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You are skilled at surviving and navigating in the wild on planet side or outer space. You also excel at following trails and tracks left by others.
 
==Check==
This skill can be used for multi different types of checks:
 
{| class="wikitable" style="margin-left: 10px; width: 85%;"
|+ Survival Checks/Actions
|-
| <div class="toccolours mw-collapsible mw-collapsed">
Wilderness/Deep Space Survival
<div class="mw-collapsible-content">
You can keep yourself and others safe and fed in the wild or in a extreme survival scenario See Table: Survival DCs by Task for DCs at the bottom of this page for various tasks that require Survival checks.
 
You cannot retry this check again until at least 12 hours has passed.
</div>
</div>
|-
| <div class="toccolours mw-collapsible mw-collapsed">
Navigate
<div class="mw-collapsible-content">
{| class="wikitable" style="float:right; margin-left: 10px;"
|+ Table: Navigation Distance
! style="text-algin:left;"|Length of Trip
!DC
|-
| Short (a few hours)||15
|-
| Moderate (a day or two)||18
|-
| Long (up to a week)||22
|-
| Extreme (more than a week)||24
|-
| Intergalactic || 26
|-
|}
Navigate successfully across large distances on planet side or in space. See Navigation table for DC examples. This is important when trying to get from one location to another without the proper map or familiarity of the place. Wither this is in an urban environment, out in the middle of a rain forest, or in deep uncharted space. The DC depends on the length of the trip. A failure to successfully navigate to a location means the Character doesn't reach there destination and is now lost. To find there way again the Player must roll another Survival check to no longer be lost.
 
Aboard a starship, you need a functional Class II sensor array (or better) to plot a course through space. You don’t need to make a Navigate check when traveling along a pre-established space route or passing through a dimension gate with a pre-calibrated destination.
 
If the player succeeds the DC by more then 5 then they also do not need to roll to 'Avoid Hazards' (Survival). However if the Hazards in the path are harder then normal conman Hazards then they will still need to make a separate Survival check if they wish to avoid those as well.
</div>
</div>
|-
| <div class="toccolours mw-collapsible mw-collapsed">
Avoid Hazards
<div class="mw-collapsible-content">
{| class="wikitable" style="float:right; margin-left: 10px;"
|+ Table: Avoiding Hazards
! style="text-algin:left;"|Length of Trip
!DC
|-
| Avoid Unwanted Company<br />(Police/Bandits)(Short Trip) || 20
|-
| Avoid Unwanted Company<br />(Police/Bandits)(Long Trip) || 30
|-
| Plasma storm || 15
|-
| Gravity Burst || 25
|-
| Nova/Super Nova || 15
|-
| Roaming Black Hole || 25
|-
| Roaming Planet || 25
|-
|}
There are Hazards in space as much as on Planet side. Space may appear empty but there are a lot of things that can come seemingly out of know where to the untrained. An additional Survival check to Avoid Hazards may be necessary. Most common paths do not need this check unless the Hazard is not natural but instead artificial such as pirates or some sort of portal or trap. These things can be avoided before the ship or person ever gets close enough to be forced to deal with it. The DC is usually just the normal Navigation check for the route +5. However in some cases it can be much higher.
</div>
</div>
|-
| <div class="toccolours mw-collapsible mw-collapsed">
Finding Your Way
<div class="mw-collapsible-content">
If a Character finds himself lost either because they wondered off course or because they woke up in an unknown situation Survival check can be used to help them find there bearings and get back on course. The DC is completely up to the GM but a standard starting base is 10.
</div>
</div>
|-
| <div class="toccolours mw-collapsible mw-collapsed">
Follow Tracks (Hunting/Stalking)
<div class="mw-collapsible-content">
Wither chasing a person across the galaxy or an animal in the wilderness of some alien planet Survival can be used to help find out where they where heading by examing the tracks or trail they left behind. You can use [[Perception]] to find clues such as foot prints or a warp trail and then Survival to learn from it. However if Perception isn't high enough Survival on its own may still yet yield positive results.
 
