Difference between revisions of "Wilderness"
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| − | Your expertise | + | Your endurance and outdoor expertise. Survive is controlled by [[strength]]. |
| − | *'''[[Delve]].''' You discover new locations and rewards in the region. Your [[band]] may split up into any number of search parties desired, with a minimum of one character in each party. Everyone in a search party rolls a cooperative | + | *'''[[Delve]].''' You discover new locations and rewards in the region. Your [[band]] may split up into any number of search parties desired, with a minimum of one character in each party. Everyone in a search party rolls a cooperative survive check, and the success margin is the number of location names first then types revealed, but not which type corresponds to which location. Each search party chooses a different location to search and discover the type. Anyone that fails is [[exhausted]] for any encounters. You may choose to remain where you start instead of searching a new location. Parties where everyone succeeds may check again, gaining new location names or types and choosing a new location to search as before. This continues until the region is explored or all parties fail or choose to stop. Each delve is a project. Separate parties must complete any complications or encounters on their own. |
| − | *'''Forage.''' You may use a project and roll against your | + | *'''Forage.''' You may use a project and roll against your survive score. If you succeed you find supplies for yourself for the day. Harsh environments may add a penalty (-2) to the check, and extreme environments may render foraging impossible to attempt. |
| − | *'''Navigate.''' If you have a map with both your current location and your destination, you may attempt to navigate. The band rolls a single cooperative | + | *'''Navigate.''' If you have a map with both your current location and your destination, you may attempt to navigate. The band rolls a single cooperative survive check. If it succeeds the band chooses its route and gains 1 bonus region of speed for the day. If it fails the referee may alter the route chosen and the band loses 1 region of speed for the day. If no check is attempted at all (or no map is possessed) the band is treated the same as if the check had failed. |
| − | *'''Pass.''' You may use a [[snap]] check against your | + | *'''Pass.''' You may use a [[snap]] check against your survive score. If you succeed, you ignore rough terrain and penalties from terrain for the remainder of your [[turn]]. |
| − | *'''Ride.''' You ride a creature. Once you mount a trained creature using an action and a successful | + | *'''Ride.''' You ride a creature. Once you mount a trained creature using an action and a successful survive check, you may use actions to shift using the creature's speed rather than your own. You use your survive score rather than the creature's move score for any checks needed. If you gain [[interference]] while riding you fall [[down]] off the creature. |
*'''Trail.''' You can follow a trail left by opponents. A trail is one possible reward you may find during a [[delve]]. 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 the distance to the end of the trail. The usual consequence adds to the time it takes to catch up, and at a certain threshold eliminates the trail completely. | *'''Trail.''' You can follow a trail left by opponents. A trail is one possible reward you may find during a [[delve]]. 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 the distance to the end of the trail. The usual consequence adds to the time it takes to catch up, and at a certain threshold eliminates the trail completely. | ||
| − | *'''Vitality.''' You may become [[exhausted]] after enough [[project]]s without [[rest]]. After a project, you must make a check against your | + | *'''Vitality.''' You may become [[exhausted]] after enough [[project]]s without [[rest]]. After a project, you must make a check against your survive score. If the check fails you become [[exhausted]]. A strenuous project adds a Penalty (-2) to the check. Combat or hustling while you [[journey]] are automatically considered strenuous. If it has been more than one project since you last rested, your success margin must beat the number of extra projects. If you are already exhausted and would become exhausted again for any reason you suffer 1 agony instead. [[Climate]] may force additional vitality checks, add a penalty, or even states if a check fails. |
*'''Work.''' You can use a project to perform manual labor. This can take the form of a complication, usually with agony as the consequence, or a simple check to see if the job is quickly enough or if you become [[exhausted]]. | *'''Work.''' You can use a project to perform manual labor. This can take the form of a complication, usually with agony as the consequence, or a simple check to see if the job is quickly enough or if you become [[exhausted]]. | ||
==Unlock Abilities== | ==Unlock Abilities== | ||
| − | A high score in | + | A high score in survive is required for some abilities: |
| + | *[[Endure]] | ||
*[[Ride]] | *[[Ride]] | ||
*[[Scout]] | *[[Scout]] | ||
| − | |||
*[[Track]] | *[[Track]] | ||
*[[Train]] | *[[Train]] | ||
Revision as of 05:24, 9 June 2014
Your endurance and outdoor expertise. Survive is controlled by strength.
- Delve. You discover new locations and rewards in the region. Your band may split up into any number of search parties desired, with a minimum of one character in each party. Everyone in a search party rolls a cooperative survive check, and the success margin is the number of location names first then types revealed, but not which type corresponds to which location. Each search party chooses a different location to search and discover the type. Anyone that fails is exhausted for any encounters. You may choose to remain where you start instead of searching a new location. Parties where everyone succeeds may check again, gaining new location names or types and choosing a new location to search as before. This continues until the region is explored or all parties fail or choose to stop. Each delve is a project. Separate parties must complete any complications or encounters on their own.
- Forage. You may use a project and roll against your survive score. If you succeed you find supplies for yourself for the day. Harsh environments may add a penalty (-2) to the check, and extreme environments may render foraging impossible to attempt.
- Navigate. If you have a map with both your current location and your destination, you may attempt to navigate. The band rolls a single cooperative survive check. If it succeeds the band chooses its route and gains 1 bonus region of speed for the day. If it fails the referee may alter the route chosen and the band loses 1 region of speed for the day. If no check is attempted at all (or no map is possessed) the band is treated the same as if the check had failed.
- Pass. You may use a snap check against your survive score. If you succeed, you ignore rough terrain and penalties from terrain for the remainder of your turn.
- Ride. You ride a creature. Once you mount a trained creature using an action and a successful survive check, you may use actions to shift using the creature's speed rather than your own. You use your survive score rather than the creature's move score for any checks needed. If you gain interference while riding you fall down off the creature.
- Trail. You can follow a trail left by opponents. A trail is one possible reward you may find during a delve. 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 the distance to the end of the trail. The usual consequence adds to the time it takes to catch up, and at a certain threshold eliminates the trail completely.
- Vitality. You may become exhausted after enough projects without rest. After a project, you must make a check against your survive score. If the check fails you become exhausted. A strenuous project adds a Penalty (-2) to the check. Combat or hustling while you journey are automatically considered strenuous. If it has been more than one project since you last rested, your success margin must beat the number of extra projects. If you are already exhausted and would become exhausted again for any reason you suffer 1 agony instead. Climate may force additional vitality checks, add a penalty, or even states if a check fails.
- Work. You can use a project to perform manual labor. This can take the form of a complication, usually with agony as the consequence, or a simple check to see if the job is quickly enough or if you become exhausted.
Unlock Abilities
A high score in survive is required for some abilities:
See Also
Skill Cost
Version 2.5.0
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