|How Skills Work|| Skill Basics|
How Skills Work
|Skill Descriptions|| Skill Descriptions|
|Advanced Options||Creating Skills|
|Mini-Modules|| Mini Module: No Skills|
Mini Module: Particulate Skills
Mini Module: Skill Challenges
Mini Module: Extended Skill Checks
You are experienced in traveling, living, navigating, and generally surviving in the wild.
Survival can be used to cover a wide number of different checks in the wild. Survival is very useful for accomplishing tasks normally covered by other skills in the wilderness. However, as described earlier in the section, these are considered non-proficient skill attempts, so you may use only half your ranks in these checks.
Make a Survival check to answer a question about the wilderness. This may include questions about what food is edible in the wild, where to sleep when the rains are heavy, or legends about the sasquatch. The DC is 10 for easy questions, 15 for basic questions, and 20 to 30 for difficult questions. The GM may make a Survival roll for you, so you don’t know whether or not your information is accurate.
You can use Survival to navigate and avoid hazards. The DC is 10 if you have the proper tools (a map, a compass, or GPS), 15 if you have no tools, and 20 if you are also avoiding environmental hazards (quicksand, gullies, reefs, gangs, etc.).
|Get along in an area. Move up to half your overland speed while hunting and foraging (no food or water supplies needed). You can provide food and water for one other person for every 2 points your check result exceeds 10.||10|
|Gain 1 bonus on Endurance against severe weather while moving up to half your speed, or 2 bonuses if stationary. You may grant the same bonus to one other character for every point your check result exceeds 15.||15|
|Avoid getting lost and avoid hazards, such as quicksand or predatory animals.||20|
Survival can be used to gather information about an area or a person/creature in the area. This may include checking for tracks, watching the weather, following animal movements, or just trusting your gut feeling.
|Type of Information||DC|
General information concerns local happenings, indigenous wildlife or people, and the like. Specific information usually relates to a particular question, usually a particular subject you are tracking or a particular plant, animal or location in the area. Characters attempting to cover their tracks and avoid being found impose 2 penalties on Survival checks for Reconnaissance.
Each additional Survival check requires additional time for each check.
For Knowledge, you cannot retry a Survival check. The check represents what a character knows, and thinking about a topic a second time doesn’t let you know something you didn’t know before. The GM may allow another Survival check if a character gets access to a better source of information. For example, a character who doesn’t know the answer to a particular question off-hand might get another check with access to a library or online database (and could take 10 on that check, depending on the circumstances).
Knowledge can be a reaction, but otherwise requires two actions. Reconnaissance takes at least an hour, possibly several, at the GM’s discretion. You can cut the time for a Reconnaissance check in half by taking 2 penalties.
You can take 10 when making an Survival check for any use, but you cannot take 20.
An extended Survival check might be required for long-term survival in a particular climate or terrain.