Difference between revisions of "Wilderness"

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Your expertise at survival, trail blazing, the wilderness. Explore is controlled by [[strength]].
 
Your expertise at survival, trail blazing, the wilderness. Explore is controlled by [[strength]].
*'''Delve.''' 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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*'''[[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 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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*'''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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*'''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]].
*'''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.''' 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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*Ride. 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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*Map.
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*[[Navigate]]. 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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*Shelter
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*Forage
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*Trail. 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==
 
==Unlock Abilities==

Revision as of 22:23, 29 March 2014

Your expertise at survival, trail blazing, the wilderness. Explore 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 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.
  • 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.
  • 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.
  • 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.
  • 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.
  • 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.

Unlock Abilities

A high score in Explore is required for some Abilities:

See Also

Skill Cost

Template:SkillCost


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