Difference between revisions of "Expedition"

From AF wiki
Jump to: navigation, search
(Created page with "__NOTOC__ You set out to discover new locations and rewards in your region. Your band may split up into any number of expeditions desired, with a minimum of one character...")
 
Line 1: Line 1:
 
__NOTOC__
 
__NOTOC__
You set out to discover new locations and rewards in your region. Your [[band]] may split up into any number of expeditions desired, with a minimum of one character in each. If there are detected but unexplored locations in the region, an expedition can name that location as a target. Otherwise an expedition can '''wander''' and find a location at random. Each expedition rolls an effect die. On a red result the expedition encounters danger and does not reach a location. On a blue result the expedition explores the location and then encounters danger. On a green result the expedition explores the location without encountering danger.
+
You set out to discover new locations and rewards in your region. Traveling through a '''risky''' region also counts as an expedition, even though you aren't exploring. Your [[band]] may split up into any number of expeditions desired, with a minimum of one character in each. If there are detected but unexplored locations in the region, an expedition can name that location as a target. Otherwise an expedition can '''wander''' and find a location at random. Each expedition rolls an effect die. On a red result the expedition encounters danger and does not reach a location. On a blue result the expedition explores the location and then encounters danger. On a green result the expedition explores the location without encountering danger.
  
 
==Location==
 
==Location==
Line 6: Line 6:
 
*'''Clue:''' The location contains a clue to a mystery.
 
*'''Clue:''' The location contains a clue to a mystery.
 
*'''Commerce:''' Shops, services, and intoxicants may be found here.
 
*'''Commerce:''' Shops, services, and intoxicants may be found here.
 +
*'''Exit:''' Allows you to leave a risky region.
 
*'''Library:''' The location contains research materials for one or more topics.
 
*'''Library:''' The location contains research materials for one or more topics.
 
*'''Loot:''' Equipment, profit, or even treasure may be discovered at the location.
 
*'''Loot:''' Equipment, profit, or even treasure may be discovered at the location.
 
*'''Personality:''' A denizen of interest is at the location.
 
*'''Personality:''' A denizen of interest is at the location.
 
*'''Resources:''' One or more type of material may be collected here.
 
*'''Resources:''' One or more type of material may be collected here.
*'''Safety:''' The location is immune to storms and grants a bonus (+2) to survive and sense checks.
+
*'''Shelter:''' The location is immune to storms and grants a bonus (+2) to survive and sense checks.
 
*'''Shortcut:''' Links to another location that may be discovered without another effect roll.
 
*'''Shortcut:''' Links to another location that may be discovered without another effect roll.
 
*'''Trail:''' The location contains tracks that lead to another location.
 
*'''Trail:''' The location contains tracks that lead to another location.
*'''Vantage:''' You get a list of any other locations in the region that aren't hidden.
+
*'''Vantage:''' You get a list locations in the region that aren't hidden, and also locations in other regions.
*'''Wonder:''' The location is so sublime you may recover [[focus]] the first time you visit it. Wonders should be rare.
+
*'''Wonder:''' The location is so sublime you recover wits the first time you visit it. Wonders should be rare.
  
 
==Danger==
 
==Danger==
Line 22: Line 23:
 
*'''Disaster:''' A structure collapses, a fire starts, or some form of natural catastrophe strikes.
 
*'''Disaster:''' A structure collapses, a fire starts, or some form of natural catastrophe strikes.
 
*'''Disease:''' You happen upon something contagious.
 
*'''Disease:''' You happen upon something contagious.
 +
*'''Glitch:''' A vehicle or item malfunctions and suffers 2 hits.
 
*'''Report:''' You aren't in danger yourself, but discover someone else is. If you don't abort the expedition to deal with it then others will be harmed or killed.
 
*'''Report:''' You aren't in danger yourself, but discover someone else is. If you don't abort the expedition to deal with it then others will be harmed or killed.
 
*'''Enemy:''' Encountering enemies usually leads to a [[battle]], a [[chase]], or an [[infiltration]] against the opponents.
 
*'''Enemy:''' Encountering enemies usually leads to a [[battle]], a [[chase]], or an [[infiltration]] against the opponents.
Line 29: Line 31:
 
==Wander==
 
==Wander==
 
When you try to find a location that isn't visible it is called wandering. If there are listed locations the [[referee]] chooses which one you find. However if there are no remaining listed locations in the region you get to create a new location. This is called a '''discovery'''. You get to name the location and pick a benefit from the list. The referee populates the location's description with a few appropriate details plus the answers to leading questions (see the Referee section). The description doesn't necessarily need to match the name, but should at least be evoked by it. So if you are in the wilderness and choose to discover 'the skyscraper' you may not have found a building, but instead a tall spire rock formation. The referee also chooses the specific details of the benefit attached to the location. Only the first discovery in a region gains a benefit. Any further discoveries are named and described, but get no attached bonus. Danger still applies. Use your discovery wisely, it's an opportunity to add something you need to the region.
 
