Playtest Alpha— unfinished and still changing.
Rulebook

Chapter 41 — Encounters

An encounter is something the world does while the crew is trying to do something else — the patrol that rounds the corner, the hail from the dark, the storm that wasn't on the forecast. This chapter gives you four D66 tables, one per place a Wanderer travels: the deep (fringe space and the sealed jump week), the station, the settlement, and the wild. Roll on the one that matches where the crew is when you want to put something in their path.

Most encounters are not fights. Wanderstar's danger is genuine (Chapter 33), but the table earns its tension from variety — a beggar with a warning, a rival with a smile, a hazard with a clock all complicate a scene as sharply as a drawn weapon. Lean on the social and exploration skills (Chapter 23) at least as often as the combat ones.


Index§


The encounter frame§

Every encounter resolves the same way, whatever the table:

  1. Roll the subject. D66 on the relevant table tells you what the crew meets.
  2. Roll the situation and reaction (below) — what it's doing and how it takes the crew. This turns a noun into a scene.
  3. Let the players act, and they roll. As everywhere in Wanderstar, the dice belong to the players (Chapter 40). If the encounter threatens harm, the player rolls the skill that meets it against 8; on a failure you roll the threat's damage die (Chapter 40) against their armor. Danger rides on Advantage and Disadvantage, never a moved target number (Chapter 5).

You don't need every step every time. A quiet encounter is just the subject and a reaction; a dangerous one reaches for the damage dials. Read the result against where the crew is (Chapter 37) and who they are — the same patrol means one thing to a clean crew and another to one with a price on their heads.

Situation — what they're doing (1D6)§

1D6When the crew arrives, they are…
1…in trouble, and it's getting worse
2…doing their job, and the crew is in the way
3…looking for someone or something
4…lying in wait — this is no accident
5…going about ordinary business, unaware
6…already watching the crew, and have been

Reaction — how they take the crew (1D6)§

Read alongside the subject's nature; this is the starting disposition (Chapter 35), not a fixed fate. Players can shift it with a roll.

1D6Reaction
1Hostile — they move against the crew (the threat acts; Chapter 40)
2Wary — ready for trouble, not yet committed
3Indifferent — the crew is an obstacle or an irrelevance
4Curious — they want something the crew has
5Needy — they want help, or look like they do
6Friendly — an opportunity, or a hook wearing a smile

Fringe space & the jump week (D66)§

For deep space, the approach to a world, and the sealed week of a jump (Chapter 27) — when the crew is shut in together and the galaxy keeps turning. Some of these are out there; some are aboard.

D66In the dark
11A distress call, genuine and getting weaker
12A distress call that's bait (Chapter 38)
13A derelict drifting across the crew's path (Chapter 38)
14A patrol or customs cutter requesting to board
15Pirates, shadowing and deciding whether the crew is worth it
16A rival crew on the same route, same destination (Chapter 35)
21A drive fault — the jump is degrading mid-week (Chapter 27)
22A stowaway discovered three days out
23A passenger who isn't who their papers say
24Cargo that's shifted, leaked, woken, or gone missing
25A medical emergency aboard, no port for days (Chapter 10)
26A crew quarrel that's been brewing since boarding
31A jump-beacon that's been moved — the crew is off-course (Chapter 27)
32A ship in genuine distress the crew could help or strip
33A blockade or checkpoint across the only lane
34A debris field where the charts show clear space
35A sensor ghost that keeps pace and won't resolve
36A convoy that wants the crew to join for safety — or for cover
41A solar or radiation storm bearing down (Chapter 13)
42A fuel shortfall — the sums don't reach the next port
43An arriving ark, centuries overdue, making orbit now (Chapter 30)
44A smuggler offering a deal that's too good
45A military exercise the crew has blundered into
46A beacon broadcasting a warning in an old code
51A wreck with survivors in failing pods (Chapter 38)
52A ship hailing by name — they know the crew
53A quarantine picket turning all traffic back (Chapter 37)
54A salvage claim dispute already in progress
55A passenger's secret surfaces and changes the trip
56A sabotage discovered — someone aboard isn't loyal
61A ghost ship, intact, drifting silent (Chapter 38)
62A hard-luck trader begging to offload cargo cheap
63A faction vessel demanding tribute for passage (Chapter 34)
64A jump that comes out somewhere wrong (Chapter 27)
65A pursuer the crew thought they'd lost
66Something out here that no one has a name for

Space stations (D66)§

For docks, rings, hubs, and orbitals (Chapter 37) — the crowded, sealed, deal-making places.

