Travel
For survival-themed adventures, or for adventures that focus on exploring newly discovered planets or low-tech worlds, you can lean heavier into the details of overland trips. You might want to have the group Analyze their Environment, Navigate or Sense Direction daily, or Subsist if they run out of food or water.
Starship Travel Times
Drift lanes first appeared in the aftermath of the Drift Crisis, a year during which the Drift was dangerously unstable. Drift lanes are essentially hyperspace highways through the Drift with consistent end points. They connect two locations in a chain and can't be used to rapidly reach other regions of space not on the chain, nor can they be entered at other locations. Some Drift lanes have one or more nodes along their route, which are early exits, similar to a highway's off-ramp. Like the Drift lane itself, these stops are consistent and don't change. Exiting at a node along a Drift lane shortens the overall travel time by an amount determined by you, likely by half or a third depending upon how many nodes are along a Drift lane's route. A starship that purposefully flies out of, or is knocked out of, a Drift lane is deposited in a random location in the Drift and must begin to Plot a Course through the Drift, as normal.
Typical travel times using standard engines, Drift engines, and Drift lanes are noted on the Starship Travel Time table below. These travel times are further modified by the result of a PC's check to Plot Course.
Destination | Standard Engines | DriftEngines |
---|---|---|
Travel Point-to-Point on Planet | 1d4 Hours | N/A |
Go Into Orbit or Land | 1 Hours | N/A |
Reach Satellite from Orbit | 1 Hours | N/A |
Travel In-System | 1d6+2 Days | 1d6 Days |
Travel to Absalom Station | N/A | 1d6 Days |
Travel to Near Space | N/A | 3d6 Days |
Travel to the Vast | N/A | 5d6 Days |
Travel a Drift Lane | N/A | 7 Days |
Travel Between Galaxies | Unknown | Unknown |
Overland Travel Speed
The rates on the Travel Speed table assume that the characters are traveling over flat and clear terrain at a determined pace, but one that's not exhausting. Moving through difficult terrain halves the listed movement rate. Greater difficult terrain reduces the distance traveled to one-third the listed amount. If the travel requires a skill check to accomplish, such as mountain climbing or swimming, you might call for a check once per hour, referencing the resulting distance on the Travel Speed table to determine the group's progress.
Speed | Feet per Minute | Miles per Hour | Miles per Day |
---|---|---|---|
10 feet | 100 | 1 | 8 |
15 feet | 150 | 1-1/2 | 12 |
20 feet | 200 | 2 | 16 |
25 feet | 250 | 2-1/2 | 20 |
30 feet | 300 | 3 | 24 |
35 feet | 350 | 3-1/2 | 28 |
40 feet | 400 | 4 | 32 |
50 feet | 500 | 5 | 40 |
60 feet | 600 | 6 | 48 |
Navigating
Getting Lost
If the PCs get unlucky or are just awful at Piloting and Survival, they might end up stuck with no way to reorient themselves. In these cases, have someone come to them! They might meet some locals, get captured by predators, or even stumble upon a dangerous location. They've figured out where they are, even if it's not where they wanted to be!