Basic Survival Rules
Each day is divided into 3 phases: Morning, Afternoon, Night
By default players will have 5 Action Points per phase
Action points could be represented by the player holding Action Chits. Chits are spent to accomplish actions. Each chit could be 2 sided to represent the possibility of a swift action result.
Available Action Groups:
It costs 1 Action Point to move over flat terrain and 2 movement points for rough terrain. Certain terrain such as ocean and mountain are impassible without proper equipment.
-1 AP if barefoot
-1 AP if encumbered
Players can use available resources to build an improvement on the current tile or to craft a portable item
Players who rest will recover nonlethal damage based upon the comfort level of the currently available campsite. Camping in an unimproved tile will restore 1 point of non lethal per action point spent. As long as there is at least 1 point of improvement, it will restore 1d4 nonlethal damage per AP spent resting. For each 10 points of comfort added to a tile, it increases the die used by a single step. For example, a 10 point campsite restores 1d6 nonlethal per action point, a 20 point campsite restores 1d8 etc.
Improvements to a campsite include utilitarian features as camp fires, shelters, and sleeping mats. Each feature will add to the total comfort level of the camp. Some features such as a cellar provide additional benefits such as preserving food, and defensive features like a fence or palisade provide protection from wild animals and inclement weather.Trap
Improvements can be made to tiles that provide easily accessible resources. Snares in a forest or a fish corral in a river will provide a steady supply of available food.
Weapons and tools can be constructed of varying quality once a player has acquired the appropriate resources.
Weapon and tool quality ranges from poor, good, expert and master.
Clothing provides varying levels of cold protection, while armor provides damage reduction to the location where it is worn.
Each day there can be up to 5 levels of cold. No levels of cold represent a warm pleasant day. For each level of cold that exists, it requires a matching level of warm clothing otherwise the player suffers from a cold condition. For each point that the cold exceeds the players clothing, the player may suffer a frostbite wound. A location that contains a frostbite wound treats each cold level as one higher per point of frostbite. So a player with a single frostbite wound on their leg in a level 1 cold weather, would treat the weather as level 2 cold weather.
No Tool -4
Poor Tool 0 (Breaks Easily)
Good Tool +1
Expert Tool +2
Master Tool +4
Unfamiliar Environment -2
Proficient Environment 0
Expert Environment +2
Master Environment +4
Wound, Hunger, Fatigue, or Cold Modifiers
Hunting involves 3 to 4 activities (1) Locating the game, (2) Stalking the game, (3) Bringing it down and possibly (4) Tracking. For the purposes of these rules, game for hunting is always an animal. What follows are rules for hunting animals:
Time Frame: 1 AP +
Locating Game – The hunter must state what type of animal they are hunting. It is up to the GM to decide if the animal resides within the search area (approximately 6 square mile). If an animal of that type does not reside in the area, the hunter expends 3 hours and fails to locate an animal of that type or any signs of one. If the animal resides within the area, the DC to locate the animal is its CR+10 (for CRs less than 1, treat as a 0). If the roll fails by 1-4, the time frame has passed and the hunter locates signs of the animal’s presence but not the animal and must continue searching. If the roll fails by 5 or more, not even signs are found.
- Hunting a herd – a Herd represents large gathering of animals. The size of a herd makes it easier to locate than solitary animals. Herds are represented on the map with ascending number of tokens. Locating a herd is generally a trivial task, however certain types of herds employ their own defensive tactics.
Stalking the Game – Successful stalking of the animal is the hunter’s survival or hunting roll opposed by the animal’s perception roll. If there are multiple stalkers, each stalker rolls and the lowest result is used for everyone. If successful, the hunter gets to a range of 2d10x10 feet. To get closer (half the distance) requires another opposed stalking roll at -2 for the hunter. Each halving of the distance increases the difficulty by an additional -2. If any of the rolls fail, the animal is spooked and gets away.
Bringing down the Game – Successfully stalking an animal allows the hunter to attempt to bring down the animal with a single ranged attack (or melee attack if they can get that close). Roll a survival roll based on the size category of the animal. If the roll succeeds, the animal is brought down with a single shot. If the roll fails by 1-4, the animal takes normal weapon damage. If the normal weapon damage fails to slay the animal, it either flees or attacks (GM’s discretion). If it flees, it may be tracked. If the roll fails by 5+, the attack was unsuccessful.
