24 lines
No EOL
2.5 KiB
Markdown
24 lines
No EOL
2.5 KiB
Markdown
Here’s the Survival (Cunning) tree—built for wilderness mastery, resilience, and shaping the environment to your advantage:
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Survival (Cunning)
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Tier 1 (Survival 1+)
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• 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 die’s value.
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• Emergency Shelter – Mark a die as Cooperative when constructing a shelter; allies marking a Cooperative die gain +1 die to resist environmental hazards inside.
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• Natural Acumen – Mark a die as Lucky when resisting environmental effects (storms, poison plants, extreme cold/heat).
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Tier 2 (Survival 2+)
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• 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.
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• 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.
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• Animal Bond (Survival/Zoology) – You can calm or train animals; once bonded, your animal companion may assist with 1 action per scene.
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Tier 3 (Survival 3+)
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• Endure the Elements (Survival/Fortitude) – You and allies ignore penalties from harsh climates; Fatigue from weather/exposure no longer applies.
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• Toxin Crafter (Survival/Alchemy) – Mark a die as Effectful; on success, craft a usable poison, paralytic, or sedative from available materials.
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• Predator’s Mind – You may roll Survival instead of Spirit to resist fear or mental pressure when defending your territory or allies.
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Tier 4 (Survival 4+)
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• 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.
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• Wilderness Sovereign – In wilderness settings, allies gain +1 die to all rolls as long as you lead them.
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• Survivalist’s 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.
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Why It Fits
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• Resilience: Helps the group endure hostile environments and shape terrain to their advantage.
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• Synergy: Crosses naturally with Stealth (camouflage), Tactics (traps), Alchemy (toxins), and Zoology (animal handling).
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• Escalation: Tier 4 allows broad leadership buffs and ultimate trap mastery.
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🔥 Next Exploration Skill:
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Do you want me to continue in order with Ride (mounted combat and travel)? Or jump to Tracking, which pairs beautifully with Survival? |