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

24 lines
No EOL
2.5 KiB
Markdown
Raw Blame History

This file contains ambiguous Unicode characters

This file contains Unicode characters that might be confused with other characters. If you think that this is intentional, you can safely ignore this warning. Use the Escape button to reveal them.

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?