Tracking a Bleeding Animal – Use the normal survival rules for tracking and grant the hunter a 2 because the animal is wounded and bleeding. If the tracking roll is successful, the animal is found and the hunter is able to kill it. Add a potential +1 AP to the total hunting time. If the tracking roll fails by 1-4, add 1 AP to the hunting time and they must make another tracking roll. If the roll fails by 5 the tracks are lost and the animal got away.Fishing
Fishing-roll 4d6 for every successful check. Chart reveals what you catch.
Fishing at the Beach uses this chart. -10 to skill level if not using Ocean Fishing Pole.
Roll 3d6 for every successful check
There are two types of food: Plant and Meat. Most PC races can eat both, other animals are usually obvious (GM’s discretion).
A Fine animal gives 2 points of meat, a Diminutive 4, Tiny 8, Small 16, Medium 32, Large 64, Huge 128, Gargantuan 256, Colossal 512. This amount is variable by GM discretion, but these are a good guideline. With an animal carcass, a DC 15 Survival check is needed to skin and butcher it, otherwise it only yields 3/4 these amounts.
A Small animal needs 1 point of food per day, a Medium 2, and a Large 4. These can be extrapolated, but it’s unlikely you need to feed other sizes of creature.
Meat can be preserved for 8 days (not including the day the animal was killed) with a successful DC 15 Survival check. The amount of meat points preserved is 5+the amount by which the check beat 15, and it takes 2 hours to preserve the food, using a decent-sized open fire. Preserved meat weighs 1 pound per 2 points. Plant food can be kept for 4 days and cannot be preserved. Unpreserved meat can be kept for 1 day after the animal was killed.
With Survival checks, the amount by which you exceed 10 is the amount of extra food points gathered. At least 1/4 of this must be plants, 1/4 meat, and the rest can be distributed as needed.
Herbivores in their natural environment can forage enough for their needs, herbivores in a similar environment can find half of what they need, and an herbivore in a foreign environment can’t provide for itself.
The Survival skill, Craft (Taxidermy), Profession (Hunter),
(Taxidermist) can be used to recover valuable parts from slain
Other useful skills will include Appraise or Profession (Hunter) which
can be used to gauge the value of such an item, Knowledge (Nature)
could help as well to identify animals with valuable pelts while
Knowledge (Arcana) can be used to recognise creatures with spell
Skill DC : Task
5: Skin an animal for strictly utilitarian purposes e.g. Cooking, bait
10: Skin and prepare a tiny/small common animal for its pelt and meat
e.g. a squirrel, rabbit, small birds. Craft a simple basic item from a
pelt e.g. patch for clothing, crude moccasins or gloves
15: Skin and prepare a common game animal e.g. Deer, wild pig/boar,
wild goats. Craft un-complex fur clothes e.g. Hide overcoat, fur cap
or tribal trophy.
18: Skin and prepare a Magical Beast to preserve pelt and meat e.g.
Unicorn, Dire Animals, Worgs.
20: Skin and prepare a familiar creature that is not commonly skinned
25: Skin and prepare an completely unfamiliar creature e.g. Most Outsiders.
30: Skin and treat a Shapechanger’s pelt so it remains in its current
form and does not change.
Circumstances : DC Modifier
First time skinning that type of creature: 5
Creature is a Aberration or Outsider: +5
Creature is Favoured Enemy: -2
Experienced in skinning creature (skinned creature 10 times): -5
Disregarding pelt and focusing on internal organs: -10
In the case of Aberration or Outsider it is recommended to start at DC
20 or 25 for more unusual creatures, though more animalistic outsiders
like celestial animals or Yeth hounds can be treated as Magical
Failing a check by less than 5 reduces the pelt to poor quality pelt
decreasing its value by 50%, failing by more than 5 makes the pelt
worthless for anything more than scraps. Passing a check by 10 or more
improves the quality of the pelt increasing its value by 50%.
A single medium size creature provides 20lb of hide, small creature
10lb and a tiny creature 5lb. For larger creatures continue to double
the weight of hide I.E: a large creature provides 40lb and huge 80lb
Determining the worth of hides uses the table in Dungeons and Dragons
Arms and Armour Guide which states: pg:40
Furs and hides, common 20lb: 1gp–5gp
Furs and hides, unusual 20lb: 6gp–10gp
Furs and hides, rare 20lb: 11gp–20gp
Furs and hides, exotic 20 lb: 21gp–50gp
Furs and hides, monstrous 20lb: 51gp–200+gp