Saturday, February 15, 2025

Who coaches the Coachpeople?

 COACHPERSON (#7/28, #38/365) [POT]

SKILL: 7

STAMINA : 9

ATTACKS: 1

WEAPON: Sword or Whip and see below

ARMOUR: See below

DAMAGE MODIFIER: None

HABITAT: Towns, Plains, Forests, Hills, Wilderness

NUMBER ENCOUNTERED: 1-3

TYPE: Humanoid

REACTION: Neutral

INTELLIGENCE: High

If the coach or carriage is the most exclusive of regular land transport upon Titan, the COACHPERSON that steers, guides and guards them is often the most skilled sort of road-traveller. Talented with missile weapons, assessing road and wilderness conditions, dealing with a team of riding beasts and being handy with a whip, are just some of the many skills possessed by the Coachperson. All have a long thick coat and a broad-brimmed hat, along with good boots, a sword and a whip. To determine other items of equipment, roll on the tables below:

Roll Armour (roll once)

1-2 Leather Jack

3-4 Leather Cuirass

5-6 Leather Hauberk

Roll Missile Weapon (roll once)

1-2 Crossbow

3 Repeating Crossbow

4 Hand Crossbow

5 Flintlock Blunderbuss

6 Matchlock Blunderbuss

Roll Extra Gear (roll 1-3 times)

1 Rope

2 Sling and ammo

3 Pipe and pouch of Smoking Weed

4 Flask of Special Brew

5 A good Book

6 1-3 Throwing Knives

The coach itself is a fast four-wheeled travelling vehicle, usually used for transporting passengers quickly to their destination, but sometimes will carry goods as well. It is typically covered, though some coaches can have removable covers. The coach will be drawn by 2-4 Horses or Ponies as Draft Animals. To determine the contents of the coach, roll on the table below:
Die Roll Coach Contents

1-4 1-6 Passengers (roll again on Habitat type to determine who they are)

5 Trade goods (see Encyclopedia Arcana, p. 72)

6 Illicit Contraband (Roll again ignoring a 6; goods are being smuggled, but passengers may be (roll): 1-3 being kidnapped 4-6 travelling in secrecy)

A Coachperson can be found in any town or settlement across Titan, as well as on the road through generally favourable terrain such as plains, hills and forests. The land routes of some of the great trading corridors wandering over the three continents are typically well-used by Coachpeople - usually lone operators or members of a wider mercantile concern - all hauling people and cargo from one outpost to another. Particularly famous transport-routes include:

  • Allansia: Salamonis to Zengis, via Fang, Chalice and Stonebridge
  • Allansia: Zengis to Fangthane, via Sardath
  • Old World: Pollua to Royal Lendle, via Chalannabrad and Crystal City
  • Old World: Gummport to Arkleton
  • Khul: Kalagar to Ximoran, via Ashkyos and Djiretta
  • Khul: Tancred's March from Gorak to Kelther, via Kazan

New Special Skill

Handle Vehicle (Movement)

This Special Skill bestows the ability to handle - ride, steer and maintain - a particular class of vehicle, whether on land or sea or in the air. The classes are as follows:

  • Small Boat (e.g. rowing boat).
  • Large Boat (e.g. fishing boat, barge)
  • Ship (e.g. galleon)
  • Cart/Coach/Wagon
  • Chariot
  • Balloon/Airship
Each must be possessed separately before a Hero can fully control the whole range of vehicles, but the Director may allow a modified chance of, say, a Hero skilled in handling a coach being able to handle a chariot in a race or in battle.

New Rules

Vehicles in Advanced Fighting Fantasy

Blacksand provided comprehensive details on different kinds of boats and ships for your Advanced Fighting Fantasy game, and more information is presented below about the Coach as used by the Coachperson:

Coach

VEHICLE STAMINA: 4

VEHICLE WEAPONS: None

VEHICLE ARMOUR: Light

Base Movement: 8

Encumbrance: 30 items or 1-6 Passengers

CREW: 1-3

This is a fast four-wheeled travelling vehicle, usually used for transporting passengers quickly to their destination, but sometimes will carry goods as well. It is usually covered, though some coaches can have removable covers. If there is one than one crew present, one will be a COACHPERSON, while the other(s) will be APPRENTICES (SKILL 6 STAMINA 7), armed with slings and shortswords (and often the children of the Coachperson).

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