Simulation Skills Notes
Simulation
There are three time scales for movement:
Dexterity Factor
Carrying Factor
TIME SCALES Reaction Time For tense action, time passes in seconds and fractions of a second. Movement is measured in meters per second. Generally, you can walk and still do something in a second. If you do something that requires full concentration, you can only take a 1 meter step. Casual Time When you’re not in a hurry, time flows unnoticed and seconds pass unmeasured. You can measure your speed in meters per minute. Travel Time When you cover long distances getting from place to place on foot, you measure your movement in kilometers per hour or day. Movement Speeds People generally walk, run or sprint. Stepping & Sneaking Stepping slowly forward about half as fast as walking lets you attempt to sneak quietly. Sidestepping Walking or running sideways while facing straight ahead contributes to dodging chances.
Walking
Walking with unhurried but purposeful movement 1-2 meter/second, five km per hour. Heavy load will slow you down.
Walking Speed (meters per second)
Your walking speed reflects how fast you can walk in one second and still take skilled action. Your speed depends mostly on your size (carrying factors can also affect your speed, see Encumbrance below). Slow walkers like elderly people and young children, walk 0.5–1 meter/second. Fast walkers like human adults walk between 1-2 meters per second. You can walk up to your speed and attack in one round. If you don’t attack, you can move up to double your normal speed in one round. If you run all out, doing nothing but running that round, you can move up to quadruple your normal speed as a full-round action.
Running Constitution Factor, Carrying Factor
You can run quickly and still try to do some things. Running skill allows you to run for long distances. Endurance versus speed Training for endurance or speed tends to become mutually exclusive. For every 10% you increase either skill beyond 50%, you reduce the other by 5%. Charging Strike You can run towards an enemy to strike them with the force of your momentum. Running Jogging covers about ten kilometers per hour for an unencumbered human. 2 meters per second. Running (x3) Moving three times your walking speed is a running pace if you are carrying a heavy load. Running is a complex action. Medium height provides a 10% benefit on running endurance.
Sprinting Strength, exclusive, 3x5 or 3x speed
The world record speed for sprinting 100 meters is 10 meters per second or 22.87 miles per hour (The record was set by Tim Montgomery who completed the 100 meter dash in 9.78 seconds, peaking around 12 mps or 27 mph at the 60 m mark. ‘Flying Phil’ set the record for 100-year olds at 30.86 seconds). You can sprint between 4 and 12 meters per second in a straight line (4x speed or three times your speed if you’re carrying a heavy load). You cannot do anything else while sprinting. You cannot sprint if you are carrying a heavy load. Tall height provides a 10% meter bonus on sprinting. You cannot do anything else while sprinting. Speeding Up For 4 Seconds 1st Second: A sprinter begins moving after 15% (0.15 seconds) and covers 4–5 meters in the first second. Seconds 2-4: You then sprint 2 meters faster each second until you reach your top speed which is your sprinting skill % of 12 m per second. This usually takes from 2 to 4 seconds. Slowing Down After 8 Seconds After 8 seconds of sprinting, you start to slow down. Maximum velocity occurs between 4 and 8 seconds. Deceleration usually occurs after 8 seconds or about 60 meters. Therefore the best 100 meter sprinter is the one who decelerates the slowest. Practice on maintaining speed. Dodging Bonus You get a +20% doging chance against shooting that is not within a 20 degree arc forwards or backwards of you as you become a moving target to anyone not parallel to your path. This increases by 10% if you run 10 meters per second or faster. Vulnerability You lose any Dexterity benefit to Dodging chances against striking since you can’t easily avoid attacks while moving. Endurance You can run for a number of rounds equal to your Constitution score, but after that you must succeed at a Move test (DC 10) to continue running. You must test again each round in which you continue to run, and the DC of this test increases by 1 for each test you have made. When you fail this test, you must rest for 1 minute (10 rounds) before running again. During a rest period, the character can move no faster than a normal move. A run represents a speed of about 20 kph for an unencumbered human. Overdoing It Running too much too hard can cause permanent damage to your body. Take it easy. Special Moves mantling??? climbing
Blindfire
Shooting around corners and over objects without looking is blindfire. You can attempt to time it by hearing movement or predicting someone’s position. You can also see a target in a reflective surface that tells you when a target is in sight.
Smart Blindfiring
You can fire around corners with better chances of hitting if you see tracer fire or have a precise idea of where to aim. You normally cannot see bullets trajectories, only their muzzle flash and points of impact.
