Carta Style Map
Deck Setup
Abbr | District Types | Count | Shifts |
---|---|---|---|
HC | High Class | 2 | 1 |
F | Financial | 2 | 1 |
MC | Middle Class | 4 | 1 |
S | Slums | 8 | 2 |
P | Park | 1 | 1 |
MP | Medical Park | 2 | 1 |
C | Commercial | 5 | 1 |
D | Downtown | 1 | 1 |
G | Government | 1 | 1 |
U | University | 1 | 1 |
E | Entertainment | 7 | 1 |
T | Tech | 4 | 1 |
W | Warehouse | 4 | 2 |
I | Industrial | 7 | 2 |
SS | Subway Station | - | 1* |
H | Home | - | 0+ |
O | Office/HQ/Work | - | 0^ |
- There are a number of cards that are not laid out in the grid but exist outside of it.
* The four corners of the 5x5 map have subway access. The center card also has subway access. You can jump to the off grid subway card for 1 Shift, resolve subway encounter as usual, and then move to any of the other subway access points for 1 Shift.
+ You can travel home for free once per day, afterwards you may travel home through the subway. This resets after each rest.
^ You can travel to work for free once per day, afterwards you may travel home through the subway. This resets after each rest.
Travel
There are 10 Shifts per day that allows you to travel through New Everlight. Each district type has a cost.
The cost of travel is to enter a new region, not leaving it.
You may travel between home and work as many times as you like.
Traveling straight up, down, right, or left, costs the amount of shifts for the district you are moving into.
Traveling diagonally, costs the amount of shifts for the district you are moving into plus 1.
When you can no longer use your Shifts to move, you must go home to rest. You may use your free home or work travel if it's available, otherwise you will incur a penalty.
Penalty for Exceeding Shifts
- If you fail to return home before running out of shifts, you suffer a -2 shift penalty on the following day’s total available shifts and gain the Exhausted Condition Tag.
- This penalty does not stack.
- The Exhausted condition remains until you successfully return home within your allotted shifts per day.
Travel Procedure
When traveling into a hex use the following procedure.
- Flip over all face down adjacent cards.
- Roll 1d4+2 to determine the level of the scene. (Anything without a level will use this as their level).
- Roll for a Point of Interest Type.
- Resolve the situation created.
- If you have more travel shifts left in the day go to another card and start back at #1.
- If you do not have enough travel shifts, you must rest.
- After resolving the Rest start over at #1.
Rest Procedure
For an urban encounter it is considered a safe zone, thus we will allow each party member 2 down time activities and the possibility of a safe zone encounter.
- Each party member can choose to do 2 downtime activities and get a full nights rest barring any interruptions. (In the wilderness, one downtime activity should be a watch).
- Each party member should roll on the Rest Encounter table to determine what happens. If your rest is interrupted you gain the Exhausted Condition Tag. This condition is removed only after a full night’s rest is completed without interruption. (Note: This does not incur the -2 penalty on Shifts.)
- If you are tracking resources, reduce your rations and water by one.
2d6 | Rest Encounter |
---|---|
1-5 | Roll District Encounter |
6-10 | Nothing |
11-12 | Roll on Discovery Table |
Discovery Table | |
You can roll 3d20 to mix and match or 1d20 and use the whole line, the choice is yours. |
d20 | Verb | Adjective | Noun |
---|---|---|---|
1 | Whispers | Shadowed | Alley |
2 | Flickers | Haunted | Streetlamp |
3 | Lurks | Forgotten | Shrine |
4 | Glimmers | Ethereal | Graffiti |
5 | Watches | Cursed | Statue |
6 | Murmurs | Shimmering | Portal |
7 | Echoes | Abandoned | Warehouse |
8 | Flickers | Veiled | Market |
9 | Radiates | Enchanted | Fountain |
10 | Drifts | Flickering | Lantern |
11 | Pulses | Ancient | Clocktower |
12 | Smolders | Tainted | Pile |
13 | Crawls | Grim | Tunnel |
14 | Flickers | Eerie | Window |
15 | Hums | Glowing | Sign |
16 | Shimmers | Twisted | Vine |
17 | Shifts | Bleeding | Mural |
18 | Flickers | Veiled | Subway Platform |
19 | Quivers | Corrupted | Monument |
20 | Breathes | Misty | Bridge |
Points of Interest
d20 | Point of Interest |
---|---|
1-3 | 1d4 Clues |
4-7 | Nothing |
8-9 | Wandering Creature |
10-15 | Wandering [[#NPC]] |
16 | 1d8+4 Room [[#Dungeon]] |
17 | 1d4-1 Room Creature Lair |
18-20 | District Specific Encounter |
NPC
d6 | NPC Type |
---|---|
1 | Street Vender |
2 | A Rival NPC |
3 | A Ally NPC |
4 | Known NPC |
5 | Hostile NPC |
6 | Friendly NPC |
Dungeon
- Choose 2 different colored d6. One to be the X axis , the second to be Y axis.
