Travel Moves
UVG Travel Procedure
- For every week of travel, choose one player to be the navigator, one to be the scout, and one to manage provisions
- Every week, decide on a navigator, scout, and quartermaster. Other players choose moves as necessary.
- Spend supplies. 1 sack of supplies/creature/week.
- Resolve misfortunes resulting from travel moves.
- Roll for an encounter.
- Tally extra days. Roll travel moves again if extra days reach 7.
- You get the drop on whatever lies ahead.
- You discern a beneficial aspect of the terrain – shortcut, shelter, or tactical advantage.
- You make a discovery (ask the GM).
- You notice signs of a nearby danger – ask the GM what it is, and what it might signify.
- Careful management reduces the amount of supplies consumed this week. The GM will decide how much.
- The food is especially good this week. The party consumes the normal amount of supplies, and takes +1 forward.
- Recover all missing HP.
- Cure one debility
- The provisions you gather are poor quality (-1 forward on Manage Provisions)
- You encounter something dangerous.
- The GM chooses a misfortune.
Misfortunes:
These are suggestions
for generic misfortunes that can happen on the road. Many destinations have
location-specific misfortunes, and the GM is encouraged to choose one of these
where applicable.
Misfortunes
|
|||
Navigate
|
Scout/Forage
|
Manage Provisions
|
|
1
|
Bad weather
|
Bad weather
|
Fighting over ration shares
|
2
|
Followed
|
Attracts attention
|
Local wildlife is attracted
to food
|
3
|
Path obstructed (-1d4 days)
|
Scout is lost (-1 day)
|
Someone becomes Weak until they consume 1 additional supply
|
4
|
Rough terrain (-1d3 HP to
all)
|
Scout encounters danger
|
Supplies lost due to
spoilage or over-consumption (-1 sack of supplies)
|
5
|
Dangerous encounter
|
Scout is trapped or captured
|
Food poisoning (1d3 characters are shaky and sick)
|
6
|
Horribly lost (-1 week)
|
Scout is injured (-1d6 HP)
|
A Danger is attracted by
food
|
Destination Moves
- Choose an additional trade good. Roll separately to find the price factor for this trade good at the same destination(s).
- You get to choose one of the destinations where you learn the price factor.
- When you roll to determine the price factor for a trade good, roll twice and choose the better result.
D20 |
Price Factor |
Notes |
1 |
0 |
Taboo.
Locals won’t take kindly to dealers. |
2 |
0 |
No demand. |
3-6 |
0.5 |
Low
demand. |
7-12 |
1 |
Normal demand. |
13 |
1 |
Depressed
market. -2 to haggling checks. |
14-15 |
2 |
Popular, but illegal. Stiff penalties
for captured dealers. |
16-17 |
2 |
High
demand. |
18 |
3 |
Market bubble! 1-in-6 chance per visit
that the market has collapsed (roll 1d10 on this table for new price) |
19 |
4 |
The
motherload! 1-in-6 chance per visit that the market has collapsed (roll 1d10
on this table for new price) |
20 |
1 |
Source! They make the trade good here.
+2 to haggling checks when buying, -2 when selling. |
1d6 |
10+ |
7-9 |
6- |
1-3 |
1.2 |
1 |
1 |
4-5 |
1.5 |
1.2 |
0.5 |
6 |
3 |
0.5 |
0 |
No comments:
Post a Comment