← The RoadSteel Age · Core Rules, 1st Edition · at a glance
References

Travel & Exploration

Your Choices on the Road

A Segment is two hours, twelve to a day. A Turn is ten minutes, twelve to a Segment.

Each SegmentThe party chooses one of four: Travel, Action, Rest or Sleep. Whoever does otherwise has split off.

Traveltwo hours

Gomiles by the ground and the weather.

Road+1 mile anywhere, even in the dark.

LoadBurdened −1, Laden −2, never below a mile. Overloaded −3, or halt.

Actiontwo hours · the tasks opposite →

Successone benefit; a margin of 3 or more buys two.

Failurethe two hours spent; badly, and the ground bites.

Resttwo hours

Clearsall Fatigue and all Strain, and resets the chain.

Healtend a patient while you rest, with Healing.

Sleeptwo hours

Clearsall Fatigue and one Lingering.

A nightthree Segments; each missed, +1 Lingering.

Watchcounts once; a second is sleep missed.

Fooda ration a day

UnderfedRest does nothing, and wounds stop knitting.

StarvingSleep stops clearing Lingering too.

Pushing On

Two runningTravel or Action Segments cost nothing.

Thenthird +1 Lingering, fourth +2, fifth +3 …

CollapseLingering past half your Toughness: no Travel or Action until you sleep it down.

Kesta and KristophTwo Segments done, the gates two miles off. They push a third: a Lingering each.

Action SegmentsOne task each, inside the party’s two hours. For anything else, the GM sets a mark.

ScoutSurvival · Streetwise in town

Informationthe route, a threat, the weather coming.

Shortcuta mile on each of two Travel Segments.

Stealthy Travelnext check on the move a level safer.

ForageSurvival · mark +2 in winter

Provisionsone ration.

Camp Materials+1 on the next camp roll.

Herbsone use of a herbalist’s kit.

HuntBeastwise · mark +2 in winter

Silent Killnext check in that ground a level safer.

Good Killa ration beyond the ground’s yield.

Learn the Landthe yield, and +1 on the next scout.

Make CampSurvival · Streetwise in town

Concealmentevery check at that camp a level safer.

Securitysleepers woken; the camp is alert before the first attack.

Comfortone more Lingering off the next Sleep.

Repair · Working

RepairCraft or Construction & Labor; basic function back, no more.

WorkingUnseen Craft; the Strain is yours.

Exploringtwelve Turns, one Segment

Each Turnone action: move carefully, search, keep watch, examine, work at a door or a climb, talk quietly.

Rest Turnup to 2 Fatigue off; Strain down to 3 or your Threshold, whichever is higher.

Tensiontwelve Turns, no Rest Turn: +1 Lingering.