Difference between revisions of "Wilderness"

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Your endurance and outdoor expertise. Survive is controlled by [[strength]].
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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 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.
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*'''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.
*'''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.
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*'''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.
*'''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]].
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*'''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.
*'''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.
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*'''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.
*'''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.
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*'''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.
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*'''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]].
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==Unlock Abilities==
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==Associated Abilities==
A high score in survive is required for some abilities:
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{{Hunt}}
*[[Endure]]
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{{Ride}}
*[[Ride]]
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{{Scout}}
*[[Scout]]
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{{Tame}}
*[[Track]]
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{{Track}}
*[[Train]]
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*[[Travel]]
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==See Also==
 
==See Also==
*[[Skill]]
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*[[Ability]]
*[[Fight]]
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*[[Move]]
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*[[Strength]]
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==Skill Cost==
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==Ability Cost==
{{SkillCost}}
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{{AbilityCost}}
  
{{V250}}
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{{V252}}
  
[[Category:Skill]]
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[[Category:Alternate Ability]]

Latest revision as of 20:36, 28 January 2023

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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