2.3. 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 Character Sheet divides the Exploration Skills into a grid with a column for each Exploration Stat and a row for each Exploration Skill category. The three cetegories are:

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 Investigate Ability. When you use that Ability, the Skill you choose determines which questions you can ask. In this way, each character's own perceptions may reveal different information.

Aside from the Investigate ability, the GM may have you make Tests using the 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

Covert Skills

Below are the three core Covert Skills that help you avoid detection. The GM may use these Skills in other ways, but you will generally roll them during covert operations (as discussed in 1.10. Covert Operations.)

Stealth
Sleight
Hiding

Knowledge Skills

Knowledge Skills represent all other areas of skill that your character has.

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

Athletics Skill (Might)
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. Try to do your best.

Often a creature could fall into both categories, but the Enchantment or Conjuration information you could glean would differ. 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 natural weakness or strengths. An Enchanter studying the same fairy may instead learn of alterations that the void has made to the fairy, Enchantment Spells that the fairy likely knows, or unnatural weaknesses or strengths that the fairy has gained.

Again, do your best. Try to stay consistent and keeps the two Skills 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, 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."


References

The References section lists your character's Size, Movement Styles, and any other helpful references you wish to add.

Size

Your Size affects what types of spaces you can fit into along with Abilities like Grapple. Creatures will be one of six Sizes. Below is a table of each Size along with examples and a unit-reference of how big of an area they can take up (at most):

Size Reference Units
Tiny Spider, Chicken, Raccoon up to 0.5x0.5
Small Capybara, Panda, Wolf up to 1x1
Medium Donkey, Pig, Emu up to 1x1
Large Cow, Moose up to 2x2
Huge Elephant, Giraffe up to 4x4
Gargantuan Whale Shark, Blue Whale up to 8x8
A creature can always use Movement to pass through the space of a creature more than one Size larger or smaller than them.
Movement Styles

Most all PCs start with the ability to Walk and Half-Jump. (See 1.5. Phases of Play#Movement.)

Other References

The References section provides blanks for other Movement Styles that you may gain, though you can also use these blanks for any other notes you wish to make about your character.

Next Up: 2.4. Social Box