SWADE - Distant Journeys.pdf

(2331 KB) Pobierz
DISTANT JOURNEYS
RULES AND GUIDELINES FOR LONG TRAVELS
Journeys in fantasy or post-apocalyptic games are lengthy and
often dangerous ordeals. Most commoners prefer to stay in
their home city, town, or collection of farms. Adventurers and
merchants, however, spend as much time traveling as they do
staying in civilized areas.
Distant Journeys
provides you with
a simple system for
Savage Worlds
to provide a more detailed
experience for those long days on the road (or hills, if you
prefer to travel cross country).
The Journey
The actual journey is based on
Staged Encounters
found in
Savage Worlds Adventure Edition.
Every participating hero
rolls their respective skill to contribute their share of the
journey’s burden. Each roll is modified by the circumstances
of their journey, and good preparation may help them perform
their tasks more efficiently. See the
Journey Circumstances
Table
on page 2 for guidelines to apply bonuses or penalties,
or just make up your own using the guidelines in
SWADE.
Resting during the Journey is also a great time to run
Interludes
for the group.
First the
Guide
makes a
Common Knowledge
roll. If they are
strangers to the traveled lands, haven’t been there in quite
some time, or are just starting out as a guide, they suffer a
penalty. If on the other hand they have access to accurate maps
and first hand reports of the area they wish to travel, they may
roll with a bonus.
Next up is the
Scout
to make a
Survival
roll. Navigating lands
unknown to them, or terrain they have little experience with,
may inflict a penalty. But should a scout need to cross lands
and terrain they are deeply familiar with that may warrant a
bonus on their roll.
Then it’s the
Hunter’s
time to also make a
Survival
roll.
Hunting in sparsely populated or scant lands, not having
access to gathering tools, or hunting tools like traps or a bow,
may result in penalties. Traveling through lands rich in game
and fruit, on the other hand, may grant a bonus on their roll.
Last is the
Lookout
to make their
Notice
roll. If they are
unfamiliar with the local fauna or the political situation they
may falsely assume an approaching animal or group is
harmless, while in reality they are a dangerous predator or
highwaymen. Having access to high quality tools however
may grant them a bonus to spot distant dangers and redirect
the trek.
The Roles
A well planned journey requires certain roles be filled to go as
smoothly as possible. Ideally each role is filled by a hero, but
allied Extras can also participate. Each role can only be filled
by a single person, as every occupation on a
Distant Journey
is a full–time job.
The Guide
The hero designated as
The Guide
is responsible for planning
the trek. They need to have a good working knowledge of the
land, the general route the group wants to take, where good
resting spots usually can be found, and what dangers can be
expected on the journey.
To accomplish this, they roll
Common Knowledge.
The Scout
While the guide is tasked with making the plans, it’s the job of
The Scout
to actually navigate the road and land to get the
group to their destination, find safe routes around unexpected
obstacles, and lead them safely through rough terrain.
To ensure a smooth journey, they roll
Survival.
The Hunter
Traveling groups are assumed to be unwilling or unable to
sustain themselves on trail rations for the whole trek, so they
are dependent on a steady supply of fresh water, meat, and
fruit found along the way.
The Hunter
spends their time
foraging and hunting while on the move.
To make sure nobody has to go hungry, they roll
Survival.
The Lookout
While the scout is focusing their attention on the lay of the
land and the route to take,
The Lookout
will keep a keen eye
open for all sorts of dangers lurking along the way, whether
they are people or animals.
To keep the group safe from harm, they roll
Notice.
This game references the Savage Worlds game system, available from Pinnacle Entertainment Group at www.peginc.com.
Savage Worlds and all associated logos and trademarks are copyrights of Pinnacle Entertainment Group. Used with permission.
Pinnacle makes no representation or warranty as to the quality, viability, or suitability for purpose of this product.
1
DISTANT JOURNEYS
JOURNEY CIRCUMSTANCES TABLE
Guide
Stranger in these lands
Hasn’t traveled the route in years
Access to recent maps
First hand scout reports
Scout
Unknown lands
Inexperienced with terrain
Very familiar with land and terrain
Woodsman Edge
Hunter
Sparse animal population
Scant lands
No gathering or hunting tools
Woodsman Edge
Lookout
Unfamiliar with fauna or locals
Impaired senses
Good tools (binoculars, for example)
Alertness Edge
Modifier
–1
–1
+1
+1
Modifier
–1
–1
+1
+2 as per Edge
Modifier
–1
–1
–1
+2 as per Edge
Modifier
–1 each
As per Hindrance(s)
+1
+2 as per Edge
The Scout
A
success
leads the trek safely along the many roads or
through the wild lands. On a
raise
they actually manage to
find a shortcut or other way to make good time on the Journey.
The travel time is reduced by 25%.
A
failure
means a grave misjudgment on the part of the scout,
leading to everyone suffering 1 level of Fatigue from traveling
through rough terrain. On a
Critical Failure
the territory
becomes outright hostile, leading to everyone suffering a
wound instead.
The Hunter
With a
success
they gather
and hunt enough food, and
find an ample supply of
fresh water to keep the
whole group well fed
through the Journey. On a
raise
they even manage to
find something very rare to
sell at their destination, be
it the pelts of a seldom
seen animal, or only
sparsely growing herbs.
A
failure
results in lacking
supplies and food requiring
rationing. Everyone suffers
1 level of Fatigue from
hunger. On a
Critical
Failure
the Hunter also
attracted a pack of dangerous predators, which need to be
fought off. This can either be played out as a normal battle, or
resolved with another Quick Encounter roll.
The Lookout
On a
success
the Lookout does a good job of detecting
dangers way before they reach the trek, so they can be
avoided. On a
raise
they may lay an ambush themselves if the
group so desires, either starting combat with The Drop, or with
a +2 bonus for everyone participating in a combat Quick
Encounter.
With a
failure
the group has to fight their way out. Everyone
suffers a Wound during the combat. A
Critical Failure
means
the group was surprised in their sleep while resting and in
addition to the Wound suffered important items were stolen,
either personal gear of the characters or valuable trade goods.
Results
Every role contributes a vital part to the overall journey.
Success or Failure on each roll will have consequences which
can potentially affect everyone partaking in the trek.
The Guide
On a
success
they plan an optimal route, accounting for good
places to rest and good areas for the hunter to keep the trek
supplied. With a
raise
they managed to obtain a bit of extra
food or gear, giving a +1 bonus to a single other Journey roll
of their choosing.
On a
failure
their plans are lacking in some regards. The trek
either takes double the time planned, or a single other Journey
roll suffers a –2 penalty. A
Critical Failure
results in a much
longer trek and every other Journey roll suffering a –2 penalty.
Writing and Layout: Manuel “ManuFS” Sambs (Veiled Fury Entertainment)
Thanks and contributions: Donavon Bailey and the Savage Worlds Discord #brainstorming crew
Art: Jeshields (illustrations) and Lord Zsezse Works (page background)
2
Zgłoś jeśli naruszono regulamin