2.2. Exploration Box

While exploring and interacting with the world around you, look to the Exploration Box on Page 1 of your Character Sheet. The Exploration Box lists your Exploration Stats, Exploration Skills, and helpful References of your character's capabilities and limits.

P1 ExplorationBox.png


Exploration Stats

Each character has a different balance of Exploration Stats that help you navigate the world and interact with it.

The Exploration Stats are:

Might

The front-line force of the group. Favored stat of skilled strikers, bulky athletes, and seasoned warriors.

Artifice

The back-line specialist of the group. Favored stat of dexterous fighters, skillful snipers, and nimble-handed craftsmen.

Tuning

The magical conduit of the group. Favored stat of Dark mages and enlightened sages.

Starting Exploration Stats

Ask your GM how they want to generate stats. There are two primary methods:

Exploration Skills

The Exploration Skills are divided up on the Character Sheet into a grid. In each column, you can see how the Exploration Stats relate to each of the 4 Exploration Stats. The first row of Exploration Skills are the Perception Skills. The next row contains the Covert Skills, and the final two rows contain the Knowledge Skills. (You do not need to memorize these categories, they are mainly there to help you find the skills more quickly.)

Perception Skills

The Perception Skills help you learn more about new locations you explore and can help you detect and avoid danger before it happens.

The Perception Skills are most often used with the the Investigate ability:
(This ability can also be found on the Player Cheat Sheet.)

Investigate

[Time:: Reaction] [Target:: Current Location]
[Trigger:: After you enter a new room or area and hear the GM description of general features of that room]
[Test:: Choose a Perception Skill (Recon, Analysis, or Sensing)]
[Effect:: Knowledge]

Each room or area can only be the target of this Ability once per Episode.

Your chosen Perception Skill's Score:

  • [..6] You don't get to ask any questions.
  • [7..9] You can ask 1 question below.
  • [10..] You can ask 2 question below.
  • [10!] One of your questions can be any question, provided the answer could be gleaned by one of the Perception Skills.

You can ask your questions immediately or wait, taking actions and playing as normal between each question asked. The GM will respond with basic, but accurate information. (Further info can be gained by roleplaying investigation in more specific ways. Those further investigations often won't require a Perception Skill, but may require Knowledge Skill Tests.)

The questions you may ask depend on what Perception Skill you chose:

  • Recon
    • What is the best way in or out?
    • What sorts of creatures are here or nearby?
    • What's one feature that holds a hidden danger?
    • What seen threat is the biggest threat (to me or someone else)?
    • Is there a General Good nearby? If so, where is it?
  • Analysis
    • How does this mechanism or setup work?
    • Is a given wall an internal, external, or boundary wall?
    • What wear patterns do I see and which worn paths are most/least used?
    • Is a given item likely to be here? If so, approximately where is it?
    • Is there a General, Grey, or Obscure Good (choose one) nearby? If so, where is it?
  • Sensing
    • Has magic been cast here within the last hour? If so, where are the afterimages?
    • Is there an invisible thing in this area?
    • Is there an active magical effect or aura in this area?
    • Is that item or feature magical?
    • Is there an Obscure Good nearby? If so, where is it?

Note that each Skill has a different set of questions that can be asked. In this way, each character's own perceptions may reveal different information about the current location.

Aside from the Investigate ability, the GM may have you make Tests using the various Perception Skills while you are diving deeper into what you have found in the world.

Below are the three core Perception Skills and examples of the Tests a GM may call for:

Recon
Analysis
Sensing

While the Perception Skills can be used for the usual Skill Tests a GM may implore, they are most often used by players performing the Investigate Ability upon entering a new area or room.

Covert Skills

Below are the three core Covert Skills that help you avoid detection. The GM may occasionally use these Skills in other ways, but you will generally only roll them during 1.6. Covert Operations. (See that chapter for a more complete guide on the stealth system.)

