Wilderness
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Revision as of 16:47, 26 October 2014 by Frameworker (Talk | contribs)
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 (-2) to the check, 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 lose 1 region of speed for the day. If no check is attempted at all (or no map is possessed) the band is treated as if the check had failed.
- Ride. While riding a trained creature you may use your action to maneuver 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 additional head start for your opponents. 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.
Unlock Abilities
A high score in survive is required for some abilities:
See Also
Skill Cost
Version 2.5.1
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