- Roll the 2d6 and draw a room with those dimensions and an open exit on each side.
- There is nothing in this starter room and does not count against the number of rooms to the dungeon
- Pick an exit and roll 2d6, then draw the next room.
- Roll number of exits for the room 1d4-1.
- Roll for contents and resolve the encounter.
- If there are rooms left in the total count go to #4
- If there are no rooms left choose any remaining exit that is not opened and create a 5x5 room with a L5 Dungeon Boss.
- After defeating the Boss you may open any remaining door and explore the contents of another singular room but do not add any exits to the room.
Dungeon Theme
Roll 3d10 to mix and match a dungeon theme or roll 1d10 to use the singular row for the theme.
d10 | Flavor | Setting | Type | Creature Type | |
---|---|---|---|---|---|
1 | Forsaken | Subway | Station | Ferai (NPC) | |
2 | Cult | Sewer | Hideout | Drakari (NPC) | |
3 | Smuggler | Warehouse | Cache | Animal | |
4 | Abandoned | Skyscraper | Office | Automation | |
5 | Biohazard | Clinic | Lab | Mechanical | |
6 | Haunted | Nightclub | Basement | Ghost | |
7 | Glitched | Arcade | Network Hub | Undead | |
8 | Possessed | Apartment | Complex | Draconic | |
9 | Infernal | Transit Hub | Access Tunnel | Ooze/Slime | |
10 | Cursed | Museum | Exhibit Hall | Insect |
Contents, Doors & Secrets
d20 | Contents |
---|---|
1-3 | Nothing |
4-5 | Trap |
5-9 | 1d4 Level 3 Creatures |
10-11 | Ally NPC |
12-15 | Rival NPC |
16-17 | Secret |
13-20 | Survivor |
d6 | Door |
---|---|
1 | Regular (L0) unlocked door |
2 | Regular (L1) locked door |
3 | Trapped regular(L3) door |
4 | Reinforced (L2) unlocked door |
5 | Reinforced (L4) locked door |
6 | Trapped (L5) reinforced door |
d8 | Secrets | Notes |
---|---|---|
1 | Hidden Door | This room counts against the total room count |
2 | Hidden Chest | |
3 | Hidden Room | This room does not count against the total room count |
4 | Dungeon Secret | |
5 | World Secret | |
6-8 | Nothing |
District Encounters
Slums
d10 | Verb | Adjective | Noun |
---|---|---|---|
1 | Chase | Frantic | Courier |
2 | Steal | Desperate | Vendor |
3 | Guard | Dilapidated | Shrine |
4 | Follow | Twitchy | Informant |
5 | Break | Shattered | Ward |
6 | Avoid | Enraged | Monster |
7 | Interrogate | Cunning | Pickpocket |
8 | Rescue | Injured | Child |
9 | Bargain | Unstable | Alchemist |
10 | Evade | Masked | Authority |
High Class |
d10 | Verb | Adjective | Noun |
---|---|---|---|
1 | Observe | Suspicious | Butler |
2 | Interrupt | Lavish | Gala |
3 | Escort | Nervous | Heiress |
4 | Eavesdrop | Arrogant | Investor |
5 | Rescue | Cornered | Socialite |
6 | Blackmail | Desperate | Councilman |
7 | Track | Enchanted | Garden |
8 | Protect | Exotic | Artifact |
9 | Investigate | Clandestine | Affair |
10 | Bargain | Influential | Matron |
Financial |
d10 | Verb | Adjective | Noun |
---|---|---|---|
1 | Audit | Unlicensed | Broker |
2 | Infiltrate | Gilded | Boardroom |
3 | Bribe | Reluctant | Accountant |
4 | Trail | Ambitious | Intern |