Stealth
Sleight
Hiding

Knowledge Skills

Knowledge Skills are representative of what a character knows. Often, these skills will determine how much you "recall" about a given subject or topic. Knowledge Skills are used a bit less often than other Skills, but you are required to put at least half of your Skill Improvements into your Knowledge Skills.

Below are the Knowledge Skills and example use cases for each:

Athletics Skill (Might)

Raw might can only get you so far, you also need athletic knowledge.

History Skill (Might)
Rumor Skill (Artifice)
Tinkering Skill (Artifice)
Conjuring Skill (Tuning)
Enchanting Skill (Tuning)
Gods

When recalling knowledge of gods and their realms using Conjuring or Enchanting, you will not, by default, recall the customs or beliefs of a cult tied to the god, nor the cult's customs or followers. For that, you'll need to use History or Rumor.

GM Note: Conjuring vs Enchanting

The differences between Conjuring and Enchanting can be hard to tease out at first. Simply try to do your best.

Often a creature could fall into both categories, but the information gleaned would be different from each. For example, studying a fairy may lead a Conjurer to facts about that fairy's origins, what types of Conjuration magic it can wield, along with a few natural weakness or strengths. An Enchanter studying the same fairy may instead learn if that fairy was twisted in any way by the shadowy-void regions of the feywild. They may also learn what Enchantments the creature can cast or if it has any weaknesses or strengths that it gained by some unnatural means.

Again, simply do your best, figure out a vibe that works for you and keeps the two Skills fairly balanced.

GM Tip: Players guessing the wrong skill

Note that some knowledge -- like History and Rumor -- may be unclear to new players. If a player guesses the wrong skill, simply direct them to the correct Knowledge Skill rather than punishing a player's naivete.

Example:

"Can I roll History to see if I know anything about the cultists?"
"We know this is a newer cult... Roll Rumor instead."


Archetype Stats

Below all of your Exploration Skills, you will find your three Archetype Stats: Fighter, Rogue, and Mage.

These three stats are used most often when performing Abilities and will even be copied directly over onto the second page of your Character Sheet, the 2.7. Abilities Page.

Each Archetype Stat starts equal to the Exploration Stat in its same column (Fighter equal to Might, Rogue equal to Artifice, and Mage equal to Tuning.)


References

It is helpful to know more concrete limits and capabilities of your character. The References section lists pre-calculated values of what your character can and cannot achieve.

Size

Your Size affects how you will interact with several mechanics of the game. There are 6 core Sizes. Below is a table of each Size along with examples and a unit reference of how big of an area they can block, in-case you are not playing with Theater of the Mind:

Size Reference Units (m) Units (ft.)
Tiny Spider, Chicken, Raccoon 1 by 1 2½ by 2½ ft.
Small Capybara, Panda, Wolf 2 by 2 5 by 5 ft.
Medium Donkey, Pig, Emu 2 by 2 5 by 5 ft.
Large Cow, Moose 3 by 3 10 by 10 ft.
Huge Elephant, Giraffe 4 by 4 15 by 15 ft.
Gargantuan Whale Shark, Blue Whale 6 by 6 20 by 20 ft.
A creature can always use Movement to pass through the space of a creature more than one Size larger or smaller. If a creature using the Grapple Ability is the same Size or larger than you, they may gain an extra effect.
Walk Range

The Distance you can walk on one Turn if an Encounter. Your starting Walk is Spitting Distance (or 4 units. See 1.4. Phases of Play > Movement and the appendix entry for Walk.)

Jump Range

The Distance you can jump on one Turn if an Encounter. Your starting Jump is Swinging Distance (or 1 units. See 1.4. Phases of Play > Movement and the appendix entry for Jump.)

Other References

A blank spot is provided alongside the other references to list other Movement Limits from the Movement Range List appendix that you may pick up through gaining various Abilities. If you do not need this blank spot for an extra Movement Range, feel free to use it for other reference values you may have a hard time remembering.

Next Up: 2.3. Inventory Box