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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:
    • If the hex is unexplored, roll on the appropriate Terrain Flower Chart.
    • 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.)

Terrain Flower Charts

If the party lands on an unexplored surface, mark them down on hex 1 of the environment's Terrain Flower Chart.

If the party is embarking from a know hex, consult the Terrain Flower Chart for the hex marked "S" 

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 tip-to-tip Hex centers 7km
Between touching 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