Survival (Specializations)

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 Survival (Specializations) (10%) 

Knowledge of this skill provides the expertise required to survive in extreme environments, such as in desert or arctic conditions, as well as upon the sea or in wilderness terrain. Inherent is the knowledge of hunting, building shelters, hazards (such as the avoidance of poisonous plants), etc., according to the given environment.

You may spend skill points to purchase any skill specialization. The generic Survival skill cannot be purchased. An environment specialism should be determined when the skill is chosen, for example: Survival (Desert), (Sea), (Arctic), etc. When a character does not have the obvious survival specialty, they may roll against an allied specialty with the level of difficulty increased (or Penalty die) at the Keeper's discretion.

Pushing examples: trying something risky (e.g. drinking water without purifying it first; eating unidentified berries); using all of one's clothing to improve a shelter; burning every possession to make a signal fire.

Sample Consequences of failing a Pushed roll: the cave you found is inhabited by an angry bear; having burned all of your clothes to make a signal fire, you have given away your position to your pursuers - will your rescuers reach you before the pursuers do?


 * If an insane investigator fails a pushed roll, they believe themselves to be impervious to the elements and able to exist as a breatharian (able to exist without food and water).