Difference between revisions of "Expedition"

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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 the first blue result the expedition gains information about danger but does not encounter it or explore a location, but further blue results are treated as danger. On a green result the expedition explores a location without encountering danger.
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You set out to discover new locations and rewards in your region. Traveling through a '''dangerous''' region also counts as an expedition, even if 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 a single effect die.  
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*On a red result the expedition encounters danger and does not reach a location.  
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*On the first blue result the expedition gains information about danger, but does not encounter it or explore a location. Further blue results in the region are treated as red results.  
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*On a green result the expedition explores a location without encountering danger.
  
 
==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 specific '''exit''' or found 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. The referee may choose or roll randomly for uncertain locations:
#'''Resources:''' In urban regions this could indicate shops and traders, whereas in wild regions it indicates collectible materials. Libraries and clues are also resources.
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#'''Exits:''' Includes 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 found elsewhere.
#'''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.
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#'''Information:'''Includes libraries and clues. Usually grants you an advantage to avoiding or combating danger in the region.
 
#'''Loot:''' Equipment, profit, or even treasure may be discovered. Even without danger loot may be guarded or secured by traps, doors, or chests.
 
#'''Loot:''' Equipment, profit, or even treasure may be discovered. Even without danger loot may be guarded or secured by traps, doors, or chests.
 
#'''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).
 
#'''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).
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#'''Resources:''' In urban regions you may find shops and traders, or an available forge. In wild regions you may find special materials or supplies.
 
#'''Vantage:''' Important geography, such as [[shelter]], a lookout point that reveals other locations in the region, or even a [[wonder]].
 
#'''Vantage:''' Important geography, such as [[shelter]], a lookout point that reveals other locations in the region, or even a [[wonder]].
#'''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==
 
==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 [[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. Once you encounter a danger it escalates, adding a second danger or increasing the threat of the original danger if you get another red result in the region. The referee may choose or roll randomly for uncertain dangers:
 
#'''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:''' Severe weather hits. This could be a storm, cold weather getting colder, hot weather getting hotter, or even natural catastrophes like earthquakes or floods.
 
#'''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, a communicable disease breaks out, and so on. The location will become temporarily inaccessible, and likely a complication dealing hits will start.
#'''Enemy:''' Local enemies or opponents who have been hunting you appear to start a [[battle]], a [[chase]], or an [[infiltration]].
 
 
#'''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:''' An equipment asset is damaged, lost, or stolen. If this is a vehicle you must make an operate check to prevent a crash.
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#'''Lost:''' A member of the expedition is cut off, or the entire expedition is diverted and may not find locations or other expeditions until an exit is discovered.
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#'''Opponent:''' Local enemies appear to start a [[battle]], a [[chase]], or an [[infiltration]].
 
#'''Trap:''' A hidden [[hazard]] that alerts nearby enemies, or captures you, or harms you.
 
#'''Trap:''' A hidden [[hazard]] that alerts nearby enemies, or captures you, or harms you.
#'''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==
 
==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 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.
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Try to find an unknown location is called wandering. If there are listed locations the [[referee]] may choose or roll to see which one you find. If there are no remaining 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 locations. The referee then populates its 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 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.
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During a journey you roll one expedition per day to check for encounters. You don't discover locations, so green results just avoid danger and provide a single notable detail of that day's travel. A blue result provides an omen of danger as usual, and a red result is an accident or encounter with danger. The red result costs half your speed for the day. Resting at night may require another check if the region is dangerous, and so if you rolled a blue omen during travel you will encounter danger on a blue or red that night. If you don't stop another blue result just provides a new omen since you are in a different region.
  
 
==See Also==
 
==See Also==

Revision as of 02:02, 17 July 2015

You set out to discover new locations and rewards in your region. Traveling through a dangerous region also counts as an expedition, even if 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 a single effect die.

  • On a red result the expedition encounters danger and does not reach a location.
  • On the first blue result the expedition gains information about danger, but does not encounter it or explore a location. Further blue results in the region are treated as red results.
  • On a green result the expedition explores a 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. The referee may choose or roll randomly for uncertain locations:

  1. Exits: Includes 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 found elsewhere.
  2. Information:Includes libraries and clues. Usually grants you an advantage to avoiding or combating danger in the region.
  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. Resources: In urban regions you may find shops and traders, or an available forge. In wild regions you may find special materials or supplies.
  6. Vantage: Important geography, such as shelter, a lookout point that reveals other locations in the region, or even a wonder.

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. Once you encounter a danger it escalates, adding a second danger or increasing the threat of the original danger if you get another red result in the region. The referee may choose or roll randomly for uncertain dangers:

  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. Glitch: An equipment asset is damaged, lost, or stolen. If this is a vehicle you must make an operate check to prevent a crash.
  4. Lost: A member of the expedition is cut off, or the entire expedition is diverted and may not find locations or other expeditions until an exit is discovered.
  5. Opponent: Local enemies appear to start a battle, a chase, or an infiltration.
  6. Trap: A hidden hazard that alerts nearby enemies, or captures you, or harms you.

Wander

Try to find an unknown location is called wandering. If there are listed locations the referee may choose or roll to see which one you find. If there are no remaining 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 locations. The referee then populates its 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 expedition per day to check for encounters. You don't discover locations, so green results just avoid danger and provide a single notable detail of that day's travel. A blue result provides an omen of danger as usual, and a red result is an accident or encounter with danger. The red result costs half your speed for the day. Resting at night may require another check if the region is dangerous, and so if you rolled a blue omen during travel you will encounter danger on a blue or red that night. If you don't stop another blue result just provides a new omen since you are in a different region.

See Also


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