Wilderness

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Check wilderness to survive and thrive outdoors or get along with creatures of instinct. Wilderness is practical but not glamorous, and usually the domain of peasants and guides.

  • Forage: You may use a project and roll against your wilderness score. If you succeed you find supplies for yourself for the day. Harsh environments may add a penalty or make foraging impossible. Foraging may also be used to gather specific materials (such as toxins, wood, or fiber) instead of supplies.
  • Mount: Use a snap and check against wilderness to climb onto or off of a trained riding creature. If you succeed you mount or dismount, but if you fail you are down. While mounted use your action to move using the creature's speed, and your check counts as the creature's hustle. If you gain interference while riding you fall down off the creature.
  • Navigate: If you don't have a map or a path to follow you need to check wilderness each day. This is a cooperative check, and you lose speed equal to the failure margin. If you gain interference roll an extra expedition die for the day.
  • Trail: You can follow a trail left by opponents. A trail is one possible reward you may find during an expedition. When you encounter a trail, you may follow it to its point of origin or destination. Following a trail is usually a complication. The target for the complication is based on the distance to the end of the trail and the usual consequence is a head start for your opponents or gathered forces for an ambush . If you gain interference while trailing the trail is lost and the complication ends.

Associated Abilities

  • Hunt: You gain a bonus on checks to forage and on attacks against creatures.
  • Ride: Roll a Check to mount, dismount, or Dash while atop a creature. Use your mount’s Speed, but your roll for any Dash or Jump. On a Bad roll you become Stumped. Some mounts are ill-tempered, and apply a Penalty to the roll. If you can’t pay the Penalty you fall off the mount and are Staggered. Each different kind of creature is a Mastery. You may use an Effort to Ride, but only roll a Save instead of a Check.
  • Scout: Any expedition you are in rolls an extra effect die, and can choose either result. You always place yourself in an encounter zone after opponents have been placed.
  • Tame: You may use social attacks against feral or tamed creatures.
  • Track: You know how to detecting signs of movement on the ground, and follow those disturbances back to their source. You don’t need Track to notice a set of footprints in the mud, but you do need it to figure out where they came from or follow them through rocky hills to a distant destination.

See Also

Ability Cost

Score Save Points Label Description
1 (1) 0 Amateur You dabble, or try to get by on luck.
2 (1) 1 Proficient You are trained and competent.
3 (2) 2 Expert You are talented or extensively trained.
4 (2) 3 Master You are an accomplished expert.
5 (3) 4 Genius You have a rare and extraordinary gift.
6 (3) 5 Paragon You are the greatest of all time.


Version 2.5.2
©2014 Frameworks Games

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