Random encounters

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Revision as of 13:12, 16 April 2025 by NukaCola (talk | contribs) (Created page with "This page is about one of the special rules.<br><br> For every four days or part thereof of travel across the Wasteland, one tests on: <br> (Luck + (Survival : 25)) using a D10.<br><br> If the test succeeds, there is a positive random encounter. If it fails, a negative one.<br><br> Caravans test on a fixed value of 5.<br><br> Groups of several characters use the best value within their group.<br><br> To determine what kind of positive or negative e...")
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This page is about one of the special rules.

For every four days or part thereof of travel across the Wasteland, one tests on:
(Luck + (Survival : 25)) using a D10.

If the test succeeds, there is a positive random encounter. If it fails, a negative one.

Caravans test on a fixed value of 5.

Groups of several characters use the best value within their group.

To determine what kind of positive or negative encounter happens, one can roll a D20 and go by the list below.

Positive encounters: Negative encounters:
1 - 7: No encounters. 1: Deathclaws.
8 - 9: A small trading group that sells medical supplies and food. 2: Rats.
10 - 11: A small trading group selling weapons and armor. 3: Wolves or wild dogs.
12 - 13: A small trading group, selling luxury items, exotics and pre war devices. 4: Radskorpions.
14: A bard or several bards. 5: Praying mantises.
15: A friendly, but heavily armed group of mercenaries/bounty hunters. 6-9: Feral ghouls.
16: A herd of brahmin. 10 – 14: A band of Raiders or Slavers (not in NCR territory, here one would meet a patrolling group of Rangers).
17: A lone wanderer. 15 -16: Remnants of the Army of the Master.
18: A hermit. 17: Spore plants.
19-20: A traveller or tourist on his way to the next largest city. 18: A sand storm.
19: Very strong rain.
20: Incredible heat.