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Where am I? Exploration

Measuring Space

Space is measured in both conventional units and squares. A square is a 2-dimensional unit used to quickly measure distances on a map. For simplicity, its diagonal length is considered equal to the side length. Unless stated otherwise by the map's scale, one square is approximately 1 meter (3 feet).

When measuring distances from a given location (e.g. from a character), use these guidelines:

  • Self: 0 squares, the location itself.
  • Touch: 1 square, melee range.
  • Range: 2 or more squares from the given location.

Sizes

Entities and objects vary in size, determined by how many squares they occupy:

  • Small [1]: Less than 1 square in the longest dimension.
  • Medium [2]: Up to 2 squares in longest dimension.
  • Large [3]: Up to 4 squares in longest dimension.
  • Above Large [4]: Over 4 squares in longest dimension. Feel free to describe them as needed, mechanics won't be impacted.

Size Difference

To calculate the Size Difference between two entities or objects E1 and E2 use the number in the square brackets next to each size in the formula:

Size Difference = E1.Size – E2.Size, where E1 is the acting entity.

Example: if E1 is a Large entity and E2 is a Small entity, then
Size Difference = Large [3] – Small [1] = 2.

Travel

Traveling long distances involves maintaining a sustained pace and adapting to the terrain. Each entity has a traveling speed and can typically travel for up to 10 hours a day before suffering 2 tiers the Exhausted condition.

The system provides rules for different travel paces, affecting d20 rolls related to travel activities such as perceiving obstacles, navigating paths, or avoiding detection. It also establishes a baseline for characters traveling on foot on normal terrain conditions and without modifiers.

  • Normal Pace: The standard travel speed, with no modifiers to d20 rolls related to travel.
    Characters travel at approximately 5 km (3 miles) per hour.
  • Careful Pace: Prioritizes safety and awareness, granting a 1d6 bonus to d20 rolls related to travel. Speed is reduced by about one-third.
    Characters travel at approximately 3 km (2 miles) per hour.
  • Fast Pace: Focuses on covering ground quickly but at the cost of precision and caution, imposing a 1d6 malus to d20 rolls related to travel. Speed is increased by about two-thirds.
    Characters travel at approximately 8 km (5 miles) per hour.

Lighting

Lighting conditions affect both sight-based activities and attempts to hide.

The system defines three levels of illumination with corresponding guidelines:

Sight

  • Bright: No malus to d20 rolls.
  • Shadow: Apply a 1d8 malus to d20 rolls.
  • Darkness: Sight cannot be used; the d20 roll automatically fails.

GM-determined contextual factors – such as reliance on other senses – may modify bonuses, maluses and allow rolls in total darkness.

Hiding

  • Bright: Apply a 1d10 malus to the Finesse roll.
  • Shadow: No modifier to the Finesse roll.
  • Darkness: Apply a 1d8 bonus to the Finesse roll.

GM-determined contextual factors – such as an open area with no place to hide – may modify bonuses, maluses or prevent hiding altogether.