Survival
Advanced
Intelligence You use the Survival skill to subsist in the wild. This Skill encompasses such activities as fishing, game hunting, making fires, finding edible food, constructing improvised shelters, finding safe resting places, and so on. The Difficulty of the Test depends on the environment, with death worlds being much more difficult to survive on than an agri-world.
Failing a Survival Test usually indicates that you have failed to find what you are looking for, either because you are inept or because it is simply not there to be found. Failing by five or more degrees indicates that you fail spectacularly, usually by bringing trouble down on your head—perhaps by triggering a rockslide, or stirring up a den of angry silt-bears or foolishly consuming poisoned berries.
A Survival Test takes one hour, with each degree of success reducing this time by ten minutes. Under certain circumstances, like trying to find a crude shelter from a meteor storm, the Difficulty can be increased and the time taken reduced to one minute.
A typical snare triggers by location, meaning that the target steps into the area and is affected by the trap. Snares affect just one target at a time and can be made large enough to ensnare a man- sized creature. Once sprung, the trap must be manually reset to work again.
An intelligent creature may notice the trap before springing it by succeeding on an Awareness or Search Test. The Difficulty of this Test is Routine (+20), but if you also succeed on a Concealment Test, you can increase the Difficulty by one-step plus one-step for each degree of success. You may not retry the Concealment Test when constructing the snare.
If the target locates the snare, it can either go around it or attempt to neutralise it. In the case of the latter, the target must succeed on a Survival Test against the same Difficulty made to set the snare. On a success, the snare is dismantled.
Should the target spring the trap, it may make an Agility Test against the same Difficulty you faced to set the trap. On a success, the creature avoids the snare. On a failure, it is firmly caught and held until released. A caught creature can attempt a Contortionist Test once each hour to escape. Again, the Difficulty is the same as the one you beat to set the snare in the first place.
Intelligence You use the Survival skill to subsist in the wild. This Skill encompasses such activities as fishing, game hunting, making fires, finding edible food, constructing improvised shelters, finding safe resting places, and so on. The Difficulty of the Test depends on the environment, with death worlds being much more difficult to survive on than an agri-world.
Failing a Survival Test usually indicates that you have failed to find what you are looking for, either because you are inept or because it is simply not there to be found. Failing by five or more degrees indicates that you fail spectacularly, usually by bringing trouble down on your head—perhaps by triggering a rockslide, or stirring up a den of angry silt-bears or foolishly consuming poisoned berries.
A Survival Test takes one hour, with each degree of success reducing this time by ten minutes. Under certain circumstances, like trying to find a crude shelter from a meteor storm, the Difficulty can be increased and the time taken reduced to one minute.
Hunting
You may use the Survival skill in place of Tracking when hunting for animals in the wild. The Difficulty, however, worsens by one-step. It may not be used in urban areas or to track human or alien prey.Snares
You can use the Survival skill to construct simple snares and traps to catch animals and other prey. To set the trap, you must succeed on a Survival Test. The base Difficulty is Ordinary (+0), but you may increase the Difficulty in order to make it harder to disable or escape the snare.A typical snare triggers by location, meaning that the target steps into the area and is affected by the trap. Snares affect just one target at a time and can be made large enough to ensnare a man- sized creature. Once sprung, the trap must be manually reset to work again.
An intelligent creature may notice the trap before springing it by succeeding on an Awareness or Search Test. The Difficulty of this Test is Routine (+20), but if you also succeed on a Concealment Test, you can increase the Difficulty by one-step plus one-step for each degree of success. You may not retry the Concealment Test when constructing the snare.
If the target locates the snare, it can either go around it or attempt to neutralise it. In the case of the latter, the target must succeed on a Survival Test against the same Difficulty made to set the snare. On a success, the snare is dismantled.
Should the target spring the trap, it may make an Agility Test against the same Difficulty you faced to set the trap. On a success, the creature avoids the snare. On a failure, it is firmly caught and held until released. A caught creature can attempt a Contortionist Test once each hour to escape. Again, the Difficulty is the same as the one you beat to set the snare in the first place.
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