The Overworld
During the overworld phase of the game, drifters navigate and travel the surface of The Known World of Goan, which is represented by a Hex Map.
- Each hex is 6 miles across.
Overworld Turn Procedure - 1 turn = 2 hours
- Determine Actions
- Check for Random Encounters
- Drifters' Actions Are Resolved
- The End of the Turn
Step 1 - Determine Actions
Drifters determine what action they will take part in during this turn.
- 1 action per turn, per drifer.
- Depending on the action, additional actions may come up during Step 3.
Step 2 - Random Encounter Check
The Fateweaver checks for a random encounter.
- Likelihood based on terrain type.
- If a random encounter is rolled, the encounter may happen at any point during that overworld turn.
- If traveling, the terrain of the hex the drifters are moving into determines the chances of a random encounter.
- If camping in the overworld instead of traveling, random encounters are only checked once for the entire day, based on the terrain type that the drifters are camping in..
- If there is a random encounter, proceed to the Battle Procedure.
Terrain | Chance |
---|---|
Desert, Plains | 1-in-6 |
Hills, Lake, Marsh, River, Woods | 2-in-6 |
Badlands, Bayou, Deep Woods, Mountains | 3-in-6 |
Step 3 - Resolve Actions
Drifters make checks as requested by the Fateweaver to determine the success/failure of the actions declared in Step 1.
- 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 4 - The End of the Turn
End of Turn Checklist:
- The Fateweaver:
- Update time records by 2 hours.
- Drifters:
- Mark used light sources.
- Record consumed food/water.
- Record spent miscellaneous resources (ammunition, lockpicks, potions, etc.).
- Begin the next turn with Step 1.
Overworld Actions
In Alphabetical Order
Fish [AGI]: Catch 1 fish, with an additional fish for every 4 over the DR.
- Hex must contain a body of water/river.
- Cannot be traveling at the same time unless aboard some sort of boat or ship.
- Suffer Disadvantage if not using any type of fishing gear.
Forage [WIT]: Find 1 unit of food or herbs, with an additional unit for ever 4 over the DR/find fresh water.
- DR modified by terrain, season, and weather.
- +2DR if done while traveling.
- Player must state whether they are foraging for food, herbs, or drinking water before attempting the check.
- If hex contains a body of fresh water, no check is needed.
- If freshwater is found, drifters may fill their containers completely.
Guide [WIT]: When not following a road, find a path leading into the next hex, else 1-in-6 chance of getting lost.
- DR modified by terrain.
- Disadvantage if done in darkness without a light source.
Hunt [WIT]: Find wild game to hunt.
- DR modified by terrain, season, and weather.
Lookout [WIT]: Watch for possible encounters in the overworld.
- Must be taken before a Random Encounter happens in order to take effect.
- Check is made upon Fateweaver's request.
- If successful, encounter is noticed from 4d6 x 30' away.
- If drifters are unaward of the encounter until they are 1d4 x 30' away.
Make Camp [WIT]: Find a site suitable to make camp and light a campfire (if all resources are available).
- DR modified by terrain.
Rest: Replenish 1d4 HP and increase Grit die by 1 level.
- If interrupted, rest does not count.
Sleep: Replenish 1d8 HP and Grit increase to ud8.
- If interrupted, rest does not count.
- It is possible to sleep without a campsite.
- [WIT] with DR determined by terrain and weather; find a suitable place gaining the benefits of sleep, else become Sleep Deprived.
- Regardless of success or failure, become Cold due to no campfire.
Travel: Travel from one hex to another.
- Travel up to 2 hexes (12 miles) per turn in Open Terrain or 1 hex (6 miles) per turn in Difficult Terrain.
- Unless otherwise stated, drifters may travel a total of 4 hexes (24 miles) in 24 hours without attempting a forced march.
- Forced Marched [STA]: Travel an additional hex, else suffer 1 level of Exhaustion.
Terrain | Open/Difficult | Forage DR | Hunting DR | Camping DR |
---|---|---|---|---|
Badlands | Difficult | DR14 | DR14 | DR14 |
Bayou | Requires a boat or raft | DR10 | DR14 | DR14 |
Deep Woods | Difficult | DR14 | DR12 | DR14 |
Desert | Open | DR16 | DR16 | DR16 |
Hills | Open | DR12 | DR12 | DR12 |
Lake | Requires boat or raft | - | DR12 | DR10 |
Marsh | Requires raft | DR12 | DR12 | DR12 |
Mountains | Difficult | DR16 | DR14 | DR14 |
Plains | Open | DR12 | DR10 | DR10 |
River | Requires boat or raft | DR10 | DR12 | DR12 |
Sea | Requires boat, raft, or ship | - | - | - |
Woods | Open | DR10 | DR10 | DR12 |
Season | Foraging | Hunting |
---|---|---|
Spring | +2DR | -4DR |
Summer | - | +2DR |
Fall | -2DR | - |
Winter | +4DR | +4DR |