Chapter 10 of 12 · about 8 minutes
Exploring
Light levels and senses, hiding, carrying too much, and surviving harsh places.
First draft. This guide is a first draft. The rules and the game will keep changing, so expect corrections. Where something is a working guess it is marked Draft.
Light levels
How far you can see depends on how bright it is. Light changes your Vision Range, the distance you can see detail.
| Level | Vision kept | Concealment | What it means |
|---|---|---|---|
| Radiant | 50% | Obvious | Searing light partially blinds you. You see silhouettes and motion, little detail. Vision Range −50%. |
| Bright | 100% | Obvious | Normal lighting. Vision Range is not affected. |
| Dim | 75% | Faint | Lower than typical lighting that obscures fine details. Vision Range −25%. |
| Shaded | 50% | Veiled | Gloomy. Shadows fill the area. You see silhouettes and motion, little detail. Vision Range −50%. |
| Dark | None | Hidden | Total darkness. You cannot see silhouettes, motion or detail. Inflicts Blind. |
Tip. A torch or other light you carry counts as normal lighting for you, so you keep your full Vision Range in a dim or dark place.
Senses
| Sense | What it does |
|---|---|
| Normal | Light level reduces how far it sees. |
| Darkvision | Sees as far in the dark as in bright light, in grey. |
| Blindsight | Also senses everything within 3 squares, through walls and in the dark. |
| Infrared | Sees heat in the dark, shown in red. |
Blindsight reaches up to 3 squares. Effects such as Blind, Deaf and Scentless take away a sense entirely, and rolls that rely on it automatically fail.
Hiding and being found
| Level | Threshold to find | What it means |
|---|---|---|
| Obvious | None | Completely noticeable. No roll needed to detect. |
| Faint | Novice / Easy | Lightly concealed, easily detected by most. |
| Veiled | Standard / Challenging | Reasonably concealed. An observant person can find it. |
| Hidden | Tough / Expert | Completely concealed. Found only with a Study check made with Stagger. Cannot be hit by single-target attacks. |
| Invisible | None | Cannot be detected at all, even in Sense Range, unless an Ability overrides it. Other senses still work. |
Carrying things
Your Load Capacity is your Might Score times 2. Every object has a Load Type, and carrying more than your capacity makes you Encumbered: for each full 10 points over, your Motion drops by 10 feet, and you take a Trivial injury for each hour.
| Type | Load | What it means |
|---|---|---|
| Negligible | 0 | Very lightweight. Only a large number affect Load Capacity. |
| Light | +1 to +3 | Easy to handle and carry. |
| Medium | +4 to +6 | Handleable, but too many weigh you down. |
| Heavy | +7 to +9 | Weighty. Quickly weighs you down if carrying several. |
| Hefty | 10+ | Cumbersome. Adds significant weight. |
| Immovable | Cannot be moved under normal circumstances. |
Draft. The gear list does not carry a Load for each item yet, so the online sheet uses a stand-in number for each category of gear until it does.
Harsh places
In a High or Deadly environment the survival rules apply. Food, water and medical help are scarce, hazards hit harder and are harder to spot, Trait Checks are tougher, and full rests are hard to come by. Plan for it: bring supplies and a medic.