The GM should consider how hard the ground is or how long ago the track was left behind. Other things like the type of engine that was used or any other environmental conditions to help determine the DC of the check. Normally start at 10 and add +2 or +5 for every thing that could cause the trail harder to pick up. Having someone find clues and [[Study]] them may provide bonuses to traking someone down especially in an urban setting.
</div>
</div>
|-
|}
 
==Action==
 
Varies. A single Survival check may represent activity over the course of hours or a full day. A Survival check made to find tracks is at least a full-round action, and it may take even longer.
 
==Try Again==
 
* '''Wilderness/Deep Space Survival''': You cannot try again for 12 hours.
* '''Navigate''': No you cannot try again until you are no longer lost.
* '''Avoid Hazards''': You cannot try again.
* '''Finding Your Way''': You can try again every hour or until something changes about the environment you are in.
* '''Follow Tracks''': You cannot try again until you are presented with new tracks or evidence/clues about the target you are tracking.
 
==Special==
 
* If you are trained in Survival, you can automatically determine where true north lies in relation to yourself.
* '''Feats''':
# If you have the [[Guide]] Feat, you gain Misc +1 bonus to both the Pilot and Survival skills.
# If you have the [[Track]] Feat, you can add there Advantage Die too survival check when tracking. Review Feat for more information.
 
