system. | |||
* '''Perception''': Used to find obvious clues or details in a room. It is the first step in any investigation. | |||
* '''Study''': Once a clue is found, the Study skill is used to analyze its significance, collect it as evidence, or perform deep research. | |||
* '''Knowledge''': Various Knowledge skills (History, Science, Civics, etc.) provide context to the clues found and can aid in research. | |||
* '''Search''': (A function of Perception) Intentionally searching an area is a move action and can reveal hidden compartments or secret messages. | |||
The [[Prestige_Classes#Explorer|Explorer]] and [[Character_Classes#Tracer|Tracer]] are the most suited for these types of challenges. | |||
== Pursuit/Chase == | |||
'''PLACEHOLDER TEXT''': Below is some placeholder text for this time of encounter, and does not go into specific rules or structure for the encounter. | |||
A Chase encounter occurs when one party attempts to flee while another pursues. This can happen on foot, in vehicles, or in space. | |||
* '''Ground Chases''': These are typically handled through a series of opposed checks. The pursuer and the target roll based on their mode of travel: [[Athletics]] for running, [[Acrobatics]] for maneuvering through crowds, or [[Pilot]]/[[Drive]] for vehicles. | |||
* '''Space Chases''': Space-based pursuits use the [[Helm_Officer#Pursue/Intercept_Target|Pursue/Intercept]] function. The Helm Officer must make an opposed check against the enemy ship's pilot to catch up or set up for a ram. | |||
* '''Environmental Hazards''': During a chase, the GM may introduce obstacles that require quick saves or skill checks (like [[Acrobatics]] DC 12) to avoid tripping or crashing. | |||
== Persuasion == | |||
'''PLACEHOLDER TEXT''': Below is some placeholder text for this time of encounter, and does not go into specific rules or structure for the encounter. | |||
Persuasion encounters are social challenges in which the goal is to win someone over to your point of view or to negotiate a deal. | |||
* '''Diplomacy''': The core skill for influencing attitude and making requests. It takes time (30 seconds or more) and can shift a target from Hostile to Helpful. | |||
* '''Bluff''': Used for "Feints," "Creating a Diversion," or outright lying. A successful Bluff can bypass a social barrier but risks making the target unfriendly if discovered. | |||
* '''Sense Motive''': Used to read the other person's motivations and ensure you aren't being manipulated yourself. | |||
The [[Character_Classes#Envoy|Envoy]] class is the master of persuasion, with abilities like "Open Arms" and "Demanding Presence." | |||
== Social Gathering == | |||
'''PLACEHOLDER TEXT''': Below is some placeholder text for this time of encounter, and does not go into specific rules or structure for the encounter. | |||
Social Gatherings (galas, diplomatic meetings, crowded bars) are complex environments where multiple skills come into play at once. | |||
* '''Diplomacy''': Used to work a room and influence the attitudes of multiple NPCs over the course of an evening. | |||
* '''Knowledge (Culture)''': Essential for understanding local etiquette, customs, and avoiding social faux pas. | |||
* '''Sense Motive''': "Reading the room" to identify who is really in charge or who is acting suspiciously. | |||
* '''Stealth/Sleight of Hand''': Used in the background of a social event to plant bugs, pickpocket keys, or slip into restricted areas while others are distracted. | |||
== Travel/Trek == | |||
'''PLACEHOLDER TEXT''': Below is some placeholder text for this time of encounter, and does not go into specific rules or structure for the encounter. | |||
Travel encounters involve crossing vast distances, whether across a planet's surface or between star systems. | |||
* '''Survival''': The primary skill for long-distance travel. It is used to avoid getting lost, find resources (such as food or fuel), and identify potential hazards. | |||
* '''Navigate''': Used to plot courses through deep space or across uncharted planetary terrain. | |||
* '''Transportation Rules''': The time and cost of travel are determined by the distance (Micro to Galactic) and the FTL technology used (Warp, Jump, or Slipstream). These rules are detailed in [[Transportation]]. | |||
* '''Hazards''': GMs may introduce hazards like radiation storms, pirate interdiction, or extreme weather that require the party to react and use their skills to survive. | |||
Species like the [[Species#Volar|Volar]] and classes like the [[Character_Classes#Helix_Warrior|Helix Warrior]] often have bonuses or traits that make them more resilient during long treks. | |||
Latest revision as of 04:07, 19 April 2026
THIS PAGE IS STILL UNDER CONSTRUCTION!
In the game FuturePath, there are all sorts of different encounters that the party or individual characters can get into. The most common is Combat, but there are other situations, such as attempting to negotiate with another NPC, chasing down an enemy.
Here is a list of the main types of encounters that have additional structure and rules. Sometimes, a GM may just want an encounter to be simple and quick, and thus, it is up to the GM whether or not all the encounter rules below are followed for all encounters. Also, these fit common circumstances that Players may encounter while playing most TTRPGs, and this is not meant to be an exhaustive list or to restrict gameplay in any way.
Combat
Combat turns are based on Team Initiative. Each team is split into two groups: the Vanguard and the Rearguard. The Vanguard has the faster initiative characters, while the Rearguard has the slower ones. Each round, the team with the higher Initiative has its Vanguard go first, and then the other team's Vanguard, then the first team's Rearguard, and lastly the second team's Rearguard. Groups go at the same time. So all players within the Vanguard declare their actions before rolling to determine the group action's success and outcome. The Characters can perform actions like Attack or Move. Each round represents 3 seconds, and they can perform 1 Simple, 1 Standard, and a Free Action. Some Standard Actions grant Bonus Actions that take the place of a Simple action.
Combat ends once all opposing combatants stop fighting for whatever reason, dying, unconscious, fleeing, etc...
