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GhostWolf69
Posted: Aug 12 2011, 06:00 AM
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Wouldn't it be cool if we all started doing (and sharing) our own Travel Hazards?

[Hazard Name (Duty)]
[Description]
[Skill Test]
[Effect]

For example:

Hi There Stranger! (Guide)
The Company Encounters a Lone Woodman, they share a meal and get some information about what lies ahead.

The Guide makes a Courtesy Test on a Great or Extraordinary Success the Company can avoid the next Hazard without encountering it. On a failure the Wanderer gives false information leading the party into danger; This Leg of the Journey will now have one more Hazard than expected.

Next! Let's go people! smile.gif

/wolf


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GhostWolf69
Posted: Aug 12 2011, 07:25 AM
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Vehicle Failure (All)
The Vehicle used (if any; such as Boat or Wagon) breaks down and needs repairing.

Every Hero in the Company may make a Craft Test to repair the damaged vehicle. Baseline increase in number of days is 1. A Failure adds another day, an "eye" adds two days. Every Regular Success reduces 1 day, Great Success reduces 2 days, Extraordinary reduces 3 days. To a minimum of 0.

/wolf


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Garbar
Posted: Aug 12 2011, 08:03 AM
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QUOTE (GhostWolf69 @ Aug 12 2011, 11:25 AM)
Vehicle Failure (All)
The Vehicle used (if any; such as Boat or Wagon) breaks down and needs repairing.

Every Hero in the Company may make a Craft Test to repair the damaged vehicle. Baseline increase in number of days is 1. A Failure adds another day, an "eye" adds two days. Every Regular Success reduces 1 day, Great Success reduces 2 days, Extraordinary reduces 3 days. To a minimum of 0.

/wolf

Not a bad idea, but I think you have over complicated it a little.

Maybe treat an 'eye' during the Craft check as something simple like the cart/boat is beyond repair.

Great success or better means minimal delay.




Hazard: Animal Trap
If the scout fails an Awareness check he triggers a trap of some kind that inflicts damage. An eye on the feat dice indicates a wound.
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GhostWolf69
Posted: Aug 12 2011, 08:21 AM
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QUOTE (Garbar @ Aug 12 2011, 12:03 PM)
Not a bad idea, but I think you have over complicated it a little.

Probably. biggrin.gif

Your's is good as well..

/wolf


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Garbar
Posted: Aug 12 2011, 08:35 AM
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QUOTE (GhostWolf69 @ Aug 12 2011, 10:00 AM)
Hi There Stranger! (Guide)
The Company Encounters a Lone Woodman, they share a meal and get some information about what lies ahead.

The Guide makes a Courtesy Test on a Great or Extraordinary Success the Company can avoid the next Hazard without encountering it. On a failure the Wanderer gives false information leading the party into danger; This Leg of the Journey will now have one more Hazard than expected.

/wolf

I like the idea of a social encounter. The whole thing can be role-played out if required or just hand waved as a skill roll depending on the mood of the group.
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GhostWolf69
Posted: Aug 12 2011, 08:51 AM
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Yes... I was entertaining the idea that a Gandalf Rune should trigger "Positive Hazard", where the "Eye" only triggers negative.

But then I thought.... why not make the Skill Roll (or if you want to play the whole Encounter, with introductions etc. OR if you want to just free-style it) decide?

/wolf


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kalan
Posted: Aug 12 2011, 08:59 AM
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These ideas are really good, and giving some fuel to my brain for when I manage to start up a local game (with luck in September!)
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Garbar
Posted: Aug 12 2011, 09:31 AM
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You Put What In The Stew?
The Hunter must make an Explore(?) check and if, failed chooses something mildly poisonous as an ingredient for one of the meals.

Edit:
Anyone that fails an Awareness check (does not notice the odd taste) is considered temporarily Weary (number of days equal feat dice roll) as a result of the toxin. An eye on the feat dice results in endurance too.

A great success allows them warn another party member before they eat and extraordinary success allows them to warn two party members!
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GhostWolf69
Posted: Aug 12 2011, 09:36 AM
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QUOTE (Garbar @ Aug 12 2011, 01:31 PM)
You Put What In The Stew?
The Hunter must make an Explore(?) check and if, failed chooses something mildly poisonous as an ingredient for one of the meals.

Anyone that fails a Body or Heart (whichever is higher) check is considered temporarily Weary.

Additional checks may be made daily to recover.

I love it!

How do you test an Attribute though? (trying to find it in the Rules but failing)

/wolf


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Garbar
Posted: Aug 12 2011, 09:41 AM
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I think it's just a test vs target number. Default is 14 for most thing.

We are both new to this game system though, so mistakes will happen.
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GhostWolf69
Posted: Aug 12 2011, 09:44 AM
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Mushrooms! (Look-Out)
The Look-Out unexpectedly finds a batch of Mushrooms near his position.

The Look-Out must make a Heal Test on a success he realize that these Mushrooms have an invigorating effect if prepared right, and can remove a Weary Check from one Hero if eaten. On an "eye" one Hero becomes Weary instead...

/wolf


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GhostWolf69
Posted: Aug 12 2011, 09:46 AM
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QUOTE (Garbar @ Aug 12 2011, 01:41 PM)
I think it's just a test vs target number. Default is 14 I think.

We are both new to this game system though, so mistakes will happen.

Agreed. I'm just thginking you never actaully ROLL the Attribute itself. I mean that could be 7 or 8 and you don't even have that many dice (Since skills cap at 6, that is the most dice you'll ever roll)...

... but we could be wrong of course... and I agree some sort of "physical" test should be made and none of the skills really fit... Athletics? Hehehehe can I summersault my way out of food poisoning? wink.gif

/wolf


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Garbar
Posted: Aug 12 2011, 10:19 AM
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You have point. As I said, new system, mistakes happen.

I have tweaked the earlier post to make it an Awareness check.
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