The players deploy into an area of their choice following any
deployment restrictions identified by the GM.
The GM describes the area.
The players resolve any encounters in the area.
The players perform any skill challenges associated with the
area.
Activities
Analyze Environment: Before deploying, the GM tells
you the locations and triggers of any Environmental hazards. (Requires
environmental protection on your armor or a field scientist’s kit.)
Avoid Notice: You use Stealth for initiative. When
you roll initiative, you become undetected to creatures that rolled
lower initiative and that rolled initiative using a skill besides
Perception.
Cast a Spell: You can cast and sustain spells as
desired.
Defend: When you roll initiative, you can use the
Raise a Shield action.
Detect Magic: Before deploying, the GM tells you
the locations and triggers of any Haunt hazards, and if you have the
detect magic cantrip, any Magical hazards.
Follow the Expert: During skill challenges, you can
Follow the Expert as desired.
Hustle: You must use this activity when trying to
beat a timer measured in minutes.
Investigate: On your first turn, as free actions,
Recall Knowledge on each unique creature and hazard.
Livestream: On your first turn, as free actions,
Point Out each creature you can see to allies who have comm units.
(Requires a camera in one free hand, mount, or uniclamp.)
Refocus: You can cast spells that use focus points
as desired and continually regain all focus points.
Scout: You and your allies get a +1 circumstance
bonus to initiative rolls.
Search: Before deploying, the GM tells you the
locations and triggers of any Trap hazards. Additionally, you
automatically succeed Perception checks during skill challenges.
Treat Wounds: You can use Treat Wounds or Battle
Medicine as desired. (Requires a medkit.)
Rewards
Experience Points
You do not gain XP; instead, progression is based solely on events in
the story, meaning characters level up at story-appropriate moments.
Each published adventure specifies which moments are considered
story-appropriate.
Credits
You do not gain credits; instead, you have a stipend. All equipment
you are carrying must have a value less than or equal to your stipend.
Your stipend is based on your level as shown in the table below.
Your party also shares a stash, which only contains equipment
obtained while adventuring. Before starting an adventure, you can take
equipment from the stash as desired. After the adventure, equipment you
obtained during the adventure or took from the stash is placed into the
stash. The stash ensures equipment obtained while adventuring never
counts against your stipend.