Surface Excursion
Sequence Per Hour
- Party decides course. A character or entity can move the number of hexes in their character sheet's Move section, per hour. A party can only move as fast as its slowest member.
- When 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 known hex, consult the Terrain Flower Chart for the hex marked "S" that matches the current hex's type. For example, if the party is moving from a hex called Plains, there should be a Plain hex on the flower chart marked "S". This is the hex that should be started from when rolling for the unexplored one.
Maps
Hexes are 5km. Celestials have a 10x10 hex map for each coordinate (see Celestials) with unique coordinates.
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 |