vaelora/Rules/Ability Trees/Skills/Exploration/Survival.md
2025-08-01 09:16:36 +02:00

2.5 KiB
Raw Permalink Blame History

Heres the Survival (Cunning) tree—built for wilderness mastery, resilience, and shaping the environment to your advantage: Survival (Cunning) Tier 1 (Survival 1+) • Foraging Master Mark a die as Powerful; on success, you gather enough resources (food, herbs, materials) to sustain a small group for days equal to the dies value. • Emergency Shelter Mark a die as Cooperative when constructing a shelter; allies marking a Cooperative die gain +1 die to resist environmental hazards inside. • Natural Acumen Mark a die as Lucky when resisting environmental effects (storms, poison plants, extreme cold/heat). Tier 2 (Survival 2+) • Wilderness Camouflage (Survival/Stealth) Mark a die as Persistent; on success, you and nearby allies gain +1 die to Stealth checks for the remainder of the scene. • Improvised Traps (Survival/Tactics) Spend 1 APR to set a basic trap (snare, deadfall, spike pit); mark a die as Effectful; success deals Injury or disables the first enemy to trigger it. • Animal Bond (Survival/Zoology) You can calm or train animals; once bonded, your animal companion may assist with 1 action per scene. Tier 3 (Survival 3+) • Endure the Elements (Survival/Fortitude) You and allies ignore penalties from harsh climates; Fatigue from weather/exposure no longer applies. • Toxin Crafter (Survival/Alchemy) Mark a die as Effectful; on success, craft a usable poison, paralytic, or sedative from available materials. • Predators Mind You may roll Survival instead of Spirit to resist fear or mental pressure when defending your territory or allies. Tier 4 (Survival 4+) • Master Trapper Traps you set are always treated as if rolled with margin of success 2+; you may set up to 3 traps at once without extra APR cost. • Wilderness Sovereign In wilderness settings, allies gain +1 die to all rolls as long as you lead them. • Survivalists Gambit Once per scene, you may spend 1 APR to re-roll any failed check by any ally when your group is in the wilderness. Why It Fits • Resilience: Helps the group endure hostile environments and shape terrain to their advantage. • Synergy: Crosses naturally with Stealth (camouflage), Tactics (traps), Alchemy (toxins), and Zoology (animal handling). • Escalation: Tier 4 allows broad leadership buffs and ultimate trap mastery. 🔥 Next Exploration Skill: Do you want me to continue in order with Ride (mounted combat and travel)? Or jump to Tracking, which pairs beautifully with Survival?