Tumbling: rolling, wall jumps, split jump, drop attack kick
Tumble: Cartwheel: Pickup. conversations: Signaling Speaking a word all these moves need support Grappling from behind Throw: interrogation pin hold, forced cooperation
Withdrawing
Getting away from someone while defending yourself from an attacker is more difficult than just walking away. If you turn tail and run too hastily, you stop dodging and leave yourself open to attack. You can withdraw from combat as a full-second move. You can jog away from opponents. If you’re cornered or surrounded by multiple opponents, you might not be able to withdraw. Reality: 0.4 km is about as fast as a person can run in 1 minute, 0.006705600416666666 in 1 second 100% Running: 7m in 1 second 90% In 1946, Roger Bannister wanted to be the first person ever to run the four-minute mile.With his knowledge and athletic ability, he devoted all his spare time to the track. He became an accomplished middle-distance runner. The fascination at the time for all middle-distance runners was the four-minute mile. It was commonly thought back then that to run that distance that fast was unattainable. They said that it was humanly impossible. That apparently spurred Banister to try to do the “impossible.” He did just that by running a mile in three minutes and 59 seconds. Passing People People have personal space about 1 meter by 1 meter square. Sometimes you can pass through an area occupied by another person. Friendlies: You can move past an area occupied by a friendly person. Unfriendlies Not Obstacles: You can also move through an area occupied by an unfriendly character who doesn’t present an obstacle, such as one who is dead, unconscious, bound, held, stunned, or just cowering. Charging: As part of a charge, Someone can attempt to move through an area occupied by a resisting enemy. Tumbling: A trained character can attempt to tumble through an area occupied by an enemy. See tumbling. Movement and Distance Speed Base: 0.5 m 1 m 2 m One Second (Action) Walk 1 m 1 m 10 m Jog (x2) 2 m 2 m 20 m Run (x3) 3 m 3 m 30 m Sprint (x4) 16 m 4 m 40 m One Minute (Movement) Walk 40 m 60 m 100 m Hustle (x2) 80 m 120 m 200 m Run (x3) 120 m 180 m 300 m Run (x4) 160 m 240 m 400 m One Hour (Travel) Walk 2 km 3 km 5 km Hustle 4 km 6 km 10 km Run - - - One Day (Travel) Walk 16 km 24 km 40 km Hustle - - - Run - - - Hampered Movement Obstructions, bad surface conditions, or poor visibility can hamper movement. The world determines the category that a specific condition falls into (see Table: Hampered Movement). When movement is hampered, multiply the standard distance by the movement penalty (a fraction) to determine the distance covered. If more than one condition applies, multiply the normal distance covered by all movement penalty fractions that apply. Hampered Movement Contitions Condition Example Movement Penalty Obstruction Moderate Undergrowth –25% Obstruction Heavy Thick undergrowth –50% Surface Difficult Steep slope or mud –50% Surface Very Difficult Deep snow –75% Poor visibility Darkness or fog –50%
Carrying
Carrying heavy equipment slows you down. Loading yourself down with more gear than are used to or strong enough for will sap your stamina.
Carrying skill allows you to pack your load for optimal weight distribution.
Strength Factor
Physical strength and disciplined endurance training lets you carry heavier loads with less strain and slowdown.
Carrying Too Much Hampers Skills
Carrying is a factor for many other physical skills. If your carrying factor including skill, ability, load and bulk drops below 0%, you are become overloaded and your carrying factor starts to hamper affected skills. Luck is not a factor for carrying.
Endurance
Endurance plays a key factor in effectiveness as most everything involving movement will drain your stamina. When you run out of endurance, you’re forced to walk and you’ll be panting loudly like a sweltering puppy drawing all kinds of unwanted attention. Sprinting or running too much will leave you too weak to move when you need to. When you are tired you must rest (and hide if you are in danger). Everything you carry adds to your combined weight that affects the rate at which your stamina drains. Or, in other words, loading yourself to the max isn’t necessarily a good idea. Just because you’re loaded for bare doesn’t mean you’ll live long enough to use it. Mobility can often play a far more lethal role in your loadout than any number of weapons.
Bulk Factor
Bulky garments, gear and armor impair your mobility beyond the load of their mass. Bulk factors reduce your overall carrying factor. Unless you’re weak or carrying a lot of gear, that’s all you need to know. The extra gear you carry, such as weapons and equipment, won’t slow you down any more than your bulk already does. If you are weak, carrying a lot of gear or a heavy object however, then you’ll suffer encumbrance by load. Bulk does not count towards fatique from exertion while carrying a load. Load Factor If you want to determine whether your gear is heavy enough to slow you down (more than your bulk already does), total the mass of all your armor, weapons and gear. This is the mass of your load. Compare this total to your Strength on the Carrying Capacity table. Depending on how the load compares to your load capacity, you will be carrying a light, medium, or heavy, struggling, lifting or dragging load. Like bulk, carrying more than a light load hurts your carrying factor.