Here are some important pages that cover combat.
- The rules for Combat are located here.
- Learn about how health and damage go here.
- Also, damage types are important to review here, and Weapons are always important for combat.
Infiltration
PLACEHOLDER TEXT: Below is some placeholder text for this time of encounter, and does not go into specific rules or structure for the encounter.
Infiltration is the art of moving through a restricted area without being detected. This type of encounter focuses on bypassing security measures and staying out of sight.
- Stealth: The primary skill for avoiding detection. Your Stealth check is opposed by the Passive or active Perception of guards and sensors. Moving at full speed or through difficult terrain can impose penalties.
- Disable Device: Essential for bypassing electronic locks, security cameras, motion sensors, and traps. Most high-security devices require professional toolkits.
- Acrobatics: Used to navigate tight spaces, balance on narrow beams, or move through areas that would otherwise be impassable.
- Deception: Skills like Bluff and Disguise can be used to create a diversion or hide in plain sight among the enemy.
The Swindler class excels in these encounters, especially with talents like "The Phantom" and "Infiltration Style."
Interrogation
PLACEHOLDER TEXT: Below is some placeholder text for this time of encounter, and does not go into specific rules or structure for the encounter.
Interrogation involves extracting information from an unwilling subject. While it can involve threats, it is most effective when combined with psychological insight.
- Intimidate: Used to "Influence Attitude" or "Demoralize." Success can force a target to reveal secrets or offer limited assistance.
- Sense Motive: Used to detect when a subject is lying or to gain a "Hunch" about their true motivations. It is the primary counter to Bluff.
- Diplomacy: Specifically the "Gather Information" function, which can be used to learn rumors or secrets without immediate violence.
- Study: Can be used to "Observe Behavior" from a distance before an interrogation begins to learn the subject's nuances.
The Tracer is particularly skilled at gathering information on targets using their "Master Tracker" ability.
Investigation
PLACEHOLDER TEXT: Below is some placeholder text for this time of encounter, and does not go into specific rules or structure for the encounter.
Investigation encounters are about uncovering the truth through evidence and deduction. This is common when solving a crime or mapping an unknown star system.
- Perception: Used to find obvious clues or details in a room. It is the first step in any investigation.
- Study: Once a clue is found, the Study skill is used to analyze its significance, collect it as evidence, or perform deep research.
- Knowledge: Various Knowledge skills (History, Science, Civics, etc.) provide context to the clues found and can aid in research.
- Search: (A function of Perception) Intentionally searching an area is a move action and can reveal hidden compartments or secret messages.
The Explorer and Tracer are the most suited for these types of challenges.
Pursuit/Chase
PLACEHOLDER TEXT: Below is some placeholder text for this time of encounter, and does not go into specific rules or structure for the encounter.
A Chase encounter occurs when one party attempts to flee while another pursues. This can happen on foot, in vehicles, or in space.
- Ground Chases: These are typically handled through a series of opposed checks. The pursuer and the target roll based on their mode of travel: Athletics for running, Acrobatics for maneuvering through crowds, or Pilot/Drive for vehicles.
- Space Chases: Space-based pursuits use the Pursue/Intercept function. The Helm Officer must make an opposed check against the enemy ship's pilot to catch up or set up for a ram.
- Environmental Hazards: During a chase, the GM may introduce obstacles that require quick saves or skill checks (like Acrobatics DC 12) to avoid tripping or crashing.
Persuasion
PLACEHOLDER TEXT: Below is some placeholder text for this time of encounter, and does not go into specific rules or structure for the encounter.
Persuasion encounters are social challenges in which the goal is to win someone over to your point of view or to negotiate a deal.
- Diplomacy: The core skill for influencing attitude and making requests. It takes time (30 seconds or more) and can shift a target from Hostile to Helpful.
- Bluff: Used for "Feints," "Creating a Diversion," or outright lying. A successful Bluff can bypass a social barrier but risks making the target unfriendly if discovered.
- Sense Motive: Used to read the other person's motivations and ensure you aren't being manipulated yourself.
The Envoy class is the master of persuasion, with abilities like "Open Arms" and "Demanding Presence."
Social Gathering
PLACEHOLDER TEXT: Below is some placeholder text for this time of encounter, and does not go into specific rules or structure for the encounter.
Social Gatherings (galas, diplomatic meetings, crowded bars) are complex environments where multiple skills come into play at once.
- Diplomacy: Used to work a room and influence the attitudes of multiple NPCs over the course of an evening.
- Knowledge (Culture): Essential for understanding local etiquette, customs, and avoiding social faux pas.
- Sense Motive: "Reading the room" to identify who is really in charge or who is acting suspiciously.
- Stealth/Sleight of Hand: Used in the background of a social event to plant bugs, pickpocket keys, or slip into restricted areas while others are distracted.
Travel/Trek
PLACEHOLDER TEXT: Below is some placeholder text for this time of encounter, and does not go into specific rules or structure for the encounter.
Travel encounters involve crossing vast distances, whether across a planet's surface or between star systems.
- Survival: The primary skill for long-distance travel. It is used to avoid getting lost, find resources (such as food or fuel), and identify potential hazards.
- Navigate: Used to plot courses through deep space or across uncharted planetary terrain.
- Transportation Rules: The time and cost of travel are determined by the distance (Micro to Galactic) and the FTL technology used (Warp, Jump, or Slipstream). These rules are detailed in Transportation.
- Hazards: GMs may introduce hazards like radiation storms, pirate interdiction, or extreme weather that require the party to react and use their skills to survive.
Species like the Volar and classes like the Helix Warrior often have bonuses or traits that make them more resilient during long treks.