5 | Disrupt | High-Stakes | Merger |
6 | Expose | Corrupt | Hedge Fund |
7 | Decode | Obscure | Ledger |
8 | Apprehend | Fraudulent | Consultant |
9 | Interrogate | Nervous | Auditor |
10 | Broker | Risky | Deal |
Middle Class
d10 | Verb | Adjective | Noun |
---|---|---|---|
1 | Investigate | Anxious | Neighbor |
2 | Assist | Overworked | Teacher |
3 | Defuse | Escalating | Dispute |
4 | Track | Missing | Child |
5 | Protect | Harassed | Clerk |
6 | Confront | Suspicious | Realtor |
7 | Deliver | Confidential | Letter |
8 | Observe | Quiet | Surveillance Van |
9 | Follow | Unregistered | Courier |
10 | Intervene | Desperate | Protester |
Park
d10 | Verb | Adjective | Noun |
---|---|---|---|
1 | Discover | Hidden | Grove |
2 | Calm | Agitated | Animal |
3 | Observe | Ritualistic | Gathering |
4 | Investigate | Disturbed | Shrine |
5 | Aid | Lost | Child |
6 | Question | Wandering | Elder |
7 | Interrupt | Unauthorized | Performance |
8 | Chase | Elusive | Shadow |
9 | Examine | Overgrown | Statue |
10 | Protect | Fragile | Ecosystem |
Commercial
d10 | Verb | Adjective | Noun |
---|---|---|---|
1 | Haggle | Shifty | Vendor |
2 | Follow | Nervous | Courier |
3 | Break Up | Heated | Argument |
4 | Investigate | Locked | Storage Unit |
5 | Assist | Overwhelmed | Shopkeeper |
6 | Uncover | Illegal | Transaction |
7 | Witness | Flashy | Promotion |
8 | Evade | Watchful | Security Drone |
9 | Trail | Masked | Performer |
10 | Expose | Counterfeit | Goods |
Medical Park
d10 | Verb | Adjective | Noun |
---|---|---|---|
1 | Escort | Injured | Patient |
2 | Overhear | Desperate | Diagnosis |
3 | Investigate | Unattended | Lab |
4 | Intervene | Hostile | Treatment |
5 | Retrieve | Misplaced | Medical File |
6 | Assist | Panicked | Nurse |
7 | Confront | Shady | Doctor |
8 | Secure | Restricted | Sample |
9 | Report | Mutating | Disease |
10 | Observe | Experimental | Procedure |
Downtown
d10 | Verb | Adjective | Noun |
---|---|---|---|
1 | Chase | Masked | Thief |
2 | Navigate | Packed | Intersection |
3 | Disrupt | Unauthorized | Demonstration |
4 | Aid | Confused | Tourist |
5 | Catch | Escaping | Suspect |
6 | Follow | Mysterious | Courier |
7 | Evade | Aggressive | Protesters |
8 | Interrogate | Nervous | Vendor |
9 | Monitor | Suspicious | Crowd |
10 | Witness | Explosive | Incident |
Government
d10 | Verb | Adjective | Noun |
---|---|---|---|
1 | Petition | Indifferent | Bureaucrat |
2 | Follow | Shielded | Motorcade |
3 | Deliver | Sealed | Documents |
4 | Hack | Encrypted | Database |
5 | Bribe | Corrupt | Official |
6 | Disrupt | Private | Meeting |
7 | Eavesdrop | High-ranking | Advisor |
8 | Sneak | Heavily-guarded | Facility |
9 | Protect | Visiting | Dignitary |
10 | Infiltrate | Secure | Archives |
University
d10 | Verb | Adjective | Noun |
---|---|---|---|
1 | Attend | Crowded | Lecture |
2 | Investigate | Forbidden | Wing |
3 | Debate | Radical | Student |
4 | Steal | Experimental | Formula |
5 | Protect | Naive | Researcher |
6 | Uncover | Hidden | Manuscript |
