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Surface Excursion

Sequence Per Hour

  • Party decides course. A character can move the number of hexes, listed under Hex on the character sheet Move section, per hour. Whole party can only move as fast as its slowest member.
  • If the party moves into a new hex, roll for feature presence, then on the environment's Features chart if needed.
  • If using the Hex Interiors optional rule below, the party decides which part of the hex (edge, border, or center) they're moving to.
  • Roll for Encounter. (Encounter roll from Environment, then Encounter chart if triggered.)

Maps

Hexes are 5km. Celestials have a 10x10 hex map for each coordinate (see Celestials).

Searching Hexes

If the party moves into or stays in an already-known hex, they may search it. Roll for feature presence, and add another die to the Time Pool.

Optional Rule: Hex Interiors

Hexes have six borderlands, one per side, and one center. Using this layout, we can establish some basic ranges for easier reckoning.

MEASURE DISTANCE
Between Hex centers 5km
From one hex edge to another 5km
From one hex center to an adjacent hex's edge region 3km
From a hex center to any of its edge regions 2km
From adjacent edge regions 1km