4671 Universe

Gameplay Loops

Intermissions & Safe Zones

Safe Zones

  • Marked by ward signs, UC beacons, church sanctuaries, or naval papers (Ketran).
  • Threats: petty crime, spies, Followers in disguise, timed hazards (plague, informants).

Rest & Services

  • Short Rest (10 min): spend 1 Hit Die, repair 1 Durability (Crafting DC 12).
  • Long Rest (8 hrs): restore all, reset class powers, remove 1 Wounded.

Shopping & Upgrading

  • Use Price Index and Cross‑Era Pricing.
  • Apply Legacy Stickers at a workbench/sanctum; 1 LS per Intermission (unless a feature says more).

Roleplay Hooks

  • Bond Scene: grants +1 Edge token (1/use, non‑stacking) if you protect that ally this session.
  • Confessional: clear 1 Guilt condition that could hinder Charm/Insight later.

Travel Between Locations

Random Encounters (roll 1/day or locale‑specific)

  • 1–3 Hazard (storm, collapse, security sweep)
  • 4–6 Social (checkpoint, refugees, merchants, informant)
  • 7–9 Discovery (cache, vantage, shrine)
  • 10–12 Hostile (bandits, patrol, beast)

Navigation Challenges

  • Overland: Survival DC 12–18 (terrain).
  • Urban: Investigation/Persuasion (contacts, permits).
  • Space: Astrogation (Insight) + Δv management (Lore Book S).

Story Events

  • Pre‑plan Milestones (2/session): betrayal on the road; relic glimmer; moral fork.
  • Tie to Foreshadowing Tags created with IP.

Combat (Deepening)

Initiative Options

  • Awareness Start: If a PC’s Insight beats foe Stealth, gain Edge first round.
  • Ambush Clock: Spend 10 minutes to set a 3‑step ambush; each step grants a small Edge.

Ending Combat

  • All foes down, objective complete, or Exfil reached.
  • Retreat: reach map edge or rally‑point; last PC to cross triggers a parting volley unless blocked.