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.
WhenEach time the party moves into an unexplored hex, follow Generating a newhex:Hex below.
- When the party enters an already-explored hex, feature and encounter presence should be rolled again.
- If the new hex is
unexplored, roll onimpassible, theappropriatepartyTerrainshouldFlower Chart. Roll for feature presence, then onfollow theenvironment'sedgeFeaturesofchartaifhexneeded.around
- 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.)
At the End of the Day
When the Time Pool is full, it should be rolled and any events handled. All one-day effects expire, and per-day resources should be rolled.
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.
When the party is exploring unknown territory, record the last index of the terrain flower chart. Every time the party enters a new hex, roll 2d6 and use the compass to determine which hex the party moves into. The type of this hex on the chart is the type of the newly-explored one. If the compass indicates a move off of the flower chart, wrap around to the opposite side of the chart instead. If there is a solid line in the direction of movement, no movement occurs. The new hex is the same type as the hex being moved from.
Generating a new Hex
- Roll on the appropriate Terrain Flower Chart to determine hex type.
- Roll for Feature Presence.
- If a feature is presence, roll on the features table to determine which kind.
- Roll for Encounter.
- If an encounter is triggered, roll on the encounters table to determine what or who the party happens upon, then see Encounters.
Maps
Hexes are 5km. Celestials have a 10x10 hex map for each coordinate (see Celestials) with unique coordinates.
Searching Hexes
If theThe party movesmay into or staysstay in an already-known hex,hex theyand 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 |