Pirates of the Spanish Main Maps North Atlantic.pdf

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POTSM Maps - North Atlantic
North Atlantic Travel Map
A Fan-Made Savage Worlds TM Resource by Jordan Peacock
for use with Pirates of the Spanish Main TM RPG
Now and then, your heroes might want to
make a trek between the Old World and the
New World. To handle such a journey, here’s
a travel map, done in a style similar to the
Caribbean map provided in Pirates of the Spanish
Main: Swashbuckling Roleplaying in the Age of Sail
(hereafter referred to as the Pirates RPG for
brevity). For full rules on how to use this map
for long-distance travel, you’ll need the Pirates
RPG core book.
Doldrums
At the narrow bands where the prevailing
winds switch directions, the air is often
becalmed, posing a risk to ships crossing these
latitudes in the middle of the Atlantic. At the
equator, this area is known as the Doldrums,
while at 30°-35°N and at 30°-35°S are the
Horse Latitudes.
To simulate this, at any point when the ship
is on a square that contains the Equator or 30° N
line in it, unless it is within one square of shoreline,
roll 1d6 when you try to move the ship from that
square. On a 1-3, the ship does not move, and that
unit of movement is “wasted” due to dead winds.
On a 4-6, the ship may move normally.
Ships not relying upon sails - such as galleys
under oar power, “turbines” (steamships) or
submarines - are not subject to this rule.
Disclaimers
This is not a resource for the study of
history. It’s a game tool. Note the conspicuous
lack of borders, and the fact that the map has
no date on it. This map is for use “sometime in
the age of piracy,” and while borders may shift,
names may change, and nations may come and
go, the general shape of the coastlines varies only
within a margin of error that I think we can deal
with.
How to Use This Map
Two versions of this map are provided - one
that puts the whole map on a single page, and
another that breaks it up into two (overlapping)
sheets, printed larger for easier use. To use the
overlapping sheets, just print them off separately,
trim the white from around the margins, and then
line them up (overlapping as necessary) and tape
together.
You can then use the map to keep track of
the players’ ship position for journeys across the
Atlantic. For complete rules on how to navigate
the seas, see “Rules of the Sea” on page 128 of
the Pirates RPG.
Scale Difference
The scale used here is that of “1 square =
210 miles,” whereas the usual travel maps use “1
square = 30 miles.” What this means is that when
you use the travel rules, instead of moving your
Travel Speed in squares a day, each travel cycle
represents one week of journeying. For purposes
of determining cabin fever, round off to the
nearest week.
Prevailing Winds
Prevailing winds are deined by latitude.
From 0° to 30°N, the Northeastery Trade Winds
blow to the southwest. From 30°N to 60°N, the
Westerlies blow to the northeast. From 0° to
30°S, the Southeasterly Trade Winds blow from
the southeast to northwest. (See inset.)
Savage Worlds TM , Pinnacle Entertainment Group TM , Great White Games TM , and all related marks and logos are copyright © 2007-2008 by Great White Games (http://www.peginc.com). All Rights Reserved. Pirates of the Spanish Main TM , Pirates
of the Barbary Coast TM , Pirates of the Cursed Seas TM , Pocketmodel TM , and all related marks and logos are copyright © 2002-2008 WizKids Games (http://www.wizkidsgames.com/pirates). This game references the Savage Worlds game system,
available from Pinnacle Entertainment Group at www.peginc.com. Savage Worlds and all associated logos and trademarks are copyrights of Pinnacle Entertainment Group. Used with permission. Pinnacle makes no representation or warranty
as to the quality, viability, or suitability for purpose of this product.
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