Etris/Gameplay and Quests

OverviewGameplay and Locations
Player characters visiting the world of Etris will find a backwater that is nonetheless full of opportunity. Adventurers, speculators, traders, anthropologists, and volunteers will all find a world for which there is much to be done. Take note, however, that Etris is a dangerous and untamed place.

## Arriving to Etris

Owing to its position deep in etherfog, arrival to the Bardak-12 System is dependent on a successful **Navigation** roll. Once successfully in the system, incoming starships are expected to contact and dock with Bardak Station as soon as possible. Attempts to land on Etris without first docking at Bardak station are a criminal offense, as are any attempts, perceived or actual, to hide from Plerus patrol-boats in the Bardak system.

Players may attempt to avoid the patrols in the system and docking with Bardak Station illegally. Doing so is difficult, and may only be done with Shuttles and small ships. Doing so is a **Stealth** roll, done three times. The CL for these rolls is 4, or 2 if a stealth module is installed. If the character fails, then patrolling Plerusite vessels detect a SUNAR ping and will investigate. The PC must then roll **Piloting** (same CL as before) to dodge the incoming patrol, and subsequent **Stealth** and **Piloting** rolls' CLs increase by 1. This must be done whenever a PC attempts to enter or exit the system or the orbit of Etris.

Once at the station, ships are searched and any cargo or items that visitors intend to bring planetside must be declared and pre-approved.

Plerus authorities are highly concerned about the long-term wellbeing of the Etrisites and the potentially deleterious effects alien contact can have. As a consequence, it is **forbidden** to bring the following items planetside to Etris, and any such items will be held on the Station and returned upon departure from Etris:

 Narcotics
 Land vehicles
 Seagoing vessels
 Spaceworthy vessels
 Non-native animals and plants

## Travel on Etris

Sea travel is the preferred form on Etris. Every time a character chooses to move from one location to another on Etris, they must roll from the **travel table.** Etris is a dangerous and unpredictable place; there is a good probability that characters may be taken out of their way or have encounters both fortuitous and dangerous. This owes to a volatile political climate, hostile wildlife, and a lack of modern infrastructure and law enforcement. Accidents, detours, and encounters with hostile creatures and groups of natives will not be uncommon, but neither will unexpected opportunities and surprises. Plan accordingly.

### Rations and Travel Time

 are stored food and toiletries which are consumed when travelling between locations on the world map. The "Ration" item represents a day's worth of nutrition and toiletries. Each individual hex on the world map represents roughly a day of travel, and travel-time and ration consumption are calculated by measuring the shortest distance between locations as the crow flies (typically meaning the drawn line between them on the world map). Each ration takes up one inventory slot in a backpack or cargo hold.

Going without Rations has a negative effect on a character. One day without a Ration makes a character Winded. Two more days makes a character Exhausted. Three more days makes a character Too Weak to Move, and six more days makes a character Emaciated. Twelve more days of travel or strandedness between cities without Rations will mean a character's death. See Exhaustion for details on the definitions of these terms.

### Sea Travel: Choosing a Ship

Seagoing vessels on Etris generally take the form of **galleys**; sleek wooden sailing/rowing vessels with low vertical profiles. Though archaic, these vessels are swift in the hands of an experienced crew of rowers and a capable navigator. The hiring of a ship and crew will be necessary for travelling between locations in Etris, and player characters may choose to rent a ship and hire a crew for only one trip or to buy a ship and keep a crew on retainer for a higher price.

When maneuvering in a combat scenario, sea vessels use maneuvering rules much like Cars. **Navigation** is used in some resolutions and saves. Sea vessels may be **boarded** in a combat scenario; to do this, the target ship must be adjacent to your own, and you must forgo a movement to roll the combined **Grapple** of your strongest PC combined with that of your ship's crew against an opponent's ship proficiency. If successful, you may board the vessel with your PCs and any marine NPCs your crew has. All fighting is done without a map, and combat begins at close range.

### Sea Travel Tables

Whenever a character travels between locations, they must roll from the relevant tables below. Start with the Sea Travel Table, on the main tab, and go from there.

* Sea Travel Table
* Encounter at Sea
* Minor Islands
* Ship Encounter Table

SEA TRAVEL TABLE (roll 1d100)

 11-20
 21-30
 31-40
 41-50
 51-60
 61-70
 71-80
 81-90
 91-100

ENCOUNTER AT SEA TABLE (roll 1d100)

 11-20
 21-30
 31-40
 61-70
 71-80

MINOR ISLANDS TABLE (roll 1d100)

 11-20
 21-30
 31-40
 41-50
 51-60
 61-70
 71-80
 91-100

SHIP ENCOUNTER TABLE (roll 1d100)

 11-20
 21-30
 31-40
 41-50
 51-60
 61-70
 71-80
 81-90
 91-100

### Loot Tables

* Tier 1 Loot
* Tier 2 Loot
* Tier 3 Loot
* Blessings Table

TIER ONE LOOT TABLE (roll 1d10)

 2
 3
 7
 8
 9

TIER TWO LOOT TABLE (roll 1d14)

TIER THREE LOOT TABLE (roll 1d14)

BLESSINGS TABLE (roll 1d15)
## Living on Etris

Life on Etris is long on hazards and short on comforts and amenities common to galactic civilization. Squalor, unfettered petty crime, and omnipresent disease run rampant in the streets of every Etrisite city, which makes the simple act of survival on the surface a risky proposition.

