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survival [2020/09/03 19:44] – dungeonmastersurvival [2020/09/12 20:21] (current) – [Basic Abilities] dungeonmaster
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 ====== Survival ====== ====== Survival ======
  
-Survival includes groups of techniques for surviving in different climates and populations.+Survival includes groups of techniques for surviving in different climates and populations. Common among all of them is the ability to use rope and to tie knots, to handle and care for domesticated animals, and to repair items of common use.
  
 ===== Basic Abilities ===== ===== Basic Abilities =====
  
 ^ Rope Use | The character has a good knowledge of various types of ropes and their general strengths and weaknesses. They know a variety of different useful knots, both how to tie them and how to untie them. | ^ Rope Use | The character has a good knowledge of various types of ropes and their general strengths and weaknesses. They know a variety of different useful knots, both how to tie them and how to untie them. |
-^ Domestic Animals | The character has a knowledge of domestic animals includes how to work with them and what they eat. They will know how to milk cows and goats, shear sheep, groom horses, train dogs to do simple tricks or to help them with their tasks. | +^ Domestic Animals | The character has a knowledge of domestic animals includes how to work with them and what they eat. They will generally be able to figure out how to milk cows and goats, shear sheep, groom horses, train dogs to do simple tricks or to help them with their tasks, etc, although the GM may require skill checks if the character has never attempted the task before, if it would be difficult to guess at. | 
-^ Tinkering and Mending | The character can repair damaged metal items, including weapons, armor, or horseshoes. They can also mend clothing, gloves, and shoes. |+^ Tinkering and Mending | The character can repair damaged metal items, including weapons, armor, or horseshoes. They can also mend clothing, gloves, and shoes. This is extended further by disciplines taken to include commonly used items of those disciplines including repairing wagons, boats, nets, sleds, etc. |
  
 ===== Disciplines ===== ===== Disciplines =====
  
-==== Aquatic Survival ====+  * [[aquatic_survival|Aquatic Survival]] 
 +  * [[arctic_survival|Arctic Survival]] 
 +  * [[underworld_survival|Underworld Survival]] 
 +  * [[urban_survival|Urban Survival]] 
 +  * [[wilderness_survival|Wilderness Survival]]
  
-Aquatic survival implies that the character has honed their abilities of surviving in aquatic conditions like rivers, lakes, seas, and oceans.  
- 
-=== First Degree === 
- 
-^ Swimming | Assuming they aren't a race that already knows how to swim, they can swim at a rate of slow (with the appropriate modifiers for speed). | 
-^ Fishing | They can successfully fish off the shore or from boats and ships. They generally know the appropriate bait or lure to use for such fishing unless there is some reason they shouldn't. | 
-^ Holding Breath | They can hold their breath equal to thirty seconds per die of Stamina. | 
-^ Sailing | They can sail boats, canoes, kayaks, and other smaller craft. | 
- 
-=== Second Degree === 
- 
-^ Boatbuilding | They can build seaworthy boats, canoes, kayaks, and other smaller craft given the tools and time to do so. | 
-^ Advanced Fishing | They have an understanding crabbing, whaling, and other ways to get food and materials from the ocean. | 
- 
-=== Third Degree === 
- 
-^ Nautical Navigation | They can chart coordinates for ships and sail them and read maps created for nautical voyages. They can also create their own maps that other knowledgeable seamen would be able to use. | 
-^ Weather Sense | They have a good sense of the weather at sea and can guess accurately what is to be expected for the next twenty-four hours, unless weather patterns prevent such. | 
- 
-=== Fourth Degree === 
- 
-^ Adverse Conditions | They understand what's required to keep a ship aright in a storm and can do so with the proper skill checks, given they have whatever crew might be required to do so. | 
-^ Animal Empathy | They understand what a sea creature is likely thinking based on the current circumstances in which it finds itself. | 
- 
-=== Fifth Degree === 
- 
-^ Respect at Sea | Within the community, they have garnered a certain amount of respect and notoriety and are able to call in favors where reasonable (at the GM's discretion). | 
-^ Animal Friendship | With intelligent water-based creatures, they may use their Persuasion dice to ask favors of sea creatures though the favors have to be something the creature might be willing to do. | 
- 
-==== Underworld Survival ==== 
- 
-=== First Degree === 
- 
-^ Mining | The character has a knowledge of mining equipment and how to use it. They are considered proficient with a pickaxe or hammer. | 
-^ Direction Sense | The character has a good sense of their sense of direction underground. | 
- 
-=== Second Degree === 
- 
-^ Appraising | The character can effectively appraise the worth of raw gemstones. They also have a good sense, based on materials they can see in an area, what other gems and minerals are likely common to the area where they are. | 
-^ Passage of Time | The character has a good sense of the passage of time underground. | 
- 
-=== Third Degree === 
- 
-^ Attuned Senses | If the character finds themselves without the ability to see in an underground setting, they can use their other senses to compensate, reducing any dice penalties by two. (If the character already has blindfighting, they should use that instead.) | 
- 
-=== Fourth Degree === 
- 
-^ Animal Empathy | They understand what an underground creature is likely thinking based on the current circumstances in which it finds itself and what its reactions are likely to be. | 
- 
-=== Fifth Degree === 
- 
-^ Animal Friendship | With intelligent underground creatures, they may use their Persuasion dice to ask favors of underground creatures though the favors have to be something the creature might be willing to do. | 
- 
-==== Urban Survival ==== 
- 
-Urban survivalists understand how to survive on the streets. They know where they can go to obtain information and generally who they might be able to trust and not trust within a typical city. They understand architecture and they have a general sense for what things might be worth in any given city. Poisons.  
- 
-Characters with a knowledge of locks are assumed to have knowledge of how a variety of different locks might function as well as locks associated with safes. 
- 
-==== Wilderness Survival ==== 
- 
-A wilderness survivalist knows how to make a fire using mundane means as well as how to fish (from the shore), forage, hunt, and snare. They know plants and herbs and how to identify ones that are poisonous as well as ones that can be used for medicinal purposes. They can identify wild animals, by sight as well as by tracks or scat. They have a good sense of the weather in wilderness environments, assuming the weather in the region is at all predictable based on the sky and other conditions. They can ride horses across wilderness landscapes, though not necessarily into battle. Plant and animal based poisons. 
  
survival.1599162292.txt.gz · Last modified: by dungeonmaster