Difference between revisions of "Wilderness"

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Your expertise at survival, trail blazing, the wilderness. Explore 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.
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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.
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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.
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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.
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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.
  
==Delve==
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==Associated Abilities==
{{Main|Delve}}
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{{Hunt}}
You discover new locations in the region. Your [[band]] may split up into any number of search parties desired, with a minimum of one character in each party. Each party names a location or type to search. The party makes a cooperative [[explore]] check, and if successful the location is found during its favorable circumstance. If the check fails either the location is found in its unfavorable circumstance, or a floating unfavorable discovery occurs instead. Separate parties must complete any complications or encounters on their own.
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{{Ride}}
 
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{{Scout}}
==Lost==
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{{Tame}}
Each time you attempt a [[Journey]] or a [[Voyage]] without a map or a road you must roll against Explore. Each member of the [[Band]] may cooperate on this check. If the check fails you move one less Region during the day to represent that you didn't take the optimal route.
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{{Track}}
 
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==Pass==
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{{Main|Explore Snap}}
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'''Pass.''' You find the best path. If you use a [[Snap]] and succeed at the [[Explore]] check you ignore a rough [[segment]] for the remainder of your [[turn]].
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==Ride==
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{{Main|Explore Action}}
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You ride a creature. Once you mount a trained creature using an action and a successful Coordination check, you may use the Explore Action to ride it. You move yourself and the creature. Without a check move it's speed, but to Hustle or cross terrain that causes a check you must check using your Explore skill. If you gain Interference while riding you fall [[down]] off the creature.
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==Navigate==
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*[[Navigate]]
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==Survive==
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*[[Survive]]/Forage
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==Trail==
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{{Main|Explore Project}}
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You can follow a trail left by opponents. A trail is one of the many points of interest you may find during a [[Delve]]. When you encounter a trail, you may follow it to its point of origin or destination. Doing so is either an Explore check or a [[Complication]]. If you fail, the trail becomes Obscure instead of fresh. Normally only fresh trails may be followed, but the Track ability adds the option to find and follow Obscure (-2) trails.
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==Unlock Abilities==
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A high score in Explore is required for some [[Abilities]]:
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*
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*[[Discover]]/[[Scout]]
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*[[Track]]
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*[[Travel]]
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*[[Ride]]
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*[[Thrive]]/Survive
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==See Also==
 
==See Also==
*[[Skill]]
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*[[Ability]]
*[[Explore Action]]
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*[[Explore Project]]
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*[[Explore Snap]]
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*[[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:Skills]]
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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
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