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Caravans & Travel

Caravans

Traveling alone in the Wildlands is a death wish, so most tend to join a caravan. Once everyone at the table has created their drifter, it’s time to form the table’s posse or gang. Every group has three major elements to consider: drive, impulse, and reputation.  

Drive

Each drifter may have their own personal goals when traveling the Wildlands, but a caravan’s drive defines what pushes you all toward this dangerous life of a drifter. When a caravan achieves its drive, someone marks down two experience points for each drifter in the caravan.  

Impulse

Drifters of any caravan tend to share the same impulsive behaviors. Giving into this impulse will often come at a cost, but the reward is worth it.   When you give into an impulse that has a potential cost, you may recover a point of gumption and the caravan gains a point of fame.  

Reputation

XXXX  

Assets

XXXX  

Experience

Instead of having experience points for each individual drifter, your caravan has a shared pool of experience that you all work toward and level up. The number of experience required is based on the number of members in your caravan: multiply the number of drifters by 6.   The main method for gaining experience is from learning from your mistakes. When you or another drifter miss an action roll, mark one experience point on the Caravan sheet. You can also gain experience by:
  • Fulfilling your caravan’s drive.
  • Increasing your caravan’s fame.
 

Improvements

Once your caravan has gained enough points to fill its experience pool, you and your fellow drifters will have the power to improve your abilities and gain new aspects. Before that can happen though, all members of the caravan must spend at least six hours in their camp or a similar safe environment.   During this time, reset the caravan’s experience pool to zero and each drifter picks two improvements from the list on their character sheet. Once an improvement has been picked it cannot be picked again.  

Travel

Much of your time as a drifter will be spent traversing the Wildlands going from settlement to settlement. If you look over a county map you’ll notice it’s split up into hexagonal segments. Each segment represents roughly 60 miles.   The following chart tells you how long it takes to traverse a single segment depending on your mode of travel:
Modes of Travel Time
On foot 24 Hours
Horseback 12 Hours
Stagecoach 8 hours
Train 6 hours
 

Preparing for a Journey

The first step to any long journey across the Wildlands is preparation. It’s unlikely you’ll meet any friendly faces along your travels, so be sure to plan out how long it will take to get to the next settlement and purchase enough supplies for the trip as well as any equipment you think you might need.  

Entering a New Hex

Once you enter a new hex, your table’s Marshal will mark the time that’s passed and make an encounter roll. This roll will determine whether you have any encounters during your travels and is determined by external forces such as the environment and local inhabitants.   This roll can be adjusted in your favor with the proper preparation or the right actions during your travels. Unlike action rolls though, the smaller the chamber the better your odds.  

Making Camp

It’s very likely you won’t be able to make the journey within a single day and you’ll eventually need to stop for camp. Find a safe space to set up and mark off the day’s rations.   If your posse spend more than 6 hours at camp, the Marshal will make an encounter roll to determine if you have any disruptions. Like during travel, this roll can be adjusted in your favor.



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