When you try to find a location that isn't visible it is called wandering. If there are listed locations the [[referee]] chooses which one you find. However if there are no remaining listed locations in the region you get to create a new location. This is called a '''discovery'''. You get to name the location and pick a benefit from the list. The referee populates the location's description with a few appropriate details plus the answers to leading questions (see the Referee section). The description doesn't necessarily need to match the name, but should at least be evoked by it. So if you are in the wilderness and choose to discover 'the skyscraper' you may not have found a building, but instead a tall spire rock formation. The referee also chooses the specific details of the benefit attached to the location. Only the first discovery in a region gains a benefit. Any further discoveries are named and described, but get no attached bonus. Danger still applies. Use your discovery wisely, it's an opportunity to add something you need to the region.
 +
 +
==Journeys==
 +
During a journey you roll one effect die per day to check for encounters. On a red result you only travel half your usual number of regions, in addition to whatever danger you face. Some regions may be designated risky, which marks them as more dangerous than usual. You must make a separate expedition check to exit a risky region, which increase your chances of encountering danger. The dangers you face on a blue or red result are similarly more severe in a risky region.
  
 
==See Also==
 
==See Also==

Revision as of 22:32, 11 January 2015

You set out to discover new locations and rewards in your region. Traveling through a risky region also counts as an expedition, even though you aren't exploring. Your band may split up into any number of expeditions desired, with a minimum of one character in each. If there are detected but unexplored locations in the region, an expedition can name that location as a target. Otherwise an expedition can wander and find a location at random. Each expedition rolls an effect die. On a red result the expedition encounters danger and does not reach a location. On a blue result the expedition explores the location and then encounters danger. On a green result the expedition explores the location without encountering danger.

Location

A location has a unique name and something worth discovering. Once you find the location you gain any benefits provided by the location. Some locations provide multiple benefits. With a fly move you may always create and move to a vantage location. A location may be hidden, and only accessible from a shortcut, trail, or by wandering.

  • Clue: The location contains a clue to a mystery.
  • Commerce: Shops, services, and intoxicants may be found here.
  • Exit: Allows you to leave a risky region.
  • Library: The location contains research materials for one or more topics.
  • Loot: Equipment, profit, or even treasure may be discovered at the location.
  • Personality: A denizen of interest is at the location.
  • Resources: One or more type of material may be collected here.
  • Shelter: The location is immune to storms and grants a bonus (+2) to survive and sense checks.
  • Shortcut: Links to another location that may be discovered without another effect roll.
  • Trail: The location contains tracks that lead to another location.
  • Vantage: You get a list locations in the region that aren't hidden, and also locations in other regions.
  • Wonder: The location is so sublime you recover wits the first time you visit it. Wonders should be rare.

Danger

Every region has danger, but what varies is the nature of the danger. Wild regions may have deadly wildlife, barbarian raiders, or skulking bandits. More civilized regions are more likely to have organized gangs, unfriendly officials, or thieving criminals. Either might have climate effects or disasters. See the section on hazards for more information.

  • Accident: You slip, fall, get poisoned, or find some way to harm yourself.
  • Climate: You suffer the inclement effects of temperature, storms, or other weather effects.
  • Disaster: A structure collapses, a fire starts, or some form of natural catastrophe strikes.
  • Disease: You happen upon something contagious.
  • Glitch: A vehicle or item malfunctions and suffers 2 hits.
  • Report: You aren't in danger yourself, but discover someone else is. If you don't abort the expedition to deal with it then others will be harmed or killed.
  • Enemy: Encountering enemies usually leads to a battle, a chase, or an infiltration against the opponents.
  • Trap: A hidden defense that can alert enemies, or capture or harm you.
  • Theft: You lose equipment to thieves or circumstances.

Wander

When you try to find a location that isn't visible it is called wandering. If there are listed locations the referee chooses which one you find. However if there are no remaining listed locations in the region you get to create a new location. This is called a discovery. You get to name the location and pick a benefit from the list. The referee populates the location's description with a few appropriate details plus the answers to leading questions (see the Referee section). The description doesn't necessarily need to match the name, but should at least be evoked by it. So if you are in the wilderness and choose to discover 'the skyscraper' you may not have found a building, but instead a tall spire rock formation. The referee also chooses the specific details of the benefit attached to the location. Only the first discovery in a region gains a benefit. Any further discoveries are named and described, but get no attached bonus. Danger still applies. Use your discovery wisely, it's an opportunity to add something you need to the region.

Journeys

During a journey you roll one effect die per day to check for encounters. On a red result you only travel half your usual number of regions, in addition to whatever danger you face. Some regions may be designated risky, which marks them as more dangerous than usual. You must make a separate expedition check to exit a risky region, which increase your chances of encountering danger. The dangers you face on a blue or red result are similarly more severe in a risky region.

See Also


Version 2.5.1
©2014 Frameworks Games

This is outdated content. Update Needed!