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,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 |