Difference between revisions of "Expedition"

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==Location==
 
==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.
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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 specific '''exit''' or found by wandering.
*'''Clue:''' The location contains a clue to a mystery.
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#'''Resources:''' In urban regions this could indicate shops and traders, whereas in wild regions it indicates collectible materials. Libraries and clues are also resources.
*'''Commerce:''' Shops, services, and intoxicants may be found here.
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#'''Exits:''' Secret doors, trails, or shortcuts to another location or region. Some regions require an exit be found before you can leave, or may not be entered except by a special exit elsewhere.
*'''Exit:''' Allows you to leave a risky region.
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#'''Loot:''' Equipment, profit, or even treasure may be discovered. Even without danger loot may be guarded or secured by traps, doors, or chests.
*'''Library:''' The location contains research materials for one or more topics.
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#'''Personality:''' A named denizen of interest is present, and can often be found in the same location. The personality may be an enemy (especially if danger is present).
*'''Loot:''' Equipment, profit, or even treasure may be discovered at the location.
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#'''Vantage:''' Important geography, such as [[shelter]], a lookout point that reveals other locations in the region, or even a [[wonder]].
*'''Personality:''' A denizen of interest is at the location.
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#'''Omen:''' Information about danger in the region, helping to avoid or combat it, or at least giving an advantage (such as surprise) when danger occurs.
*'''Resources:''' One or more type of material may be collected here.
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*'''Shelter:''' The location is immune to storms and grants a bonus (+2) to survive and sense checks.
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*'''Shortcut:''' Links to another location that may be discovered without another effect roll.
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*'''Trail:''' The location contains tracks that lead to another location.
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*'''Vantage:''' You get a list locations in the region that aren't hidden, and also locations in other regions.
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*'''Wonder:''' The location is so sublime you recover wits the first time you visit it. Wonders should be rare.
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==Danger==
 
==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 [[hazard]]s for more information.
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Every region has danger, what varies is the nature of the danger. Wild regions may have deadly wildlife, barbarian raiders, and skulking bandits. More civilized regions are more likely to have organized gangs, unfriendly officials, and thieving criminals. Either might have climate effects or equipment based disasters. See the section on [[hazard]]s for more information.
*'''Accident:''' You slip, fall, get poisoned, or find some way to harm yourself.
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#'''Climate:''' Severe weather hits. This could be a storm, cold weather getting colder, hot weather getting hotter, or even natural catastrophes like earthquakes or floods.
*'''Climate:''' You suffer the inclement effects of temperature, storms, or other weather effects.
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#'''Disaster:''' A structure collapses, a fire starts, a communicable disease breaks out, and so on. The location will become temporarily inaccessible, and likely a complication dealing hits will start.
*'''Disaster:''' A structure collapses, a fire starts, or some form of natural catastrophe strikes.
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#'''Enemy:''' Local enemies or opponents who have been hunting you appear to start a [[battle]], a [[chase]], or an [[infiltration]].
*'''Disease:''' You happen upon something contagious.
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#'''Glitch:''' An equipment asset is damaged, lost, or stolen. If this is a vehicle you must make an operate check to prevent a crash.
*'''Glitch:''' A vehicle or item malfunctions and suffers 2 hits.
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#'''Trap:''' A hidden [[hazard]] that alerts nearby enemies, or captures you, or harms you.
*'''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.
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#'''Escalation:''' An overwhelming impending danger is revealed, and will strike the next time danger is rolled. Time to go. Note that this could also be a threat to others who must be warned in time.
*'''Enemy:''' Encountering enemies usually leads to a [[battle]], a [[chase]], or an [[infiltration]] against the opponents.
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*'''Trap:''' A hidden defense that can alert enemies, or capture or harm you.
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*'''Theft:''' You lose equipment to thieves or circumstances.
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==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.
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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 either roll or pick its type from the location list. The referee then populates the location's description with appropriate details, often by using [[leading question]]s (see the Referee section). The description doesn't necessarily need to match the name. 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, or a massive tree. 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 location type or benefit. Danger still applies. Use your discovery wisely, it's an opportunity to add something interesting or useful to the region.
  
 
==Journeys==
 
==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.
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During a journey you roll one effect die per day to check for encounters. On a blue result you travel your full number of regions and then encounter danger. 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 roll a separate effect die to cross a risky region, which increase your chances of encountering danger. The dangers you face on a blue or red result may be more severe in a risky region as well.
  
 
==See Also==
 
==See Also==

Revision as of 06:29, 16 March 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 specific exit or found by wandering.

  1. Resources: In urban regions this could indicate shops and traders, whereas in wild regions it indicates collectible materials. Libraries and clues are also resources.
  2. Exits: Secret doors, trails, or shortcuts to another location or region. Some regions require an exit be found before you can leave, or may not be entered except by a special exit elsewhere.
  3. Loot: Equipment, profit, or even treasure may be discovered. Even without danger loot may be guarded or secured by traps, doors, or chests.
  4. Personality: A named denizen of interest is present, and can often be found in the same location. The personality may be an enemy (especially if danger is present).
  5. Vantage: Important geography, such as shelter, a lookout point that reveals other locations in the region, or even a wonder.
  6. Omen: Information about danger in the region, helping to avoid or combat it, or at least giving an advantage (such as surprise) when danger occurs.

Danger

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

  1. Climate: Severe weather hits. This could be a storm, cold weather getting colder, hot weather getting hotter, or even natural catastrophes like earthquakes or floods.
  2. Disaster: A structure collapses, a fire starts, a communicable disease breaks out, and so on. The location will become temporarily inaccessible, and likely a complication dealing hits will start.
  3. Enemy: Local enemies or opponents who have been hunting you appear to start a battle, a chase, or an infiltration.
  4. Glitch: An equipment asset is damaged, lost, or stolen. If this is a vehicle you must make an operate check to prevent a crash.
  5. Trap: A hidden hazard that alerts nearby enemies, or captures you, or harms you.
  6. Escalation: An overwhelming impending danger is revealed, and will strike the next time danger is rolled. Time to go. Note that this could also be a threat to others who must be warned in time.

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 either roll or pick its type from the location list. The referee then populates the location's description with appropriate details, often by using leading questions (see the Referee section). The description doesn't necessarily need to match the name. 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, or a massive tree. 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 location type or benefit. Danger still applies. Use your discovery wisely, it's an opportunity to add something interesting or useful to the region.

Journeys

During a journey you roll one effect die per day to check for encounters. On a blue result you travel your full number of regions and then encounter danger. 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 roll a separate effect die to cross a risky region, which increase your chances of encountering danger. The dangers you face on a blue or red result may be more severe in a risky region as well.

See Also


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