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'''Benefit''': To find tracks or follow them for one mile requires a Survival check. The character must make another Survival check every time the tracks become difficult to follow.
'''Benefit''': To find tracks or follow them for one mile requires a Survival check. A character can add there Affinity bonus too survival check when tracking. The character must make another Survival check every time the tracks become difficult to follow. The DC depends on the surface and the prevailing conditions.
The character moves at half his or her normal speed (or at the character’s normal speed with a –5 penalty on the check, or at up to twice the character’s speed with a –20 penalty on the check). The DC depends on the surface and the prevailing conditions.


Surface
Track DC
Very soft
5
Soft
10
Firm
15
Hard
20


'''Very Soft''': Any surface (fresh snow, thick dust, wet mud) that holds deep, clear impressions of footprints.
'''Very Soft''': Any surface (fresh snow, thick dust, wet mud) that holds deep, clear impressions of footprints. DC 10


'''Soft''': Any surface soft enough to yield to pressure, but firmer than wet mud or fresh snow, in which the quarry leaves frequent but shallow footprints.
'''Soft''': Any surface soft enough to yield to pressure, but firmer than wet mud or fresh snow, in which the quarry leaves frequent but shallow footprints. DC 15


'''Firm''': Most normal outdoor or exceptionally soft or dirty indoor surfaces. The quarry might leave some traces of its passage, but only occasional or partial footprints can be found.
'''Firm''': Most normal outdoor or exceptionally soft or dirty indoor surfaces. The quarry might leave some traces of its passage, but only occasional or partial footprints can be found. DC 20
 
'''Hard''': Any surface that doesn’t hold footprints at all, such as bare rock, concrete, metal deckings, or indoor floors. The quarry leaves only traces, such as scuff marks. DC 25


'''Hard''': Any surface that doesn’t hold footprints at all, such as bare rock, concrete, metal deckings, or indoor floors. The quarry leaves only traces, such as scuff marks.
If the character fails a Survival check, he or she can retry after 1 hour (out­doors) or 10 minutes (indoors) of searching.
If the character fails a Survival check, he or she can retry after 1 hour (out­doors) or 10 minutes (indoors) of searching.




'''Normal''': A character without this feat can use the Survival skill to find tracks, but can only follow tracks if the DC is 10 or less. A character can use the Search skill to find individual footprints, but cannot follow tracks using Search.
'''Normal''': A character without this feat can use the Survival skill to find tracks, but can only follow tracks if the DC is 10 or less. A character can use the Perception skill to find individual footprints, but cannot follow tracks using Search.
 
Condition
DC Modifier
Every three targets in the group being tracked
–1
Size of targets being tracked: 1
 
Fine
+8
Diminutive
+4
Tiny
+2
Small
+1
Medium-size
+0
Large
–1
Huge
–2
Gargantuan
–4
Colossal
-8
Every 24 hours since the trail was made
+1
Every hour of rain since the trail was made
+1
Fresh snow cover since the trail was made
+10
Poor visibility: 2
 
Overcast or moonless night
+6
Moonlight
+3
Fog or precipitation
+3
Tracked target hides trail (and moves at half speed)
+5
1 For a group of mixed sizes, apply only the modifier for the largest size category represented.
2 Apply only the largest modifier from this category.

Latest revision as of 06:29, 18 April 2016

Benefit: To find tracks or follow them for one mile requires a Survival check. A character can add there Affinity bonus too survival check when tracking. The character must make another Survival check every time the tracks become difficult to follow. The DC depends on the surface and the prevailing conditions.


Very Soft: Any surface (fresh snow, thick dust, wet mud) that holds deep, clear impressions of footprints. DC 10

Soft: Any surface soft enough to yield to pressure, but firmer than wet mud or fresh snow, in which the quarry leaves frequent but shallow footprints. DC 15

Firm: Most normal outdoor or exceptionally soft or dirty indoor surfaces. The quarry might leave some traces of its passage, but only occasional or partial footprints can be found. DC 20

Hard: Any surface that doesn’t hold footprints at all, such as bare rock, concrete, metal deckings, or indoor floors. The quarry leaves only traces, such as scuff marks. DC 25

If the character fails a Survival check, he or she can retry after 1 hour (out­doors) or 10 minutes (indoors) of searching.


Normal: A character without this feat can use the Survival skill to find tracks, but can only follow tracks if the DC is 10 or less. A character can use the Perception skill to find individual footprints, but cannot follow tracks using Search.