Skip to content

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.

Light levels
LevelVision keptConcealmentWhat it means
Radiant50%ObviousSearing light partially blinds you. You see silhouettes and motion, little detail. Vision Range −50%.
Bright100%ObviousNormal lighting. Vision Range is not affected.
Dim75%FaintLower than typical lighting that obscures fine details. Vision Range −25%.
Shaded50%VeiledGloomy. Shadows fill the area. You see silhouettes and motion, little detail. Vision Range −50%.
DarkNoneHiddenTotal 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

Ways of seeing
SenseWhat it does
NormalLight level reduces how far it sees.
DarkvisionSees as far in the dark as in bright light, in grey.
BlindsightAlso senses everything within 3 squares, through walls and in the dark.
InfraredSees 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

Concealment
LevelThreshold to findWhat it means
ObviousNoneCompletely noticeable. No roll needed to detect.
FaintNovice / EasyLightly concealed, easily detected by most.
VeiledStandard / ChallengingReasonably concealed. An observant person can find it.
HiddenTough / ExpertCompletely concealed. Found only with a Study check made with Stagger. Cannot be hit by single-target attacks.
InvisibleNoneCannot 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.

Load types
TypeLoadWhat it means
Negligible0Very lightweight. Only a large number affect Load Capacity.
Light+1 to +3Easy to handle and carry.
Medium+4 to +6Handleable, but too many weigh you down.
Heavy+7 to +9Weighty. Quickly weighs you down if carrying several.
Hefty10+Cumbersome. Adds significant weight.
ImmovableCannot 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.