Load Capacity Light Medium Heavy Lifting Strength Load* Load* Load* Load Dragging % [Up To] (Light x2) (Light x4) (Light x6) (Light x8) 10% 2 kg 4 kg 8 kg 12 kg 16 kg 20% 4 kg 8 kg 16 kg 24 kg 30% 6 kg 12 kg 24 kg 36 kg 40% 8 kg 16 kg 32 kg 48 kg 50% 10 kg 20 kg 40 kg 60% 20 kg 40 kg 80 kg 70% 30 kg 60 kg 120 kg 80% 40 kg 80 kg 160 kg 90% 50 kg 100 kg 200 kg 100% 60 kg 120 kg 240 kg
For example, Molly the street samurai is wearing heavy formfit armor. As shown on Table: Armor, it cuts her maximum Dexterity bonus to Defense down to +3, gives her a -4 Load Penalty, and cuts her speed down to 10 meters.
Struggling Loads
You can lift up to your maximum load over your head and walk around with it.
Lifting Loads
You can lift up to double your maximum load off the ground, but you can barely stagger around with it. While overloaded in this way, you loses any Dexterity bonus to dodging and can only step 1 meter per second. Dragging Loads You can generally push or drag along the ground up to five times your maximum lifting load. You can only drag so much across an even surface. Favorable conditions like a slippery object or ground can double your dragging load, and bad circumstances like a snagging object or rough ground can halve your carrying load or worse.
Carrying People’s Bodies
Sometimes you need to move an incapacitated person.
Lifting bodies over your shoulders is a strength risk (see carrying) and an exlusive action. Dropping them gently is also a 2 second action whereas hurriedly dumping them in 1 second is a 20% impact injury risk for them. Walk 5mph 8kph 8000meter/h 13.33meter/minute, .2/second Run Precise Simulation In Simulation, load is calculated more precisely as an exact % so even carrying less than light load results in a tiny load factor and slowdown.
Tumbling Dexterity, carrying, training
Tumbling allows you to perform acrobatics such as dives, rolls, and somersaults. Test: You can land softly when you fall or tumble past opponents. You can also tumble to entertain an audience (as with the Perform skill). Risk % Tumble Task 70% Treat a fall as if it were 4 meters shorter when determining damage. 70% Tumble up to 6 meters (as part of normal movement), suffering no attacks of opportunity while doing so. Failure means you tumble 6 meters but suffer attacks of opportunity normally. 120% Tumble up to 6 meters (as part of normal movement), suffering no attacks of opportunity while doing so and moving through areas occupied by enemies (over, under, or around them). Failure means you tumble 6 meters and can move through enemy-occupied areas but suffer attacks of opportunity normally. Failure: An audience, once it has judged a tumbler as uninteresting, is not receptive to repeat performances. You can try to reduce damage from a fall as an instant reaction once per fall. You can attempt to tumble as part of movement once per round.
Dodging
Someone with 30% or more Tumbling gains a 15% dodge bonus when executing the fight defensively standard or full-round action instead of a +10% dodging bonus. Someone with 30% or more ranks in Tumble gains a +30% dodging bonus when executing the total defense standard action instead of a +20% dodge Defense bonus. If you have 30% or more jumping, you get a +10% synergy bonus on tumbling. If you have 30% or more ranks in Tumble, you get a +10% synergy bonus on Balance chances. climbing: zip line dropping Ledge Hanging Hanging onto a ledge or rope takes strength. Rope is more difficult because there is no support for the legs to push against. Catching ledges by jumping onto them or dropping down backwards is dangerous and difficult. Hanging and moving hand over hand across ropes and along ledges is particularly difficult. Rappelling You can descend using a rope secured to the top of the slope, lowering yourself down by your hands on the rope with just your legs walking down the slope. One-handed hanging is only possible for someone who is incredibly strong but it frees a hand for operating a device or shooting a weapon with a –20% chance. Split Jump Climbing Defense: back to wall shooting around corners
Driving
dexterity, speed, surface, obstacles, seeing, handling
