Skip to main content

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)
  1. 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.
  2. 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)
  1. 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

  1. Starting Position:

    • Players choose any cell in Column A to begin their search.
  2. 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.
  3. Time Progression & Increasing Difficulty

    • Searching takes time, and conditions worsen the longer the party takes.

Time-Based Difficulty Scaling

Rounds SpentEffects
1-7No penalties
8-14-1 to all rolls (e.g., a storm rolls in, darkness falls)
15-21Encounters become two-step Dynamic Tasks
22-28Additional -1 penalty (-2 total)
29-35Encounters 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.

  • Before searching, the party performs a three-step Dynamic Task using:

    • Hacking (if infiltrating a system)
    • Social Skills (if gathering intelligence from contacts)
  • 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.