Hex Crawling

From West Of Vipers Gate
Revision as of 21:26, 25 January 2022 by Silverwizard (talk | contribs)

6 actions per day

1 GM move per day

    1. Player Actions:

Move - 2 actions/hex

  • -1 action if good terrain
  • +1 action if terrible terrain
  • -1 action if using some sort of transpiration
  • +1 action if moving stealthily
  • Characters may only move two hexes per day
  • Importantly: Yes, if moving on good terrain in a vehicle, it will take 0 actions, using a ship on smooth waters leaves you with lots of time on your hands

Sleep

  • Sleeping 1 action means an Ob2 Forte test or take -1 to Health per margain of failure
  • Sleeping 0 actions makes the Forte test Ob3

Gather

make a Foraging, Hunting, Trapping, (if on the sea or a river) Fishing, or (if in civilization) Scavenging test - gain 1 ration er hit (equal to the obstacle or better), based on the terrain.

  • Civilization - Ob2
  • Blasted Lands - Ob5
  • Steppe - Ob2
  • Woods - Ob1
  • Marsh - Ob3
  • Moore - Ob2
  • Desert - Ob4
  • Mountains - Ob3
  • Foothills - Ob2
  • Glade - Ob1

Practice

do 4 hours of practice. A month in the practice system is 30 days, you can do multiple practice actions to get a test that takes longer to do. Generally this is gonna be a lot of actions to be useful, but it's a good way to burn actions if you need it. This can also be used to do things like, join a domain, learn a spell, or other forms of advancement.

Instruction

Everyone either teaches or is taught! Takes two actions. Needs a lot of days to be useful, like practice.

Mend/Craft

This allows the characters to recover by repairing gear, scavenging toolkits, making arrowheads, drawing maps, and so on. Obviously, characters need to only use tools that they can keep on their person, no workshops while travelling. Ob based on the skill test.

GM moves:


The GM accumulates moves every day. So they can either spend them bit by bit, or they can save them up for a bigger deal.

1 Moves

  • Ration: Force the party to eat a ration. Failing to do so causes the characters to lose 1 Forte, recovered after a day of rest (one recovered Forte per day, so if the characters lose multiple Forte, it will take multiple days).
  • Adversity: Force a test to cause the loss of tools, gear, health, actions, or something else important. Generally this is things like needing to negotiate a deadfall, getting hit by an avalanche, unexpectedly getting lost, or other minor-but-important problems. Basically, this is a one roll montage where something minor-but-important is at stake.
  • Weather: Makes the weather really bad for a day. This makes the terrain difficult, and can increase the Ob of a Gathering action by 1. This can be opposed by an Ob3 Perception test by someone with the Weather Sense trait.
  • Roll 1d6: Ration, Adversity, Weather, Monsters, Magic, Nothing.

2 Moves

  • Monsters: This allows the GM to pull in one of the encounters for the region.
  • Dangle An Adventure: The GM may set a scene which could become a fullblown adventure, either in the future or right now!

3 Moves

  • Magic: This can be like Monster or Site - except magic is involved. Say encountering a spirit. Or a pool which sits at the end of a rainbow.
  • Site: Adds a location to the map.
  • Discovery: Adds an encounter to the table for the region, and triggers it right now.