Difference between revisions of "Survival"

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A character can only move at one-half his overland speed while tracking.
 
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If a character or a group of characters wish to hide their tracks while moving, they may only move at one-half their overland speed. This gives the tracker a -5 penalty to his Survival(Track) check.
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! Result !! Knowledge Gained
 
! Result !! Knowledge Gained

Revision as of 14:31, 10 July 2010

Skill List

Tiered Action — Wisdom

The Survival skill allows characters to operate and survive in the wilderness.

Specific Uses

Sustenance

This action is used to gather food and supplies and find shelter.

Action DC Time Taken
Collect food for 1 character for a day 15 2 hours
- For 2 characters 18 2.5 hours
- For 3 characters 20 3 hours
- For 4 characters 25 3.5 hours
Create shelter from mild elements (light rain) 15 1 hour
- light elements (abnormal temperatures) 18 1.5 hours
- medium elements (rain) 25 2.5 hours
- heavy elements (torrential rain, blizzard) 30 3.5 hours
Starting a Fire
Action DC
Start a fire 15
Dry wood readily available -2
Rained recently +2
Currently raining +4
Torrential rain +6
No proper tools +4
Find/Create Potable Water
Location DC
Forest 15
Plains/Grassland 20
Scrub Desert 25
Sandy Desert 30
At Sea 35
Recently Rained -10

For every 5 points that a character exceeds the DC, the time is cut by a quarter. Obviously some conditions, such as a large freshwater river or the presence of snow will make a check to find water unnecessary.

Failure to find or create potable water in cases where water is plentiful (i.e. not the desert) can cause Disease by drinking impure water.

Starting a fire requires necessary tools. If no such tools are available, the DC goes up and it takes twice as long.

Navigation

DC Mods
Situation DC mod
Dense terrain (jungle) + 5
Rough terrain (mountains) + 5

This action is used to move through wilderness.

If a character's check to determine direction of travel fail by more than 5, the character selects the wrong direction and becomes lost. Every hour, the character may make a DC 25 survival check to realize that he is lost, allowing him to reassess his direction

Action DC
Determine Direction of travel 20
Move at 1/4 Overland Speed 15
- 1/2 overland speed 20
- 3/4 overland speed 25
- full overland speed 30

Tracking

Track Check Modifier
Situation Check Mod
Terrain is soft (mud, snow) +5
-- Terrain is spongy (moss, leaves)) --
-- Terrain is firm (dirt, grass) -5
-- Terrain is hard (rock, wood) -10
Every day since the trail was made -2
-- Every hour of rain -2
-- Every hour of snow -5
Every additional character beyond 1 +1
-- Every horse/pack animal in the group +2
-- Characters hide their tracks -5

This action is used for tracking characters or groups of characters. The tracker rolls a Survival Check, applies the modifiers to the right, and compares the resulting value to the table below to determine how much information the tracker learns of his quarry.

A character can only move at one-half his overland speed while tracking.

If a character or a group of characters wish to hide their tracks while moving, they may only move at one-half their overland speed. This gives the tracker a -5 penalty to his Survival(Track) check.

Result Knowledge Gained
20 Direction of travel
25 Within 1d4 of the number of characters in the group
30 The actions of the characters with their movement
35 Whether or not any of the characters are injured

Skill Tiers

This skill starts at Tier Zero. The upgrade cost of skill tiers is 2 + (Current Skill Tier x2) Upgrade Points.

Tier One

A character with Tier One Survival gains a +2 bonus to Awareness and Stealth checks made in the wilderness.

For every additional Survival tier, the bonus increases by +2.

Tier Two

A character with Tier Two Survival can track at up to his full overland speed.

Tier Three

A character with Tier Three Survival gains a +4 bonus to his Combat Ability while in the wilderness. This bonus can be applied towards any facet of his Combat Ability, in whole or in part.

Limerick

Survival is always quite hard,

You must honestly be on your guard,

And that's why for me,

The sole way to be,

Is a Ranger, and never a Bard.