Journeys
Journeys
Departure
- Needs a ship - your own, or borrowed
- Pick a destination
- Make preparation
- E.g. Hiring extra crew, cargo & passengers, planning
- The Firefly creates journey tracks
- Hidden tracks
- Progress - Only when the Progress track is filled do you arrive
- Risk - When you're travelling through particularly risky locations, track it with a risk track
- Pathfinding - See Cartographizing below
- Riot - Tracks crew / passenger dissatisfaction, rarely used
Progress
- Player role depends on their station
At the helm
- Cut a path
- Traveling normally
- Mark a single box on the progress track
- Usually have a choice about encountering things spotted on watch
- Forge ahead
- Going fast
- Mark two boxes on the progress track
- Usually have to encounter what's spotted on watch; the ship may take damage if you try to avoid
- Drop anchor
- Stop
- Do a montage
- No watch roll is made - the undercrew keeps watch instead
- Challenging terrain may require an additional ratings roll at the helm
On watch
- Two options: make a watch roll or spend resources for a discovery.
- Watch roll
- Roll a single D6
- Firefly rolls a D6 threat roll (hidden from players)
- If you own a chart of the area, the Firefly rolls 2d6 and takes the higher result
- Threat roll results:
- 6 - Danger-free opportunity
- 4-5 - Hazardous encounter with a payoff
- 1-3 - Immediate danger with little chance of payoff
- Consult the Watch Roll Results table
- Discovery
- Spend a chart and a whisper - both are lost
- Gives the player input into a discovered location
- The location has to be something that might be recorded on a map or chart
- Firefly still makes a hidden threat roll
Encounters
- Avoiding
- You may need to make a ratings roll to avoid an encounter if it's something that can give chase
- Harder if you're forging ahead
- Engage
- Firefly should give some indication of threat
- Choice, challenge, or scene
- Choice
- Outcome of the encounter depends on a choice
- E.g. do you investigate an emergency flare or not
- Challenge
- Some kind of threat to the ship
- Player at the helm makes a ratings roll, and go from there
- E.g. A pirate ship opens fire
- Scene
- Usually involves leaving the ship
- E.g. exploring a ruin
- Choice
Tending the engine
- Proceed normally
- You can hijack focus for engine trouble
- Overload the engine
- Spend a resource as fuel
- Increase impact relating to ship speed, or mark an extra box for progress
- Muffle the engine
- Uses a resource to muffle the engine
- Increase impact for stealth, or stealthily leave if you haven't been spotted yet
Cartographizing
- Firefly makes a track
- Mark it when you find an important landmark
- Gain a related chart when you complete the track
Watching the Weather
- Similar to being on watch
- But you always roll
- Check the Weather-Watching Results table
Arrival
- When the progress track is filled
- Firefly describes where you've arrived
- Spend some time port-side to heal, relax, and repair the ship
Wildsea Free Edition, page 40-47, Wildsea, page 67, Wildsea, page 70-77