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Navigating

Intensive: No
Your ability to find your way regardless of where you are.

Moves


Sense of Direction

Time: Action
Prerequisites: Must be on land
You take a moment to figure out which way is north and where you currently are. Roll a Check against a Difficulty determined by the GM. On a success, you manage to determine your position.

Sense of Distance

Time: Action
Prerequisites: Must be on land
You take a moment to figure out how far you are from a given location you know of. Roll a Check against a Difficulty determined by the GM. On a success, you manage to determine the approximate distance.

Plot Course

Time: 1 Minute
Prerequisites: None
You use a map to plan a path from where you are to your destination. As long as you follow this path, you get a +1 Advantage to all Navigating Proficiency Checks.

Anchor

Time: Action
Prerequisites: Proficiency Level 1
You make a mental note of where you are by leaving something behind as a marker or carving a sign into a nearby object. Roll a Check; each Hit is one hour where you will memorize your path relative to this point. Within this time, you will always be able to find your way back to this position by retracing your steps in your mind. Any effects to make you lose your way must succeed on a Check of a related Proficiency (GM’s discretion) against your Navigating Proficiency Difficulty in order to succeed.

Get Bearing

Time: 1 Minute
Prerequisites: Proficiency Level 2
Using a Compass, a Sextant and a Clock (or a Navigator’s Kit), you find your current position and bearing. Roll a Check against a Difficulty determined by the GM. On a success, you manage to discover your current location and heading. If you have a destination in mind, you will know in which direction to go in order to get there.