Every named location on Etris has a **Public Health** and a **Public Safety** score. These scores are a rough estimate of the public hygiene and the crime rate of the location, respectively, and at the turn of every month or when they first arrive from orbit, all named characters on Etris must roll to check to see if they are negatively effected by either disease or crime in that month. Both of these scores can be improved by player action, such as by distributing medical supplies, building public health infrastructure, volunteering to police or fight fires, and so on.

### Public Health

**Public Health** is the measure of a named location's natural risks to human health. These include the prevalence of communicable diseases, the likelihood of falling victim to a traffic or construction accident, or the risk of being hurt in an uncontrolled conflagration. All characters must roll 1d20+**Survival** at the top of every month or when they arrive to Etris to determine whether or not they are effected by a Public Health hazard.

Should a character roll badly and contract a disease, getting sick can be avoided if a character or a friend has the appropriate medicine and a successful **Medicine** roll is done. If a character fails this roll and gets sick, they have to suffer the passive maluses. If they contract a deadly disease, then the character is **deadly sick** and must roll illness saving throws.

Roll a flat 1d20. If the roll is 10 or higher, the characters succeeds at one of their saving throws. Otherwise, they fail. On their third success, they manage to recover. On their third failure, they die. The success and failures do not need to be consecutive. These rolls which can be assisted, replacing the sick character's 1d20 roll with a 1d20+**Medicine** roll provided the assisting character has access to the appropriate medicine items.

Characters can recieve **vaccines** from Offworlder vendors in major cities. These allow a character to roll advantage on **Medicine** and **Survival** checks related to fighting the disease that they have been vaccinated against. Be sure to track a character's inoculations somewhere on their character sheet.

**PUBLIC HEALTH TABLE (roll 1d20+**Survival**)**
### Public Health Score

As mentioned, every named location has a Public Health Score. This Score provides a general rating of the quality of public sanitation and safety in a given city, and effects the 1d20+**Survival** checks characters roll either positively or negatively. Public Health Scores are improved by passing **thresholds**, which are cumulative points earned by characters doing repeatable quests like vaccination drives; each **Medicine**, **Engineering**, or other check done during these quests adds points towards this threshold, as does the completion of major projects.

PUBLIC HEALTH SCORE TABLE

 Unsanitary | 180
 Adequate | 270
 Good | 360

### Public Safety

**Public Safety** is the measure of crime and unrest in a city. These include prevalence of petty crime, gang activity, presence of armed dissidents and plotters, and other human threats to the location's inhabitants. All characters must roll 1d20+**Intrigue** at the top of every month or when first arriving to Etris to determine whether or not they are effected by a Public Safety hazard.

Should a character be hazarded by a group of armed criminals, they may choose to initiate a combat encounter. They will have the aid of their bodyguards and their personal weapons unless otherwise specified.

**PUBLIC SAFETY TABLE (roll 1d20+**Intrigue**)**
### Public Safety Score

As mentioned, every named location has a Public Safety Score. This Score provides a general rating of the quality of public policing and security, and effects the 1d20+**Intrigue** checks characters roll either positively or negatively. Public Safety Scores are improved by passing **thresholds**, which are cumulative points earned by characters doing repeatable quests like night patrols; each **Intimidation**, **Intrigue**, or other check done during these quests adds points towards this threshold, as does the completion of major projects.

PUBLIC SAFETY SCORE TABLE

 Unsafe | 180
 Adequate | 270
 Safe | 360

### Markets, Bazaars, and Offworld Boutiques

* Market Items
* Bazaar Items
* Offworld Items

**MARKET TABLE**

**BAZAAR TABLE**

**SPACER GOODS TABLE**
### Property on Etris

Properties on Etris have a special Quality Modifier of x0.50, equivalent to **Abandoned**. Additionally, players may not build factories, barracks, armouries, or security modules for any of their properties owing to standing Plerus regulations surrounding foreign technologies.

Properties must be in one of the named locations; they may be within a city's walls, or in the region surrounding the city. Properties may be purchased from the locals, or constructed from scratch. If the latter is done, then they are constructed almost entirely using local materials and labour. Security may be hired using 🜛 Anurin. Properties themselves however still cost 𝔛 Cubits.

