Skill: Survival

Survival

Endurance , Intelligence
This skill is used in the wilderness: to find food and resources in the wilds, track opponents or hinder others effort to follow you, or to guide your friends through unknown terrains.

Camp [Journey]    [Travel]
You search the area for a relatively flat comfortable space and safe area to make camp.
Resolution: Survival

 – You find a decent campsite. All Rest actions at this site gain a +1 bonus. However, there is something not quite right. Perhaps vermin get into the food supply, or the tents are positioned over an anthill.
 – You find a decent campsite. All Rest actions at this site gain a +1 bonus. Camp Encounter rolls have a -1 penalty.
 – You find a good campsite. All Rest actions at this site gain a +2 bonus. Camp Encounter rolls have a -2 penalty.
 – You find a great campsite. All Rest actions at this site gain a +3 bonus. Camp Encounter rolls have a -3 penalty.
 – You find a wonderful campsite. All Rest actions at this site gain a +4 bonus. Camp Encounter rolls have a -4 penalty.
 – You find a questionable campsite. Camp Encounter rolls have a +2 bonus.
 – You find a terrible campsite. All Rest actions at this site have a -2 penalty. Camp Encounter rolls have a +4 bonus.

Dowse [Journey]   [Travel] [Rank 2
You take some time to go searching for potable water in the wild. You can choose to Dowse while travelling, but you have a -4 situation penalty to the roll. There is often a situation modifier applied to the roll based on the type of terrain you are in and the current season. See Journey Mode in Chapter 6 (page XXX) for more information about gathering resources in the wilderness.
Resolution: Survival

 – You manage to find a minor source of water. You collect 1 Water resource. However, the water might be poisonous or of questionable quality.  The GM will randomly decide after someone chooses to drink it.
 – You manage to find a minor source of water. You can collect  1d6 Water resources.
 – You find a small source of water. You can collect  2d6 Water resources.
 – You find a good source of water. You can fill all water containers from the source.
 – You find a great source of water. You can fill all water containers from the source and can even Fish at this location.
 – You fail to find any potable water sources.
 – You fail to find any potable water sources and you alert a dangerous creature to your presence or encounter a dangerous environmental phenomenon.

Escort [Journey]    [Travel]
Requirement: Your Journey Role is the Guide
You lead your group through the wilderness. Your party members can take other Journey Actions with the Travel trait to move with the group (typically Trek, Dowse, Scout, Hinder, or Track). See Trekking Through the Wilderness (page XXX) for more information about travel in Journey mode.  

If you are travelling along a road, or an otherwise known path, no roll is necessary, you automatically succeed. However, if you are travelling through relatively unknown wilderness or the trail is hard to follow, you will have to roll a Survival Basic Test to determine if you are able to follow the correct path.
Resolution:
Survival

 – You get lost a few times but manage to recover your path. Your progress this Period is reduced by 1 hex.
 – You successfully plot a course through the wilderness in the correct direction and make normal progress this Period.

 – You have trouble following the correct course and make no progress this Period.

 – You fail to plot the correct course and get lost, sending the group in the wrong direction. Roll  d6 to determine a random hex direction that you travel this Period.

Fish [Journey]    [Rank 2
Requirement: The party is near a body of water on the region map and you have Fishing Tools.
You take some time to go fishing. This might be relaxed line fishing, or aggressive spear-fishing. There is often a situation modifier applied to the roll based on the type of terrain you are in and the current season. See Journey Mode in Chapter 6 (page XXX) for more information about gathering resources in the wilderness.
Resolution: Survival

 – You manage a small catch. You can collect 1 Meat resource.  However, your line is caught or your spear has broken. Your fishing tools will need to be repaired.
 – You manage to bring in a small catch. You can collect 1 Meat resource.
 – You manage to bring in a decent catch. You can collect  1d6 Meat resources.
 – You bring in a good catch. You can collect  1d6+2 Meat resources.
 – You bring in a great haul. You can collect  2d6+1 Meat resources.
 – You fail to bring in any significant catch.
 – You fail to bring in any significant catch and you alert a dangerous creature to your presence or encounter a dangerous environmental phenomenon.

