Search by Grid
The Search by Grid mechanic provides an abstract system for searching large areas efficiently. This can be used for scenarios like:
- Searching a ruined city for a raider base.
- Scouring a dense forest for a lost child.
- Hacking into a system to retrieve valuable data.
This system ensures a structured grid-based approach while maintaining an element of randomness.
Setting Up the Grid
Before starting a Search by Grid, the GM must design the grid based on difficulty:
- Easy Grid: 3x3 (9 total cells)
- Moderate Grid: 5x5 (25 total cells)
- Complex Grid: 7x7 (49 total cells)
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Lay Out the Grid:
- Use sticky notes, playing cards, or drawn squares of equal size.
- Label columns as A, B, C, etc. and rows as 1, 2, 3, etc. for reference.
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Randomizing Encounters:
- Roll Location Dice to determine where encounters are placed.
- Roll Encounter Dice to determine what kind of event occurs in a given cell.
- If a max value is rolled on the Location Die, the GM can choose the placement.
Dice for Grid Setup
Each grid size has a predetermined Location Die and Encounter Dice:
- Easy Grid:
- Location Die: d4
- Encounter Dice: d6, d8, d10
- Moderate Grid:
- Location Die: d6
- Encounter Dice: d6, d8, d10, d12
- Complex Grid:
- Location Die: d8
- Encounter Dice: d4, d6, d8, d10, d12
Encounter Table
When rolling an Encounter Die, refer to the following table:
- 1-5: Creature or being
- Odd: Hostile creature
- Even: Friendly creature
- 6-9: Object or obstacle
- Odd: Hostile obstacle
- Even: Hidden but friendly object
- 10-12: Empty space (no encounter)
- Defining the Target Cell:
- Identify the primary objective (e.g., lost child, treasure, raider base).
- The target cell should be in the highest column available, working from right to left.
- If multiple options exist, select the most interesting placement based on surrounding encounters.
Examples of Target Cells:
- Lost child: Friendly creature.
- Specific lost treasure: Friendly object.
- Raider base: Hostile obstacle.
- Hunted creature: Hostile creature.
Exploring the Grid
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Starting Position:
- Players choose any cell in Column A to begin their search.
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Resolving Encounters:
- Each cell triggers a Dynamic Encounter.
- Failure: The party must attempt the location again after dealing with consequences.
- Success or Critical Success: The party may move north, east, west, or south (no diagonal movement).
- Revisited Cells: Once cleared, they no longer trigger encounters.
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Time Progression & Increasing Difficulty
- Searching takes time, and conditions worsen the longer the party takes.
Time-Based Difficulty Scaling
Rounds Spent | Effects |
---|---|
1-7 | No penalties |
8-14 | -1 to all rolls (e.g., a storm rolls in, darkness falls) |
15-21 | Encounters become two-step Dynamic Tasks |
22-28 | Additional -1 penalty (-2 total) |
29-35 | Encounters become three-step Dynamic Tasks |
36+ | -3 total penalty, extreme conditions |
This discourages exhaustive searching and encourages efficient decision-making.
Legwork: Gaining Clues Before Searching
Some searches (like hacking or gathering intel) allow legwork before entering the grid.
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Before searching, the party performs a three-step Dynamic Task using:
- Hacking (if infiltrating a system)
- Social Skills (if gathering intelligence from contacts)
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Each success allows the team to roll the Location Die twice before stepping onto the grid:
- 1st roll: Determines a column.
- 2nd roll: Determines a row.
- Critical Success: The player may swap the column and row results.
- Max Location Die Roll: The player chooses any column or row for that roll.
Example:
- Evelyn interrogates local scavengers for intel on a raider base.
- She succeeds twice, so she rolls the column and row dice twice.
- The GM reveals these locations before the party enters the grid.
This system rewards preparation and provides direction, making searches more strategic.