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.
*'''[[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 explore 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. If anyone in a party failed the check then that party searches only one location, and must remain there. 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.
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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.
*'''Forage.''' You may use a project and roll against your explore 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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*'''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 have a map with both your current location and your destination, you may attempt to navigate. The band rolls a single cooperative explore 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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*'''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.
*'''Pass.''' You may use a [[snap]] check against your explore score. If you succeed, you ignore rough terrain and penalties from terrain for the remainder of your [[turn]].
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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.
*'''Ride.''' You ride a creature. Once you mount a trained creature using an action and a successful explore check, you may use actions to shift using the creature's speed rather than your own. You use your explore 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 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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==Unlock Abilities==
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==Associated Abilities==
A high score in Explore is required for some abilities:
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{{Hunt}}
*[[Navigate]]
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{{Ride}}
*[[Ride]]
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{{Scout}}
*[[Scout]]
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{{Tame}}
*[[Survive]]
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{{Track}}
*[[Track]]
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*[[Train]]
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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: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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