== Survival DC Examples ==
{| class="wikitable" style="margin-left: 10px;"
|+Table: Survival DCs by Task   
|+Table: Survival DCs by Task   
! style="text-algin:left;" | Survival DC  
! style="text-algin:left;" | Survival DC  
! Task
! Task
|-
|-
| 10 ||Get along in the wild. Move up to half your <br /> overland speed while hunting and foraging <br />(no food or water supplies needed). You can provide <br />food and water for one other person for <br /> every 2 points by which your check result exceeds 10.
| 10 ||Get along in the wild. You can provide food <br />and water for one other person for every 2<br /> points by which your check result exceeds 10.
|-
|-
| 15 ||Gain a +2 bonus on all Fortitude saves against <br /> severe weather while moving up to half  <br />your overland speed, or gain a +4 bonus if you <br />remain stationary. You may grant the same <br />bonus to one other character for every 1 point <br />by which your Survival check result exceeds 15.
| 15 ||If successful gain advantage on all Constitution saves <br />against severe weather. You may grant the same <br />bonus to one other character for every 2 points <br />by which your Survival check result exceeds 15.
|-
|-
| 15 ||Keep from getting lost or avoid natural hazards, <br /> such as quicksand.
| 15 ||Keep from getting lost or avoid natural hazards, <br /> such as quicksand or plasma turbulence.  
|-
|-
| 15 ||Predict the weather up to 24 hours in advance. <br /> For every 5 points by which your Survival <br />check result exceeds 15, you can predict the <br />weather for one additional day in advance.
| 15 ||Predict the weather on a planet or solar activity up to<br /> 24 hours in advance. For every 5 points by which your <br /> Survival check result exceeds 15, you can predict the <br />weather for one additional day in advance.
|-
|-
|+Table: Base Survival DC's to Track by Ground Condition  
|+Table: Base Survival DC's to Track by Ground Condition  
Line 24: Line 134:
| Hard ground ||20
| Hard ground ||20
|-
|-
|+Table: Modifiers to Survival Checks when Tracking
! Size of creature or <br />creatures being tracked
! Condition
! Survival DC Modifier
|-
| Every three creatures in the <br />group being tracked ||–1
|-
! Size of creature or creatures <br />being tracked
|-
|-
| Fine ||+8
| Fine ||+8
Line 66: Line 170:
| Tracked party hides trail <br />(and moves at half speed) ||+5
| Tracked party hides trail <br />(and moves at half speed) ||+5
|}
|}
You are skilled at surviving in the wild and at navigating in the wilderness. You also excel at following trails and tracks left by others.
==Check==
You can keep yourself and others safe and fed in the wild. See Table: Survival DCs by Task for DCs for various tasks that require Survival checks.
===Follow Tracks===
To find tracks or to follow them for 1 mile requires a successful Survival check. You must make another Survival check every time the tracks become difficult to follow. If you are not trained in this skill, you can make untrained checks to find tracks, but you can follow them only if the DC for the task is 10 or lower. Alternatively, you can use the Perception skill to find a footprint or similar sign of a creature's passage using the same DCs, but you can't use Perception to follow tracks, even if someone else has already found them.
You move at half your normal speed while following tracks (or at your normal speed with a –5 penalty on the check, or at up to twice your normal speed with a –20 penalty on the check). The DC depends on the surface and the prevailing conditions, as given on table.
'''Very Soft Ground''': Any surface (fresh snow, thick dust, wet mud) that holds deep, clear impressions of footprints.
'''Soft Ground''': Any surface soft enough to yield to pressure, but firmer than wet mud or fresh snow, in which a creature leaves frequent but shallow footprints.
'''Firm Ground''': Most normal outdoor surfaces (such as lawns, fields, woods, and the like) or exceptionally soft or dirty indoor surfaces (thick rugs and very dirty or dusty floors). The creature might leave some traces (broken branches or tufts of hair), but it leaves only occasional or partial footprints.
'''Hard Ground''': Any surface that doesn't hold footprints at all, such as bare rock or an indoor floor. Most streambeds fall into this category, since any footprints left behind are obscured or washed away. The creature leaves only traces (scuff marks or displaced pebbles).
Several modifiers may apply to the Survival check, as given on Table: Survival DC Modifiers.
==Action==
Varies. A single Survival check may represent activity over the course of hours or a full day. A Survival check made to find tracks is at least a full-round action, and it may take even longer.
==Try Again==
Varies. For getting along in the wild or for gaining the Fortitude save bonus noted in Table: Survival DCs by Task, you make a Survival check once every 24 hours. The result of that check applies until the next check is made. To avoid getting lost or avoid natural hazards, you make a Survival check whenever the situation calls for one. Retries to avoid getting lost in a specific situation or to avoid a specific natural hazard are not allowed. For finding tracks, you can retry a failed check after 1 hour (outdoors) or 10 minutes (indoors) of searching.
==Special==
* If you are trained in Survival, you can automatically determine where true north lies in relation to yourself.
* If you have the Self-Sufficient feat, you get a +2 bonus on all Survival checks. If you have 10 or more ranks in Survival, the bonus increases to +4.

Latest revision as of 06:47, 23 June 2017

You are skilled at surviving and navigating in the wild on planet side or outer space. You also excel at following trails and tracks left by others.

Check

This skill can be used for multi different types of checks:

Survival Checks/Actions

Wilderness/Deep Space Survival

You can keep yourself and others safe and fed in the wild or in a extreme survival scenario See Table: Survival DCs by Task for DCs at the bottom of this page for various tasks that require Survival checks.

You cannot retry this check again until at least 12 hours has passed.

Navigate

Table: Navigation Distance
Length of Trip DC
Short (a few hours) 15
Moderate (a day or two) 18
Long (up to a week) 22
Extreme (more than a week) 24
Intergalactic 26

Navigate successfully across large distances on planet side or in space. See Navigation table for DC examples. This is important when trying to get from one location to another without the proper map or familiarity of the place. Wither this is in an urban environment, out in the middle of a rain forest, or in deep uncharted space. The DC depends on the length of the trip. A failure to successfully navigate to a location means the Character doesn't reach there destination and is now lost. To find there way again the Player must roll another Survival check to no longer be lost.

Aboard a starship, you need a functional Class II sensor array (or better) to plot a course through space. You don’t need to make a Navigate check when traveling along a pre-established space route or passing through a dimension gate with a pre-calibrated destination.

