14 August 2019
[DRAFT] High Fructose Hyper Space Travel & Navigation
These are draft rules in plain unformatted text for
High Fructose Hyper Space
This sub-net of the ancient Hyper Space Transit Network is modeled by the included map.
The entry point is the red space with the stone arch in the lower left corner.
The exit is the central pink space with the stone arch.
It starts out as a unidirectional and very linear pointcrawl. The arrows indicate direction of travel.
Pink spaces signify the systems in this sub-net and points of exit from hyper space.
<PLACEHOLDER> signify a hyperspace hazard.
Travel through the sub-net is determined by drawing from a deck of colored cards.
Each draw of the deck represents one day of travel. When the sub-net is stabilized each space represents one day of travel downstream and two upstream. <OR 10 DOWN/20 UP??>
This represents the instability of this sub-net.
The ship will travel to the next space on the map that matches the drawn card.
Exceptions this rule are:
Any pink card will move the ship the matching pink space, and subsequently exiting through the gate.
The ship MUST stop in hazard spaces. Reaming there until a matching card is drawn.
Passing by a pink space with a broken gate allows for a disadvantaged Astrology test to notice a hyper space exit, and a disadvantaged Pilot test to exit hyper space. If a map or any other kind of foreknowledge is possessed that there is an exit there allows for a standard Astrology test to notice. Thereafter, it only requires a Pilot test exit.
Once (or if) the party repairs a gate within the sub-net it become bidirectional between it and the adjacent gates and will no longer require a card to be drawn. Travel with the flow is automatic, as travel upstream to another repaired gate. Otherwise, travel upstream requires a disadvantaged Pilot test (failure results in a draw from the deck and subsequent travel downstream).
There are two pairs of "short cuts" signified by a rainbow between two clouds, and a stone gate. Entering the upstream end of a shortcut is automatic if moving to the space, and if passing by requires disadvantaged Astrology and Pilot tests to first notice and then enter. Travel along the shortcuts is always unidirectional.
Additionally either Astrology and/or Pilot can be tested with disadvantage to draw an additional card, choosing one. <FUMBLE RESULTS?>
These are ideas for either the cause of the Hazard or an encounter at the Hazard, or as random encounters.
1 Hyperspace Snarl
2 Licorice incursion
3 Spacehulk leaking exotic particles
4 Hyperspace Pallet-swapped Elfs
5 Goblin Exploration Team
6 Temporary Engine Failure