7 | Disrupt | Secret | Symposium |
8 | Recruit | Gifted | Graduate |
9 | Escape | Malfunctioning | Lab |
10 | Navigate | Twisting | Library Stacks |
Entertainment
d10 | Verb | Adjective | Noun |
---|---|---|---|
1 | Watch | Raucous | Street Performer |
2 | Chase | Drunken | Crowd |
3 | Participate | Flashy | Dance Contest |
4 | Avoid | Rowdy | Street Vendor |
5 | Meet | Masked | Patron |
6 | Steal | Distracted | Spectator |
7 | Interrupt | Wild | Magic Show |
8 | Smuggle | Hidden | Contraband |
9 | Befriend | Eccentric | Musician |
10 | Investigate | Mysterious | Backstage Room |
Tech
d10 | Verb | Adjective | Noun |
---|---|---|---|
1 | Hack | Encrypted | Terminal |
2 | Debug | Malfunctioning | Drone |
3 | Infiltrate | Secure | Data Vault |
4 | Test | Experimental | Prototype |
5 | Evade | Surveillance | Security Bot |
6 | Upgrade | Cutting-edge | Software |
7 | Sabotage | Faulty | Network Node |
8 | Analyze | Enigmatic | Algorithm |
9 | Trade | Illegal | Cyberware |
10 | Collaborate | Innovative | Engineer |
Warehouse |
d10 | Verb | Adjective | Noun |
---|---|---|---|
1 | Guard | Stacked | Crates |
2 | Inspect | Dusty | Shipping Container |
3 | Smuggle | Hidden | Contraband |
4 | Load | Heavy | Pallet |
5 | Ambush | Abandoned | Loading Dock |
6 | Hide | Cramped | Storage Room |
7 | Chase | Frantic | Courier |
8 | Sabotage | Faulty | Forklift |
9 | Retrieve | Locked | Shipment |
10 | Negotiate | Secretive | Deal |
Industrial
d10 | Verb | Adjective | Noun |
---|---|---|---|
1 | Repair | Grinding | Machine |
2 | Operate | Blazing | Furnace |
3 | Inspect | Rusty | Pipe |
4 | Smuggle | Toxic | Chemicals |
5 | Evade | Noisy | Foreman |
6 | Sabotage | Faulty | Conveyor Belt |
7 | Secure | Heavy | Machinery |
8 | Clash | Tense | Workers |
9 | Discover | Hazardous | Waste Dump |
10 | Negotiate | Gruff | Contract |
Subway Station
d10 | Verb | Adjective | Noun |
---|---|---|---|
1 | Wait | Crowded | Platform |
2 | Chase | Flickering | Shadow |
3 | Escape | Stalled | Train |
4 | Hide | Graffiti-covered | Tunnel |
5 | Confront | Nervous | Commuter |
6 | Rescue | Stranded | Passenger |
7 | Investigate | Strange | Sound |
8 | Barter | Dimly-lit | Vendor |
9 | Sabotage | Locked | Control Room |
10 | Discover | Hidden | Passage |
Home
d10 | Verb | Adjective | Noun |
---|---|---|---|
1 | Visit | Nosy | Neighbor |
2 | Confront | Noisy | Pet |
3 | Borrow | Friendly | Tool |
4 | Deliver | Unexpected | Package |
5 | Repair | Old | Fence |
6 | Meet | Suspicious | Stranger |
7 | Hear | Loud | Argument |
8 | Help | Elderly | Resident |
9 | Receive | Strange | Letter |
10 | Deal with | Mischievous | Child |
Work
d10 | Verb | Adjective | Noun |
---|---|---|---|
1 | Negotiate | Tense | Meeting |
2 | Confront | Frustrated | Coworker |
3 | Impress | Important | Client |
4 | Cover | Last-minute | Deadline |
5 | Discover | Confidential | Document |
6 | Manage | Overworked | Team |
7 | Handle | Angry | Complaint |
8 | Attend | Boring | Seminar |
9 | Deal with | Suspicious | Visitor |
10 | Receive | Unexpected | Assignment |