Exploration Actions in Prochorbis | World Anvil
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Exploration Actions

Exploration Action Rules


  • Exploration actions are similar to the downtime activities you can conduct within a Settlement, but often more abbreviated or simplified for the sake of traveling/exploring.
  • During each day of travel, a character can only take one exploration action.
  • Exploration actions only occur while traveling/exploring an area.
  • If your exploration action is interrupted by combat, you can resume it afterwards.
  • If you are not actively traveling from one location to the next, refer to the Downtime document in your datapad



Available Exploration Actions


 

Entertain

You coordinate or conduct activities, performances, and other entertainment to help a group relax and pass the time.

  Activity: Attempt a skill check using a Charisma-based Profession skill you’re trained in, or some other appropriate skill. Choose a number of creatures to entertain. The DC of this check is equal to 15 + 5 per creature you are entertaining.   Results: For the rest of the day, Creatures you’ve properly entertained gain temporary Hit Points equal to half their level and gain +1 morale. If you properly entertained all creatures you attempted to entertain, you also gain the same bonuses. A creature can benefit from the entertain activity at most once per day.


Explore Futures

You meditate on the mystical energies of the multiverse, scan alternate realities, write and run complex predictive algorithms, or otherwise gain insight into what the following day might bring.

  Activity: Attempt a Mysticism check or, if you have access to a computer of tier 5 or higher, a Computers check. The GM determines the difficulty of this check. You can’t take 20 on this check.   Results: Your character predicts an outcome for the day. It could be a prediction of the weather, dangerous terrain, or potential encounters. The prediction could also be false if the roll did not succeed.


Gather Supplies

You scrounge supplies from the local environment.

  Activity: Roll a survival check. You hunt and forage while on the move. One check determines the success of your efforts for the entire 8 hours of travel. You can have multiple people gathering supplies at once.   Results: You can find an additional resource for every 5 by which your result exceeds this DC.


Hustle

Your party spends the entire duration moving at maximum speed in order to travel two hexes in a single day.

  Activity: Everyone in the party must take the hustle action in order to Hustle. At the end of the movement roll a piloting check to determine if you move into the correct hex.   Results: On a success, you move two squares in the desired direction instead of one. On a failure, roll a 1d6 twice, to determine where you end up.


Maintain Readiness

You keep a watchful eye on your surroundings, hoping for the best but preparing for the worst.

  Activity: You take up a sentry position, make regular patrols, and remain vigilant to watch for trouble. You can have multiple people maintaining readiness at once.   Results: If this exploration action is interrupted by combat, everyone gains a +1 circumstance bonus to their initiative check for that combat. This exploration action doesn’t provide any benefit if you or your allies intentionally seek out combat.


Mystic Gamble

Provide yourself or an ally the ability to gamble on one of their skill checks.

  Activity: You spend your day empowering yourself or an ally. Roll a mysticism check of 15 + 1.5 x Character Level. You cannot take 20 on this activity.   Results: On a success, you give an ally a free dice reroll on any skill checks for the next 24 hours. If they choose to reroll a dice, they must use the new roll regardless of the outcome.


Navigate

You make sure that your group reaches your desired destination.

  Activity: You actively track your groups progression through the terrain, mapping out your current location.   Results: Your group ends the day in the desired adjacent hex of your choice. Note if nobody chooses the navigate action, then at the end of the day, somebody has to roll a Piloting check to determine if they successfully navigated to the correct hex.


Perform Recon

You scan your environment for clues into your surrounding areas.

  Activity: You spend the day performing recon on your surrounding environment. Roll a Perception Check with a DC determined by your GM. This perception check can be affected by weather and by equipment. You cannot take 20 on your check.   Results: On a success, you choose two adjacent hexes next to your current hex and gain knowledge of the selected hexes’ biome and a general description of the environment. Note: this will not reveal the region on the world map, you need to physically be in the hex for it to be revealed.


Predict Weather

You utilize the tools and skills at your disposal to predict the weather forecast.

  Activity: You spend the day predicting the weather for the next day using a your senses or an appropriate toolkit. Roll a Survival check of 20 to predict the weather up to 24 hours in advance.   Results: You can predict the weather an additional day in advance for every 5 points by which your result exceeds 20. You can’t take 20 on Survival checks to predict weather.

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