If the player succeeds the DC by more then 5 then they also do not need to roll to 'Avoid Hazards' (Survival). However if the Hazards in the path are harder then normal conman Hazards then they will still need to make a separate Survival check if they wish to avoid those as well.

Avoid Hazards

Table: Avoiding Hazards
Length of Trip DC
Avoid Unwanted Company
(Police/Bandits)(Short Trip)
20
Avoid Unwanted Company
(Police/Bandits)(Long Trip)
30
Plasma storm 15
Gravity Burst 25
Nova/Super Nova 15
Roaming Black Hole 25
Roaming Planet 25

There are Hazards in space as much as on Planet side. Space may appear empty but there are a lot of things that can come seemingly out of know where to the untrained. An additional Survival check to Avoid Hazards may be necessary. Most common paths do not need this check unless the Hazard is not natural but instead artificial such as pirates or some sort of portal or trap. These things can be avoided before the ship or person ever gets close enough to be forced to deal with it. The DC is usually just the normal Navigation check for the route +5. However in some cases it can be much higher.

Finding Your Way

If a Character finds himself lost either because they wondered off course or because they woke up in an unknown situation Survival check can be used to help them find there bearings and get back on course. The DC is completely up to the GM but a standard starting base is 10.

Follow Tracks (Hunting/Stalking)

Wither chasing a person across the galaxy or an animal in the wilderness of some alien planet Survival can be used to help find out where they where heading by examing the tracks or trail they left behind. You can use Perception to find clues such as foot prints or a warp trail and then Survival to learn from it. However if Perception isn't high enough Survival on its own may still yet yield positive results.

The GM should consider how hard the ground is or how long ago the track was left behind. Other things like the type of engine that was used or any other environmental conditions to help determine the DC of the check. Normally start at 10 and add +2 or +5 for every thing that could cause the trail harder to pick up. Having someone find clues and Study them may provide bonuses to traking someone down especially in an urban setting.

Action

Varies. A single Survival check may represent activity over the course of hours or a full day. A Survival check made to find tracks is at least a full-round action, and it may take even longer.

Try Again

  • Wilderness/Deep Space Survival: You cannot try again for 12 hours.
  • Navigate: No you cannot try again until you are no longer lost.
  • Avoid Hazards: You cannot try again.
  • Finding Your Way: You can try again every hour or until something changes about the environment you are in.
  • Follow Tracks: You cannot try again until you are presented with new tracks or evidence/clues about the target you are tracking.

Special

  • If you are trained in Survival, you can automatically determine where true north lies in relation to yourself.
  • Feats:
  1. If you have the Guide Feat, you gain Misc +1 bonus to both the Pilot and Survival skills.
  2. If you have the Track Feat, you can add there Advantage Die too survival check when tracking. Review Feat for more information.

Survival DC Examples

Table: Survival DCs by Task
Survival DC Task
10 Get along in the wild. You can provide food
and water for one other person for every 2
points by which your check result exceeds 10.
15 If successful gain advantage on all Constitution saves
against severe weather. You may grant the same
bonus to one other character for every 2 points
by which your Survival check result exceeds 15.
15 Keep from getting lost or avoid natural hazards,
such as quicksand or plasma turbulence.
15 Predict the weather on a planet or solar activity up to
24 hours in advance. For every 5 points by which your
Survival check result exceeds 15, you can predict the
weather for one additional day in advance.
Table: Base Survival DC's to Track by Ground Condition
Surface Survival DC
Very soft ground 5
Soft ground 10
Firm ground 15
Hard ground 20
Size of creature or
creatures being tracked
Fine +8
Diminutive +4
Tiny +2
Small +1
Medium +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 since the trail
was made
+10
Poor visibility:
Overcast or moonless night +6
Moonlight +3
Fog or precipitation +3
Tracked party hides trail
(and moves at half speed)
+5