(3) REFERENCE – Trade, Items, Travel, Weight, Reputation, Random Encounters Item, Weapon, and Armor Value Travel Moves Value = Current Decay + Positive Tag + Path (How Quickly): Weapon Moves – Negative Tags Exhaustion Spent – #Vagabonds = Travel Modifier Item Tag Table (-1/+0/+X) Forest (How Carefully): Item Positive Tag Negative Tag Decay Spent – #Vagabonds = Travel Modifier (-1/+0/+X) Ration S/E – Travel Move Roll Results Healing Herbs S/E – Fail Partial Success Success Tinderbox Fire – Major Minor No Rope Varies Weighty Setback/Threat Setback/Threat Setback/Threat Weight Torch Light – Weight = Total Decay Boxes of All Equipment Carried Whetstone Repair Crude Burdened If Weight > 12 + (x2 Might) Max Carried Weight = 20 + (x2 Might) Cards S/E – Burdened Moves = Appropriate Modifiers (GM Discretion) Burdened Travel = Costs One Additional Exhaustion Cider Intoxication Fragile Reputation Moves Potion (I?) Varies Fragile Party Modifier = Average Vagabond Modifier Meet: Compass (R) Non-Path Travel Fragile Fail Partial Success Success Lantern (R) Covered Light Fragile Negative Neutral Positive (+1) Fine Clothes (R) Impress Fragile Favor: Valuable (R) S/E – Fail Partial Success Success Lockpick (I) S/E – Reluctantly Refuse Agree Agree Disguise (I) S/E – Positive Item Tags –1 Prestige or +1 Notoriety – +1 Notoriety S/E – Self-Explanatory Random Encounter Table Fire – Used to Start Fires Varies – PC’s Imagination + GM’s Discretion LOCATION, LIGHTING, TEMPERATURE, Light – Exposed Light Source WEATHER, SIGHTS, SMELLS, SOUNDS Covered Light – Unexposed Light Source Repair – +1 Decay to Edged Weapon per Day 1 2 3 4 5 6 Intoxication – PC’s Imagination + GM’s Discretion 1 A B C D E F Non-Path Travel – +1 Forest/Swamp Travel Roll Mod. Impress – +1 Reputation Roll Modifier 2 G H I J K L Negative Item Tags 3 M N O P Q R Weighty – +2 Decay Boxes to Item for Weight Purposes Crude – Test Luck for Positive Tag to Have Effect 4 S T U V W X Fragile – Test Luck when General Decay Suffered, Fail = Item Destroyed, Partial Success = Item Damaged, Success 5 Y Z AA BB CC DD = No Damage 6 EE FF GG HH II JJ (4) REFERENCE – Threats, PCs, Vagrant Moves Threat Tables (d12) PC Harm Path (Day) Harm = Total Inflicted/Sustained Injury, Exhaustion, 1-3 4-6 7, 8 9-12 Decay, Morale Injury Vagabond Thugs Bandits Soldiers Little Harm: -1 Path (Night) Serious Harm: +1 0 = Incapacitated/Unconscious (Might) 1, 2 3 4-9 10-12 Vagabond Thugs Bandits Beast Exhaustion Passing Day w/ No Rest: -1 Forest/Swamp (Day) Rest and Care/Fulfill Nature: +All 1-3 4-6 7, 8 9 10, 11 10-12 0 = Ineffective (Autofail) Vaga. Clans Bandits Sold. Desert. Beast Decay Forest/Swamp (Night) Weapon/Item Usage: – Item Decay, then – General Decay 1, 2 3, 4 5, 6 7 8-12 or Break Weapon/Armor/Item Repair: +1/+All Vaga. Clans Bandits Deserters Beast 0 = All Essential Equipment Unusable Clearing (Night) Morale 1-3 4 5, 6 7 8-10 11 12 0 = Flee/Cower (Exhaustion) Vaga. Clan.. Thug Band. Sold. Dese. Beast PC Stats Vagrant Moves PC Advancement - Max 1 Advancement per Drive per Session - Immediate or Delayed at GM’s Discretion PC Passives Cunning Luck
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