Exploration
During the exploration phase of the game, drifters explore and map out a new point of interest like ruins, dungeons, ancient buildings, crumbling temples, cursed woods, dusty tombs, etc.
- Mapping is done on graph paper.
- 1 square = 5' or 10' depending on the size of the area.
Exploration Procedure - 1 turn = 10 minutes
- Set Marching Order
- Check for Random Encounters
- Determine Actions
- Drifters' Actions Are Resolved
- End of Turn
Step 1 - Set Marching Order
Drifters determine what order and formation They will take as they explore.
- The marching order helps the Fateweaver determine which drifter may be affected first by a trap, or who might be seen first by a wandering monster or creature.
Step 2 - Random Encounter Check
The Fateweaver checks for a random encounter.
- 1:6 for a random encounter each turn.
- This may change depending upon the point of interest, the situation, how long the drifters remain in an area, how much noise they are making, etc.
- If there is a random encounter, it can happen at any point during the turn.
- Appears 2d6 x 10' away from the drifters if space allows.
- Proceed to the Battle Procedure.
Step 3 - Determine Actions
Drifters declare what actions they will take during this exploration turn.
- 1 action per turn, per drifter.
Step 4 - Resolve Actions
Drifters make checks as requested by the Fateweaver to determine the success/failure of the actions declared in Step 3.
- The Fateweaver describes the outcomes of the actions as they are resolved.
- Drifters use this information to make informed decisions on their next actions on either this turn, or the next as the situation unfolds.
Step 5 - End of Turn
End of turn checklist:
- Fateweaver:
- Update time records by 10 minutes.
- Drifters:
- Mark used light sources. -Record consumed food/water. -Record spent miscellaneous resources (ammunition, lockpicks, potions, etc.).
- Begin the next turn with Step 1.
Exploration Actions
In Alphabetical Order
Climb [MGT]/[AGI]: Climb at 1/2 exploration movement, repeating each turn until destination is reached, else fail to find a good grip.
- If surface is sheer with no handholds, [MGT]/[AGI] with Disadvantage.
- If failed while in the middle of a climb, suffer 1d6 for every 10' fallen, ignoring armor.
- A Climb check is not required when climbing a rope, ladder, or if surface has easy handholds, though movement is still halved.
Decipher Language: Determine if encountered language was previously known.
- 1:6 of previously knowing language.
- If failed, +6DR [WIT] after spending at least 1 month regularly studying language.
- If failed again, each month spent with grants -1DR to [WIT].
Force Open [MGT]: Force open door/container, making noise, else the door/container remains shut, but the attempt was still noisy.
- Random encounter check is immediately made regardless if the check was successful due to noise.
Lockpick [AGI]: Unlock a locked door/container, else the door/container remains locked.
- Requires something to pick locks with.
- If something other than lockpicks/thieves tools is used (bent fork, bobby pins, etc), suffer Disadvantage.
Move: Move up to a drifter's max exploration movement.
- Can take another action along with moving.
Move Silently [AGI]: Hide or move without making a noise, else unable to hide successfully and make noise while moving.
- Depending on the circumstances, it may be impossible to actually hide in an area.
Repair Teka [MGT]: Teka is usable again but may require a power source; else 1:6 chance the teka is now more broken than before.
- Broken Teka requires tools and a certain amount of spare parts (# of times to cast the spare parts usage die) to fix.
- If the check is failed, +2DR to next attempt.
- If failed again, Teka is completely broken.
Salvage [MGT]: Increase spare parts ud by 1 level, or an additional level for every 4 over the DR.
Search: Search a 10'x10' area for something specific, such as a trap, a specific mechanism, a hidden door, etc.
- Drifter must describe in detail how they are searching the area, and what they are searching for.
- Given how they are searching, the Fateweaver narrates what they find, whether there is anything there at all in the first place.
Swim: Swim through a body of water.
- All drifters are assumed to be able to swim.
- Drifters are able to swim at 1/2 their exploration movement.
- [MGT]/[AGI] if water is rough or if wearing tier 3 or 4 armor to avoid drowning, else DR12 [STA] to stay afloat.
- If [STA] is failed, +2DR [STA] each round, with aditional +1DR each round, to hold breath or drown.