TOTE:Travels: Difference between revisions

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===Prepare for the Journey===
===Prepare for the Journey===


Each hero makes a test of either Craft, Know or Guide in order to make Preparations. Your initial Preparations are equal to your Wolf Totem value, +1 for each success on the roll (including Bonuses).
Each hero makes a T8 test of either Craft, Know or Guide in order to make Preparations. Your initial Preparations are equal to your Wolf Totem value, +1 for each success on the roll (including Bonuses).


===Strike Out===
===Strike Out===

Revision as of 02:00, 3 November 2015

Determine the Path

Using the appropriate map(s), determine the total number of days travelled. Any amount of time spent in a special terrain affects at least one travel segment. For example, if the travel measures a distance of 5 days but one day's length crosses into Mountain-lands then that day's length takes three days to travel, so the total travel time is 7 days.

The Threshold for the extended test needed for a Travel is equal to the number of days travelled plus the number of heroes.

Prepare for the Journey

Each hero makes a T8 test of either Craft, Know or Guide in order to make Preparations. Your initial Preparations are equal to your Wolf Totem value, +1 for each success on the roll (including Bonuses).

Strike Out

Starting with the hero with the highest Preparation value, a hero nominates a skill in the Wolf column and makes a T12 test. If you fail the test, you may spend Preparations to increase your result until you succeed. You may also invoke the appropriate Totems (if available) in order to succeed.

If you succeed, increase the Count by one, +1 for each Bonus rolled.

If you fail, then each hero must either: Reduce their Resolve by 1; Increase their Danger by 1; or mark a Totem.

Then the next hero has to use another skill in the Wolf column with the above rules. Once all four skills have been used, then any skill in the Wolf column may be selected, as long as its not the one most recently used.

Criticals

If you make a Critical success or failure on the above tests, you must immediately make another test, called a Wilderness test. The value of the selected skill die is used for this test, and the table below outlines the results:

RollSkill TestedDescriptionSuccessFailure
1Player's ChoiceSee BelowUse effect below.Use effect below
2SurviveForage for Supplies+1 to Preparations for everyone-1 Resolve for everyone
3JourneyHard-going+1 to Count-1 to Preparations for everyone.
4GuideShort-cut-1 to Threshold+1 to Danger for everyone.
5HuntSurprised+1 to Preparations for everyone-1 to Resolve for everyone
6GM's choiceUnfortunate CircumstancesPlayer's choice from aboveDanger in the Wild (see below)

Danger in the Wild

If you fail the Wilderness test and get a Danger in the Wild result then the heroes will meet some sort of dangerous being in the wild. The Rating of whatever they meet should be close to (within 1) of the failing hero's Danger rating.