- Just stay on this heading, Bosk
- Roll 2d6, how many times depends on flight distance
- =7 = on course
- <7 = -1
-
7 = +1
- But how do skill mods apply?
- Extra d6 equal to skill mod
- Choose the two you want
- If you miss the target, flip the board (which now becomes the area past the target so move the pawn) and you'll have to circle around with < and > directions now inverted
- You can choose when to turn around but you can't turn on a dime so you must move at least one more rank
- Example...
- Traveling 12 rounds, PC has Pilot +2, so roll 4d6 (2d6 + 2d6)
- Use grid (graph paper?), all moves are forward or diagonal
- MAYBE SHOW HIM HOW TO DO IT WITH 2D6 FIRST
- I THINK MORE LIKE 20 TURNS, INTERSPERSED WITH NARRATIVE ABOUT WHAT THEY'RE PASSING OVER
- R1 - 4,3,1,1 - choose 4,3=7 = on course
- R2 - 6,6,1,1 - 6,1=7 = on course
- R3 - 5,4,3,3 - 3,3=6 = -1 drifted left
- R4 - 6,6,3,2 - 6,6=12 = +1 straight, but still off course
- R5 - 6,6,5,4 - 6,6=12 = +1 back on course but need to straighten out
- There's Magnifico Resort
- R6 - 6,5,5,3 - 5,3=8 = +1 drifted right
- R7 - 4,3,1,1 - 1,1=2 = - 1 need to straighten out
- R8 - 4,3,2,1 - 4,3=7 = on course
- There's Islessi
- R9 - 6,5,5,3 - 5,3=8 = +1 drift right
- R10 5,4,3,2 - 3,2=5 = - 1 steer left, on course
- R11 6,6,3,2 - 3,2=5 = - 1 drift left
- R12 5,5,4,4 - 4,4=8 = +1 steer right, arrived destination