D66On the station
11A dock official demanding fees, papers, or a bribe
12A fixer with a job and a smile (Chapter 38)
13A pickpocket, con, or short-change artist working the concourse
14A brawl spilling out of a bar, pulling bystanders in
15A beggar or refugee with a warning worth hearing
16A merchant with a deal that's real but complicated (Chapter 28)
21A rival crew, drunk, spoiling, or scheming (Chapter 35)
22A faction recruiter working the desperate (Chapter 34)
23A patrol or station security sweep, checking everyone
24A Contact the crew didn't expect to see here (Chapter 35)
25A medic, chaplain, or fixer who hears everything
26A black-market seller with TL-12 stock and a nervous manner (Chapter 24)
31A debt collector who recognizes someone in the crew (Chapter 28)
32A station malfunction — air, gravity, or power flickering (Chapter 13)
33A lockdown — the station seals while the crew's inside
34A celebrity, magnate, or official and their entourage
35A Sleeper newly woken, lost in a century they don't know (Chapter 30)
36A street preacher whose crowd is getting agitated
41A gambler offering a game the crew can't quite refuse
42A theft in progress — and the crew is nearby when it's called
43A child, runaway, or stowaway looking for passage
44A bounty hunter comparing faces to a list
45A corporate auditor or inspector asking pointed questions (Chapter 34)
46A protest, strike, or riot building on the concourse (Chapter 34)
51A broker selling information the crew needs and can't verify
52A vendor whose goods are stolen, and the owner's coming
53A drunk who knows a dangerous secret and won't shut up
54A quarantine flag slapped on the crew's ship
55A reunion — someone from a crew member's past (Chapter 22)
56A station boss who wants a private word (Chapter 34)
61A hull for sale cheap, because of what's wrong with it (Chapter 26)
62A medical ship recruiting donors, subjects, or crew
63A heritage flashpoint — two peoples, one grievance (Chapter 31)
64A sabotage or bombing, and the crew is on the camera
65A stranger who hands over a package and walks away
66A figure of real power who's been waiting for the crew

Planetary settlements (D66)§

For towns, camps, domes, and arcologies on the ground (Chapter 37) — where the crew meets a place's people and its problems.

D66In the settlement
11A local official who wants the crew gone, or wants a cut
12A homesteader offering hospitality, with strings
13A bar, market, or square where the wrong word starts a fight
14A patrol, militia, or company guard throwing weight around (Chapter 34)
15A trader with goods the crew wants and a price that bites (Chapter 28)
16A child or elder who's seen something they shouldn't have
21A festival, funeral, or rite the crew stumbles into (Chapter 31)
22A wanted poster bearing a familiar face
23A faction outpost pressing the locals (Chapter 34)
24A medic or healer overwhelmed and short of everything (Chapter 10)
25A feud the crew is mistaken for a part of
26A preacher, prophet, or organizer drawing a crowd
31A disaster in progress — fire, flood, collapse (Chapter 13)
32A mob forming around a real or invented wrong
33A company enforcer collecting on the town's debt (Chapter 28)
34A stranger who recognizes a crew member (Chapter 22)
35A missing-person plea, fresh and frightened
36A black-market deal happening in plain sight
41A checkpoint between the crew and where they need to be
42A local who'll guide them, for a price or a cause
43A water, food, or air shortage turning neighbors against each other
44A bonded Companion crew being worked openly (Chapter 31)
45A scammer selling salvage, claims, or charts that don't exist
46A standoff the crew could defuse — or be caught in
51A wake-house of Sleepers, newly revived and unmoored (Chapter 30)
52A corrupt magistrate holding someone the crew needs
53A rival crew already doing business here (Chapter 35)
54A sickness spreading faster than the town admits (Chapter 13)
55A buried thing — literal or figurative — surfacing (Chapter 38)
56A wedding, deal, or treaty someone means to ruin
61A garrison that hasn't been paid and is improvising (Chapter 34)
62A child who attaches to the crew and won't let go
63A local legend that turns out to be true
64An evacuation, and not enough room on the ships (Chapter 37)
65A trap laid by someone who knew the crew was coming
66The settlement's leader wants to hire — or stop — the crew

The natural landscape (D66)§

For the wilds — surface, tunnel, ocean, and the spaces between settlements (Chapter 13, Chapter 37). Here the world itself is the adversary as often as anything living is.

D66In the wild
11A sudden storm, surge, or whiteout closing in (Chapter 13)
12Terrain that gives way — crevasse, sinkhole, thin ice
13A predator hunting the crew (Chapter 40)
14A herd, swarm, or migration crossing their path
15A toxic zone — gas, spore, runoff — with no warning signs (Chapter 13)
16A temperature swing the crew's gear isn't rated for
21A failing piece of infrastructure — bridge, lock, tap (Chapter 13)
22A lost traveler, prospector, or survivor
23A predator's kill, fresh, and the predator nearby
24A cave, vent, or structure that invites exploring
25A radiation hotspot from a buried source (Chapter 13)
26A flood, tide, or lava flow on a clock
31A ruin, wreck, or outpost half-swallowed by the land (Chapter 38)
32A hermit or recluse who guards this stretch
33A natural hazard mistaken for safe ground
34A creature that isn't hostile but is in the way and huge (Chapter 12)
35A poacher, rustler, or claim-jumper at work
36A weather window closing — move now or be stranded
41A water source — clean, fouled, or fiercely guarded
42A trail of someone who came this way and didn't return
43A nest, hive, or den the route runs straight through
44A landmark that means the crew is lost
45A seismic event — quake, vent, calving (Chapter 13)
46A migrating hazard — dust front, ice pack, spore bloom
51A trap or snare set for game, sprung on the crew
52An old minefield, test range, or sealed hazard (Chapter 13)
53A beacon, marker, or message left by the desperate
54A grazing beast whose panic is the real danger (Chapter 12)
55A shelter already occupied, and the weather closing in
56A bloom of something beautiful and lethal
61A canyon, reef, or chasm forcing a long detour
62A carcass, crash, or camp that tells a grim story
63A creature drawn to the crew's heat, light, or sound (Chapter 40)
64A change in the land that means something worse is coming
65A survivor who's been out here too long to trust
66Something native to this world that no survey ever logged