Surface Excursion
Sequence Per Hour
- Party decides course. A character or entity can move the number of
hexes,hexeslistedinunder Hex on thetheir charactersheetsheet's Move section, per hour.WholeA party can only move as fast as its slowest member. IfWhen 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 knowknown 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 |