Sea Travel

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Planning and Logistics

1. Plot the Route

Using the campaign map(s), indicate the intended route however convenient, and calculate the total distance for each leg of the journey (e.g. between stops). It may be desirable to draw the route in such a way as to avoid enemy territory, unfamiliar coastal regions, contrary winds or currents, known bad weather, or other hazards. If needed, a check against a suitable Area Knowledge specialty will reveal this information (a Hidden Lore roll can reveal uncommon dangers). For additional information regarding the route, or to make up for a lack of Area Knowledge or charts, such knowledge can be gained through an appropriate Contact, or through Social Engineering (by asking around for someone who knows the area; =temporary Contact w/ SK:1d+8; see "Loose Lips Share Tips," DF10:7). In town, one PC with access to books and maps can take a week to try a Research roll to cover informational tasks for the entire trip.

Notes
  • "Navigation," Low Tech p.50; equipment, p.52

2. Estimate Travel Time

See Spreadsheet

Estimate how many days each leg of the journey will take, given the group's means of locomotion. Ships can travel 24 hours/day, as they require only watch-standing. Adjust estimates for prevailing winds and currents along the route (use the average, or most dominant effects), and other conditions as appropriate. As this is merely an estimate, knowledge of exact conditions are not required.

3. Make the Roll(s)

One Navigation roll will be made for each leg of the route. If the leg consists primarily of coastline (@GMD), a guide (pilot) with Area Knowledge of the region can use that instead, to identical effect. If following a map (DF4:14), remember to add its Navigation modifier as well as that for any navigation equipment (DF16:17). The entire attempt is assumed to take [1 hour].

Modifiers: See Low-Tech p.50; -1 per doubling, or fraction, of one day's travel (e.g. -1 at two days, -2 at four days, -3 at eight days, etc.); [± blue vs coast]; [±contrary wind/current]; equipment modifiers and Time Spent; +4 for a repeated journey. Take Average or Take Maximum are available for this roll.

4. Fit Out for the Journey

Any PC may make a roll to aid in the preparations. The following example rolls assume a base of one (8 hour) day unless otherwise specified.

  • "Navigation" is handled above in Part 1-3.
  • An Administration roll will allocate supplies and funds for the trip, and organize the crew's schedules. A suitable Area Knowledge roll can complement this roll, by revealing the best stops along the intended route to supplement existing provisions. (Allow re-use of roll from part 1?)
  • An Engineering roll will prepare the vessel for the trip, identify potential maintenance issues, and determine what repair supplies will be needed.
  • A Freight Handling roll will ensure cargo and provisions are loaded and properly secured in a timely manner. [Takes time to load.]
  • A Leadership roll will organize the preparation effort.
  • A Weather Sense roll will predict weather and sea conditions for the trip, and determine the best time to depart. (B209)
  • Search for freight, speculative cargo, or passengers: See Trade.
  • Many of the above rolls may substitute Seamanship [at -4] at the GM's discretion.
Modifiers: Standard skill modifiers apply (see skill descriptions); Time Spent (-10 "Instant"); multi-tasking. Take Average or Take Maximum are available for this roll.
Notes:
  • A2:17, "Planning"/DF16:20, "Travel"
  • The idea is that every PC rolls something

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