Difference between revisions of "Wilderness"
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*'''Work.''' You can use a project to perform manual labor. This can take the form of a complication with grit or lost time as the consequence, or as 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 with grit or lost time as the consequence, or as a simple check to see if the job is quickly enough or if you become [[exhausted]]. | ||
| − | == | + | ==Associated Abilities== |
{{Endure}} | {{Endure}} | ||
{{Hunt}} | {{Hunt}} | ||
Revision as of 05:47, 2 July 2015
Your endurance and expertise out in nature. Survive is controlled by strength.
- 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, and extreme environments may render foraging impossible.
- Mount. You may use a snap and check against your survive score to climb onto or off of a trained riding creature. If you succeed you mount or dismount, but if you fail you are down.
- 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 you roll an extra effect die for your journey.
- Ride. While riding a trained creature you may use your action to race using the creature's speed, and your survive check counts as the creature's hustle. 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 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.
- Work. You can use a project to perform manual labor. This can take the form of a complication with grit or lost time as the consequence, or as a simple check to see if the job is quickly enough or if you become exhausted.
Associated Abilities
- Endure: You gain a bonus on checks against diseases, intoxicants, or toxins, and climate.
- 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.
- 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.
- Travel: Your band or vehicle's speed increases by 1 during a journey and you don't lose wits from a prolonged journey.
See Also
Skill Cost
Version 2.5.1
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