1/04/2011

Card-based Wilderness Hex Traits

I've had Twilight 2000 for some time, and while I've never fully digested the rules I've flipped through it a bunch. The game included a card-based system for random NPC personalities, which I always thought was a nice touch (I'm a sucker for card-based mechanisms).

As a little homage to that system, I worked up a little system random traits for wilderness hexes.

Clubs ♣
2 to 5: Random encounters less likely.
6 to 9: Random encounters more likely.
Jack: The lair of a dangerous beast.
Queen: Mercenary camp.
King: A tribe of evil humanoids.
Ace: A dragon's (or other major threat) lair.

Diamonds ♦
2 to 5: Rough terrain.
6 to 9: Easy terrain
Jack: Abandoned mine.
Queen: Trade route.
King: Wilderness trading post.
Ace: Ruined fortress.

Hearts ♥
2 to 5: Foraging for food is easier.
6 to 9: Foraging for food is harder.
Jack: Druidic holy site.
Queen: Home of a Nymph, Dyad, or similar creature.
King: Ent grove.
Ace: Supernatural grove (whose tree grow unnatural fruits).

Spades ♠
2 to 5: Favorable weather.
6 to 9: Unfavorable weather.
Jack: Lonesome farmhouse.
Queen: Working mine.
King: Labor camp.
Ace: A wasteland.

No comments:

Post a Comment