Section Descriptions TBD
The components of a hazard
- Name and Description
- Places Found
- Motivation and Behaviors
- Tales
- Esoterics
- Tracks
Unless a hazard’s track states otherwise, any harm dealt by the hazard is dependent on the PC’s position and how much trouble they are in.
| Character’s Position | Trouble Severity |
| Controlled | 1 medium trouble |
| Risky | 2 medium troubles or 1 high trouble |
| Desperate | 2 high troubles or 1 major trouble. |
- Medium Trouble: Mark/clear one box in a track
- High Trouble: Mark/clear 2-4 boxes depending on the scenario
- Major Trouble: Mark/clear all boxes in a track
Creating Hazard Tracks
Hazard Track Limits
Rather than focusing on the size of a single tracks, consider the number of boxes across the boxes in an encounter, of how many boxes are needed to resolve that encounter. The limits below determine how many boxes a hazard may have across all their tracks. When grouping the boxes into separate tracks, attach a unique creature or ability to each track. This allows players to target specific tracks to take away the abilities of a hazard. More evasive hazards may be more difficult to take direct action against, and so they may last much longer than something else with a similar size track if if the players do not find a way around those challenges. Lastly, each track should have a distinct and targetable description.
- 2-3 box Limit
You want the event to occur quickly with minimal difficulty. It may be resolved with one or 2 actions of a single player. - 4-7 box Limit
A quick challenge which may be resolved within a single round of player actions given good luck and solid strategy. - 7-12 box Limit
A challenging puzzle or hazard that takes some additional effort and coordination to take down. As a challenge it can not only bear the brunt of a few attempts to remove it, but also have the time to cause serious trouble for the player characters. - 13-20 box Limit
A serious challenge which changes its actions and behavior overtime as its boxes slowly get marked.
Hazards
Section Description TBD
- Intelligent: Active ‘living’ creatures that have their own behaviors and motivations
- Stationary: Traps, obstacles, plants, and other dangerous obstacles which don’t have an intelligence of their own but nonetheless pose a threat
- Natural Disasters: Weather phenomena, mobile witchgates, etc
- Illnesses: Disease, etc tbd
- Boss Encounters: Climatic encounters that work best with time leading up to them. Always dangerous, especially if they are unknown.
Intelligent
Creature Name
- Physical Description: ~~~~~~~~~~~~~~~~~~~~~~~~
- Places Found: ~~~~~~~~~~~~~~~~~~~~~~~~
- Motivation and Behaviors: ~~~~~~~~~~~~~~~~~~~~~~~~
- Tales: ~~~~~~~~~~~~~~~~~~~~~~~~
- Esoterics: ~~~~~~~~~~~~~~~~~~~~~~~~
- Tracks: ~~~~~~~~~~~~~~~~~~~~~~~~
Stationary
Plant/Trap Name
- Physical Description: ~~~~~~~~~~~~~~~~~~~~~~~~
- Places Found: ~~~~~~~~~~~~~~~~~~~~~~~~
- Tales: ~~~~~~~~~~~~~~~~~~~~~~~~
- Esoterics: ~~~~~~~~~~~~~~~~~~~~~~~~
- Tracks: ~~~~~~~~~~~~~~~~~~~~~~~~
Natural Disasters
Plant/Trap/Disaster Name
- Physical Description: ~~~~~~~~~~~~~~~~~~~~~~~~
- Places Found: ~~~~~~~~~~~~~~~~~~~~~~~~
- Tales: ~~~~~~~~~~~~~~~~~~~~~~~~
- Esoterics: ~~~~~~~~~~~~~~~~~~~~~~~~
- Tracks: ~~~~~~~~~~~~~~~~~~~~~~~~
Illnesses
Illness Name
- Physical Description: ~~~~~~~~~~~~~~~~~~~~~~~~
- Places Found: ~~~~~~~~~~~~~~~~~~~~~~~~
- Tales: ~~~~~~~~~~~~~~~~~~~~~~~~
- Esoterics: ~~~~~~~~~~~~~~~~~~~~~~~~
- Tracks: ~~~~~~~~~~~~~~~~~~~~~~~~
Boss Encounters
Boss Design
Boss encounters should not just be threatening, but should provide players with a chance to utilize any knowledge gathered about the boss and how it works. They should also provide active choices.
Defeating a boss by nullifying all of its tracks should cause the creature’s behavior and interactions to change throughout the encounter. This is managed by track phases – each time one of a boss’s tracks is fully marked, their remaining tracks become a little bit stronger, a little more threatening. Track phases count down, starting with the highest based on the number of tracks the boss has. For example, a boss with 4 different tracks will have 4 phases. After 1 track is eliminated, their remaining tracks all switch from phase 4 to phase 3, becoming a bit more threatening.
Cloud Kraken (Limit 18)
- Physical Description: ~~~~~~~~~~~~~~~~~~~~~~~~
- Places Found: ~~~~~~~~~~~~~~~~~~~~~~~~
- Motivation and Behaviors: ~~~~~~~~~~~~~~~~~~~~~~~~
- Tales: ~~~~~~~~~~~~~~~~~~~~~~~~
- Esoterics: ~~~~~~~~~~~~~~~~~~~~~~~~
- Tracks: ~~~~~~~~~~~~~~~~~~~~~~~~
| Track | Effect | Track |
| Bite | Nibble (Phase 4): Deals 2 hacking harm Snap (Phase 3): Creatures take 1 cut when avoiding this attack. Maw (Phase 2): Harm is increased to 4 and hits any adjacent targets too. Consume (Phase 1): The attack now deals major harm to the target and all adjacent creatures and objects. |
4 |
| Description TBD | ||
| Flight | Float (Phase 4): The creature floats slowly through the air. Burst (Phase 3): The creature can take an action to release a burst of smoke larger than itself, obscuring vision and letting it move almost instantly to a nearby space. Fog (Phase 2): The creature an take an action to fill fill from it to a far away region with a thick obscuring smoke Buzz (Phase 1): While within its smoke, the creature can fly quickly, covering a nearby distance alongside every action. |
4 |
| Description TBD | ||
| Poison Stalks | Phase 4: Phase 3: Release clouds of 2 poison on a nearby area Phase 2: Phase 1: Can move clouds or pressurize them onto a single target for major harm. |
4 |
| Description TBD | ||
| Tentacles | Phase 4: Phase 3: Phase 2: Phase 1: |
4 |
| Description TBD | ||
