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 categories 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.)

Sneaking
Subtlety
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

From the Glossary:

There're 7 core Sizes that are each double that of the previous size. The units listed below are the max area that each size can block off or choose to take up. That said, the creature may not fill that entire size or may fill more than that area:

Size Reference Units (in³) Units (ft³) Units (cm³)
Tiny Spider, Chicken, Rat, Roach ¼ 40
Small Koala, Raccoon, Turkey ½ 80
Medium Donkey, Pig, Emu, Human, Bigfoot 1 5 160
(1.6 m³)
Large Cow, Moose 2 10 320
(3.2 m³)
Huge Elephant, Giraffe 4 20 640
(6.4 m³)
Massive Whale Shark, Blue Whale 8 40 1280
(12.5 m³)
Gargantuan A swarm of 15 creatures 16 80 2560
(25.6 m³)
If a creature blocking your way is more than one size larger or smaller than you, you can pass through their space fine. If a creature using the Grapple Ability is the same size or larger than you, they may gain an extra effect.

Creatures that fail to fully fit the cube sizes above will list a modifier after their size. These modifiers won't provide an exact size, but help indicate how much extra or less space they take up. The modifiers are as follows:

Size Modifier Modification Description
Short Height is closer to half their cube size, or shorter.
Tall Height is closer to one and a half their cube size, or taller.
Long Length is closer to double their cube size, or longer.
Below are some examples of creatures for different modified sizes:
  • Medium Short. Capybara, Panda, Wolf, Dwarf.
  • Medium Tall. Bear, Minotaur, Bigfoot.
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