Template:Endure Wilderness: Difference between revisions
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===Endure Wilderness (Survival)=== | ===Endure Wilderness (Survival)=== | ||
While Resistance staves off injury from extreme environmental conditions, not all environments are so hostile that they actually inflict damage. However, just because a barren tundra isn't cold enough to inflict immediate frostbite doesn't mean that unprepared travelers can survive there. Away from civilization, characters must hunt or gather their own food, find or erect shelter and keep themselves protected from the elements. Characters with at least one dot of Survival can perform these tasks without any roll, assuming they only intend to procure sustenance and shelter for themselves. Obtaining food for others for a day requires one threshold success per character on an ([[Intelligence]] + [[Survival]]) roll (difficulty 1 for verdant forests, jungles and swamps, 2 for grasslands, 3 for dry savannas, 4 for deserts and tundra and 5 for blasted wastelands). Hunting/foraging is a dramatic action taking (the difficulty – the hunter's Survival rating) hours, minimum of one hour. Characters lacking proper tools and/or weapons are at a -2 internal penalty to checks. Players should remember that characters who do not receive sufficient nutrition will starve (see [[Resistance#Enduring Hardship (Resistance)|Enduring Hardship]]). | While Resistance staves off injury from extreme environmental conditions, not all environments are so hostile that they actually inflict damage. However, just because a barren tundra isn't cold enough to inflict immediate frostbite doesn't mean that unprepared travelers can survive there. Away from civilization, characters must hunt or gather their own food, find or erect shelter and keep themselves protected from the elements. Characters with at least one dot of Survival can perform these tasks without any roll, assuming they only intend to procure sustenance and shelter for themselves. | ||
====Foraging==== | |||
Obtaining food for others for a day requires one threshold success per character on an ([[Intelligence]] + [[Survival]]) roll (difficulty 1 for verdant forests, jungles and swamps, 2 for grasslands, 3 for dry savannas, 4 for deserts and tundra and 5 for blasted wastelands). Hunting/foraging is a dramatic action taking (the difficulty – the hunter's Survival rating) hours, minimum of one hour. Characters lacking proper tools and/or weapons are at a -2 internal penalty to checks. Players should remember that characters who do not receive sufficient nutrition will starve (see [[Resistance#Enduring Hardship (Resistance)|Enduring Hardship]]). | |||
====Finding Shelter==== | |||
Finding shelter and generally staying alive in the wilderness is much easier and does not require a roll under most conditions provided characters have the proper equipment (insulated garments for cold weather, extra water skins for arid climates, etc.). Without such tools, make an ([[Intelligence]] + [[Survival]]) roll—difficulty by terrain, as previously listed. In extreme climates (those that qualify as difficulty 4-5), even players whose characters have the right equipment must make the roll at -3 standard difficulty. Only one person in a group need make this roll, provided the rest follow her directions. Success means the characters stay alive. Failure indicates that [[extras]] perish and heroic characters suffer whatever damage the Storyteller feels is appropriate for the severity of exposure. | Finding shelter and generally staying alive in the wilderness is much easier and does not require a roll under most conditions provided characters have the proper equipment (insulated garments for cold weather, extra water skins for arid climates, etc.). Without such tools, make an ([[Intelligence]] + [[Survival]]) roll—difficulty by terrain, as previously listed. In extreme climates (those that qualify as difficulty 4-5), even players whose characters have the right equipment must make the roll at -3 standard difficulty. Only one person in a group need make this roll, provided the rest follow her directions. Success means the characters stay alive. Failure indicates that [[extras]] perish and heroic characters suffer whatever damage the Storyteller feels is appropriate for the severity of exposure. |
Latest revision as of 10:33, 16 January 2020
Endure Wilderness (Survival)
While Resistance staves off injury from extreme environmental conditions, not all environments are so hostile that they actually inflict damage. However, just because a barren tundra isn't cold enough to inflict immediate frostbite doesn't mean that unprepared travelers can survive there. Away from civilization, characters must hunt or gather their own food, find or erect shelter and keep themselves protected from the elements. Characters with at least one dot of Survival can perform these tasks without any roll, assuming they only intend to procure sustenance and shelter for themselves.
Foraging
Obtaining food for others for a day requires one threshold success per character on an (Intelligence + Survival) roll (difficulty 1 for verdant forests, jungles and swamps, 2 for grasslands, 3 for dry savannas, 4 for deserts and tundra and 5 for blasted wastelands). Hunting/foraging is a dramatic action taking (the difficulty – the hunter's Survival rating) hours, minimum of one hour. Characters lacking proper tools and/or weapons are at a -2 internal penalty to checks. Players should remember that characters who do not receive sufficient nutrition will starve (see Enduring Hardship).
Finding Shelter
Finding shelter and generally staying alive in the wilderness is much easier and does not require a roll under most conditions provided characters have the proper equipment (insulated garments for cold weather, extra water skins for arid climates, etc.). Without such tools, make an (Intelligence + Survival) roll—difficulty by terrain, as previously listed. In extreme climates (those that qualify as difficulty 4-5), even players whose characters have the right equipment must make the roll at -3 standard difficulty. Only one person in a group need make this roll, provided the rest follow her directions. Success means the characters stay alive. Failure indicates that extras perish and heroic characters suffer whatever damage the Storyteller feels is appropriate for the severity of exposure.