Forage [Journey]    [Travel] [Rank 2
You take some time to go searching for vegetable provisions in the wild. You can choose to Forage while travelling, but you have a -4 situation penalty to the roll. There is often a situation modifier applied to the roll based on the type of terrain you are in and the current season. See Journey Mode in Chapter 6 (page XXX) for more information about gathering resources in the wilderness.
Resolution: Survival

 – You find minimal provisions. You can collect 1 Vegetables resources. However, the provisions might be poisonous or questionable in quality. The GM will randomly decide after someone chooses to eat it.
 – You manage to find some minimal provisions. You can collect 1 Vegetables resource.
 – You manage to find some provisions. You can collect  1d6 Vegetables resources.
 – You find a good number of provisions. You can collect  1d6+2 Vegetables resources.
 – You bring in a great haul. You can collect  2d6+1 Vegetables resources.
 – You fail to find any useful provisions.
 – You fail to find any useful provisions and you alert a dangerous creature to your presence or encounter a dangerous environmental phenomenon.

Hinder [Exploration, Journey]   [Travel] [Rank 4]
You try to hide signs of your group’s passing. This might include covering tracks or guiding the group to avoid making tracks in the first place. See Journey Mode in Chapter 6 (page XXX) for more information about tracking and hiding your tracks in the wilderness.
Resolution: Survival

 – You do a poor job of hiding your progress, there is no change to the Tracking Distance.
 – You camouflage your steps, making it harder for any pursuers to track you. Increase the Tracking Distance by 1.
 – As above but increase the Tracking Distance by 2.
 – As above but increase the Tracking Distance by 3.
 – As above but increase the Tracking Distance by 4.
 – You fail to hide your tracks, and your efforts allows your pursuers to gain some ground. The Tracking Distance decreases by 1.
 – You fail to hide your tracks, and incidentally make your tracks easier to follow. The Tracking Distance decreases by  1d6.

Hunt [Journey]   [Rank 2]
Requirement: You have a Bow, Crossbow, Javelin, or Ensnaring Tools.
You take some time to go hunting for prey. There is often a situation modifier applied to the roll based on the type of terrain you are in and the current season. See Journey Mode in Chapter 6 (page XXX) for more information about gathering resources in the wilderness.
Hunting involves making two rolls. The first roll looks for any signs of wildlife that might be hunted. The second roll determines if you successfully felled or ensnared your prey.
Finding Prey: Resolution: Survival

 – You find signs of a small prey (as Weak Success), but they are particularly hard to catch. You have an additional -1 untyped modifier on your Shooting or Ensnaring roll.
 – You track signs of a small prey, such as a rat, rabbit, snake, lizard, or small bird. If you successfully catch the prey, you can collect 1 Meat resource.
 – You track signs of a moderate-sized prey, such as a fox, beaver, or large bird. If you successfully catch the prey, you can collect  1d6+1 Meat and 1 Hide resources.
 – You track signs of a large prey, such as a deer, boar, or wild goat. If you successfully catch the prey, you can collect  1d6+3 Meat and 2 Hide resources.
 – You track signs of a very large prey, such as a great stag, a large wolf, or a great bear. If you successfully catch the prey, you can collect  2d6+4 Meat and 4 Hide resources.
 – You fail to find any signs of prey in the wilderness.
 – You fail to find any signs of prey in the wilderness, and you alert a dangerous creature to your presence or encounter a dangerous environmental phenomenon.

Shooting or Ensnaring Prey: Resolution: Shooting or Craft (Snares)

 – You successfully injure the prey, but it manages to get away. Roll an Athletics Basic Test to see if you catch up to it. If successful, you find where it has died from blood loss and can collect the Meat and Hide resources normally. If you failed, you lost the prey in the wilderness.
 – You successfully kill the prey and gain the associated Meat and Hide resources.
 – You fail to kill the prey and it gets away in the wilderness.
 – You fail to kill the prey and it might be angry and willing to fight you.

Track [Exploration, Journey]   [Travel] [Rank 4]
You try to find signs of a quarry’s passing. A Search action might be required to find the tracks in the first place. See Journey Mode in Chapter 6 (page XXX) for more information about tracking and hiding your tracks in the wilderness.
Resolution: Survival

 – You are barely able to follow the tracks. There is no change to the Tracking Distance.
 – You follow the tracks and make progress towards your quarry. Decrease the Tracking Distance by 1.
 – As above but decrease the Tracking Distance by 2.
 – As above but decrease the Tracking Distance by 3.
 – As above but decrease the Tracking Distance by 4.
 – You fail to follow the tracks and may have lost them. The Tracking Distance increases by 1 and you must take another Search action to find the tracks again.
 – You fail to follow the tracks and may have lost them. The Tracking Distance increases by  d6 and you must take another Search action to find the tracks again.