Expedition
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.
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.
- Resources: In urban regions this could indicate shops and traders, whereas in wild regions it indicates collectible materials. Libraries and clues are also resources.
- 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.
- 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).
- 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
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.
- 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.
- 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.
- 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
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
Version 2.5.1
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