8 - Running The Apocalypse
While the world practically ended, survivors are still going to explore every inch of it trying to make it for another day.
8.1 - Exploration
When exploring outside of action scenes time is measured in Turns during which a survivor can make a major action such as: examining a part of the location, moving to a different room or engaging with something or someone.
8.2 - Traveling
Use a hexagonal map where each hex is 6 miles a side and 12 miles across.
A group of survivors can normally travel 12 miles (1 hex) per watch. Some terrain types (swamps, hills, thick forests, etc.) reduce this by half, taking two watches to travel 1 hex.
Rest
A Survivor who doesn’t rest at least one watch every two days is Exhausted.
Weather
Roll 2d6 to determine the daily weather—which can be a worthy adversary in the end of the world.
Weather that is bolded are dangerous conditions for traveling. Each watch spent traveling under these conditions triggers a STR Save to avoid consequences.
8.3 - Random Encounters
When the survivors are exploring a location like a building, a neighborhood or other contained place roll for Random Encounters every 6 turns (or when they make loud noises).
When traveling in the countryside or crossing through a town roll for Random Encounters every watch. If an encounter occurs roll a d6 to determine which hour it occurs in.
For a Random Encounter roll d6. On a 1 an encounter occurs and on a 2 there’s an omen (signs or hints of an encounter).
Reactions
When encountering someone whose reaction is not obvious roll their Reaction.
Morale
When fighting a rational enemy and one of the following conditions (or something else the Referee judges relevant) is met, the enemy makes a WIL save to not flee or surrender.
Is clearly outmatched when the fight starts.
Takes a Critical Damage for the first time in the fight.
Witness an ally flee or die.
Encounter Tables
For each major area prepare a table of 1d6 encounters reflecting its theme.
1 - 3: variations of a common encounter.
4 - 5: slightly unusual, uncommon encounters.
6: a strange and dangerous encounter.