Friday got busy and I never got to doing a character. Tody will have to be a double character challenge. And Sunday (tomorrow) perhaps as well as Mondays are always busy as well. Spelunking through some of the physical games I have and never played, I found Eric Bloat's Destination: Uncharted. I bought this when I was going to start the Cowboys & Dino game, thinking it may be a way to play that. Then I was pointed to the Apex game and it already had dinosaurs. I went with that.
I've not really looked though this game. It has the same 6 stats as most RPGs. and throws in Luck like many other games do as well. It abstracts distances like Traveller range bands, Close, Nearby, Faraway and Distant. The game is intentionally theater of the mind, and the rules promote that sort of play.
There are 5 classes: Archeologist (well-versed in history), Mercenary (often former military), Occultist (student of the Dark Arts), Street Rat (quick-witted and agile on your feet) and Treasure Hunter (thrill seeker who loves seeking treasure).
There is a really cool mechanism I like and may have to try: you roll both a d20 & a d6 when needed. The d6 can add a hindrance on a 1, and a benefit on a 6. 2-4 are ignored. This allows for a more theatrical approach I think in running a game. This gives you 3 success types (success with a benefit, success, and success with a hindrance). Same for failure. A success could be something like this for the 3 cases: with a benefit, your leap across the chasm was successful but your landing cleared the dirt, and you found the symbol you have been looking for. Plain success is you succeeded the jump and nothing else. Success with a hindrance is you made the jump, but you dropped your binoculars. Failure the same way: you failed the jump, but managed to catch a ledge below, so could still clamor up. Failure means make a saving throw! And failure with a hindrance is you failed, and your pack managed to fall to the chasm below. Still make your saving throw! But the rules stress that this should be collaborative and everyone can make suggestions, and I think with the right group it could be a lot of fun.
The suggested rolls for d20 are 10 = easy, 15 = medium, 20 = difficult and near impossible = 25. You add your appropriate stat, and like most d20 games, 20 = always a success, 1 is always a failure.
Character generation is straight-forward, though a bit different. The 6 stats are generated by rolling 6d6, then picking which roll to apply to which stat based on 6 => +3, 5 => +2 and so on to 2 => -1 and 1 => -2. Not sure what that bell curve looks like, but it is different.
For my two characters, going with a brother and sister: an archeologist and the mercenary. The woman is the archeologist and the brother the mercenary trying to keep her safe as she digs in ancient ruins in places she probably should not be in.
Rolling 5,5,5,4,3,1 and think this is the mercenary as he has mostly positive stats. Not too bright though:
- Strength 2 => 3
- Intelligence -2 => -3
- Wisdom 0
- Constitution 2
- Dexterity 2
- Charisma 1
- Strength -2
- Intelligence 3
- Wisdom 3 => 4
- Constitution 0
- Dexterity 2 => 1
- Charisma 3
Steven and Stepanie Serendipity
https://www.artstation.com/artwork/Pob6En |
https://www.artstation.com/artwork/3oAqmg |
Character Challenge
Day 2: Classic Traveller Noble
Day 6: Classic Traveller Army (died in chargen!)
Day 10: Mongoose v1 Traveller Belter
Day 11: War for the Wastelands Nuke Baby
Day 14: Space:1999 Pilot (via Traveller)
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