Navigate

(Back to Skill List)

 Navigate (10%) 

Allow the user to find his or her way in storms or clear weather, in day or night. Those of higher skill are familiar with astrological tables, charts, instruments, and satellite location gear as they exist in the era of play. One could also use this skill to measure and map an area (Cartography), whether an island of many square miles or the interior of a single room - use of modern technology may lower or negate the difficult level.

Rolls for this skill may be made as concealed rolls by the Keeper - a matter for the investigators to attempt, and later witness the results.

If the character is familiar with the area, a Bonus die should be granted to the roll.

Opposing skill/Difficulty level:


 * Regular difficulty: keep on the right route; use the sun and stars to identify compass positions; map a small area of terrain.
 * Hard difficulty: head in the right direction when there is no clear route or landmarks; map a large area of complex terrain.

Pushing examples: getting the map out and delaying while you attempt to work out where you are; going back to where you started from and trying again.

Sample Consequences of a Pushed roll: you get lost and find yourself being watched or ambushed by a bear; you go round and round in circles, and your companions stop following you (you're on your own now...), you mistake the stars, and rather than getting away from the cultists' search parties, you end up back at the cult's hidden base.


 * If an insane investigator fails a pushed roll, they throw away the map (as happens in the The Blair Witch Project) and follow their own intuition. Their intuition does not work.