See Properties main page for more details on general rules surrounding property, its purchase, and its management.

## Notable Locations

* Psona
* Niron
* Crotame
* Katela

**PSONA**
Capital of Mipox

**Public Health:** Squalid
**Public Safety:** Unsafe
**Commerce:** Market, Bazaar, Offworlder Boutique
The capital of **Mipox,** the largest Oxuri state. It is a rich kingdom which was founded by **Cretinor**, father of the current King **Assaraeus**, who built the state from a backwater in the north of Oxuri territory into a regional superpower. Psona is a coastal city, purpose-built to be the capital of Mipox. Its public buildings are large and new, its streets are orderly grids bustling with activity and life, and its walls of whitewashed stone glimmer in the morning sun. For a pre-industrial city, it has many amenities, and it is one of the few cities on Etris to host a Spacers’ quarter.

**Named NPCs**
King Assareus of Mipox
Erasmios the Mystic

**Repeatable Quests**

**Quests**

**NIRON**
A city missing its King

**Public Health:** Squalid
**Public Safety:** Crime-ridden
**Commerce:** Market, Bazaar
**Niron** is a city based on a small island whose economy relies on herding, fisheries, and control of local trade. Its large, unique cyclopian walls are a wonder to visitors the world around. Niron’s king, **Hypsenor**, went missing ten years ago after embarking on an expedition to uncover a mystery known only to him. In the meantime, his wife, the queen-consort **Lanike**, and his now adolescent son, **Leon**, have been trying to defend Niron’s fortune from an increasingly large and pushy group of suitors demanding Lanike’s hand in marriage and the throne of Niron.

**Named NPCs**
Queen Lanike of Niron
Kaledor of Sabos

**Repeatable Quests**

**Quests**

-Meet with Queen Lanike.-Spy on the suitors by whatever means seems appropriate; covertly eavesdrop, or perhaps even schmooze face-to-face. Discover their intentions.-Report back-- discretely-- to Lanike. REWARDS🜛120Lanike's gratitude.

**CROTAME**
A bustling and troubled city

**Public Health:** Squalid
**Public Safety:** Unsafe
**Commerce:** Market, Bazaar, Offworlder Boutique
**Crotame** is a large island-city at the confluence of maritime trade-routes. Beautiful public buildings rub shoulders with ramshackle tenements and awkwardly placed, garish palaces of nouveau-riche merchants. On occasion, the locals are treated to the sight of a spacer’s shuttle coming or leaving from the tiny spaceport in the tiny spacers’ quarter within the walls of the city. A bustling bazaar has recently been reinvigorated by the trade of recovered Empyrean Power Crystals, whose value has appreciated dramatically with the coming of the spacers. Many merchants will pay handsomely for their discovery, and ask few questions as to their origin…

**Named NPCs**

**Repeatable Quests**

**Quests**

**KATELA**
A city of warriors

(image)

**Public Health:** Squalid
**Public Safety:** Unsafe
**Helot Loyalty:** 5 (Content)
**Commerce:** Market, Bazaar
**Katela** is a militaristic city-state ruled by a warrior aristocracy. Once the foremost of the Oxuri cities, its star has fallen in the past century and it finds itself surrounded on land by Mipox and hemmed in at sea by ascendant thessalocracies like Crotame. Even so, word is spreading that Katela’s new king, **Kyrios**, is planning a new war against the Mipox empire, and is looking to buy advanced weaponry using his own personal hoard of EPCs…

**Named NPCs**
King Kyrios of Katela
Evenus

**Repeatable Quests**

**Quests**

>Break into the Katelan royal prison complex the night before, which requires **Stealth** (CL 4) in order to make entry into its walls to begin the mission. If successful, this will cause the least amount of chaos within Katela and not personally implicate your PCs, but if caught sneaking around, it will be very difficult to escape.
>Attempt to intercept and rescue Evenus as he brought to the execution grounds. Finding the route the Katelans will use to take him to the grounds will require the PCs to ask around with a **Social Skills** or **Intrigue** roll (CL 6), and then subsequently ambush the guards midway through their trip. This option means the least amount of armed resistance from guards, but is **guaranteed** to make the PCs enemies of Katela.
>Interrupt the execution by striking at the execution square. This option requires no rolls, but means encountering extremely heavy resistance as the PCs, Evenus in tow, attempt to extract him from the city. This option is **extremely dangerous** and is **guaranteed** to make the PCs enemies of Katela.
-Safely extract from the city with Evenus, and rendezvous with Helot rebels in the countryside.
REWARDS-The Helot rebels can provide little at this time, but the participating PCs earn their lasting gratitude and the rebels will offer them further missions.-Helot Loyalty is **reduced** by 1 in Katela.