Driving skill lets you operate and maneuver motor vehicles such as cars and motorcycles. On a successful driving chance, you can accomplish a maneuver with your vehicle. There are a variety of maneuvers with varying risks to be attempted. Maneuvers Risk % Accelerate/decelerate 50% 0 2 categories 50% 3 categories 120% Climb/dive 20% Climb/dive sharply 70% Jump 70%+ Loop 120%+ Drive and act 20%, 50%, or 100% Ram special Regain control 50% Turn 20% Turn Sharply 70% Turn Around 120% Maneuvers Accelerate/Decelerate (any): Increasing or decreasing the vehicle’s speed by one category (for instance, going from cruising speed to high speed) is a simple task (DC 0). Accelerating or decelerating more than this with a single move action is more difficult. The category of cautious speed may be ignored for the purposes of acceleration or decceleration. (Thus, a pilot going from cruising speed to cautious speed to a dead stop with one move action would only be decelerating one category). Jump (ground only) The vehicle attempts to clear a gap or obstacle as part of its movement. The risk for a jump varies dramatically by the distance or obstacles involved, and the world sets an appropriate number. Note that when jumping, apply the opposite of the vehicle’s speed modifier to the skill test (that is, a penalty becomes a bonus and a bonus becomes a penalty). Move and Act (any) Normally, basic vehicle movement does not require an action on the part of the pilot. However, if the pilot wishes to make an action of his own while piloting the vehicle (such as firing a weapon out a window), he must make a Pilot skill test (DC 5 for cruising speed, 10 at high speed, 20 at top speed). Failure indicates that the action cannot be taken, and failure by 10 or more may indicate loss of control just as with any other maneuver (see Failed Maneuvers, below). Ram (any) Intentionally striking an object with your vehicle requires a Pilot skill test with a DC equal to the target’s Defense. See Ramming and Vehicle Collisions, below, for rules on how to determine the damage inflicted by such a maneuver. Regain Control (any) This maneuver is required when the pilot has lost control of the vehicle (see Failed Maneuvers, below). Note that any penalties that apply for the the loss of control apply to this test. Turn (any) The vehicle moves its full speed and turns up to 45 degrees. Turn Sharply (any) The vehicle moves its full speed and turns 45 to 90 degrees. Turn Around The vehicle moves forward half its Speed and turns between 90 and 180 degrees. (Walkers cannot turn around in this way). Vehicle Speed Modifiers The speed you drive factors into your driving and dodging chances. Speed Driving Dodging Cautious (1/2 Speed) +10% Cruising (normal Speed) High Speed (2x Speed) –10% +10% Top Speed (4x Speed) –20% +20% Vehicle Size Factors Vehicles use the same size categories and modifiers to dodging as characters and creatures do. Conditional Modifiers If any of these factors exist, the driver has a 25% risk each second to maintain control of the vehicle. Movement Condition Example Penalty Piloting Obstacles
Moderate Undergrowth, city streets -20% -10%
Heavy Forest, crowded streets -50% -20%
Surface
Good City streets
Wet Wet streets
Slippery Frozen streets Ice Icy streets
Poor Uneven terrain none -10%
Bad Steep slope or mud -50% -20%
Very bad Deep snow -70% -30%
Poor Visibility Darkness or fog -50% -20% Failed Maneuvers In most cases, a failed driving chance on a maneuver simply means that pilot has failed to perform the intended maneuver. If, however, the Pilot test fails by 10 or more, the pilot (or driver) may lose control of the vehicle. Make another Pilot test at the same DC as the original (failed) test. If the second test succeeds, the pilot maintains control of the vehicle (but still fails to perform the desired maneuver). If the second test fails, the pilot has lost control of the vehicle. Compare the pilot’s measure of failure (how much he missed the test by) to Table: Loss of Vehicle Control to determine the effect.
Loss of Vehicle Control Failed by... Effect Penalty
1–20% Minor Slip –10%
21–50% Slip –20%
51–80% Skid –30%
81–100% Spin –50%
101% + Collision n/a
Minor Slip
The vehicle is only marginally out of control, perhaps fishtailing or wobbling slightly. All operators of the vehicle (including pilots, gunners, or anyone else operating systems) suffer –10 chances relating to operating the vehicle until you regain control. Slip The vehicle slides, moving 2 meters right or left (randomly determined by the GM) for every 20 meters it moved this round (round down). If this brings you into contact with another object, see “Collission” below. This will continue each round until the pilot regains control. Skid The vehicle goes into a skid, moving 2 meters right or left (random) for every 10 meters it moved this round (round down). If this brings it into contact with another object, see Collision below. This will continue each round until the pilot regains control. Spin The vehicle goes completely out of control, spinning wildly. It will move half its current speed in a random direction each second until the driver regains control or it collides with another object (see “Collision”). Collision The vehicle automatically collides with another nearby vehicle or object, randomly determined by the World. Vehicle Collisions Both Unplanned and Rammed Whenever a vehicle collides with another-whether intentionally (in the case of a ram) or otherwise-both vehicles suffer damage. The first thing to determine in the case of a collision is each vehicle’s speed at the time of the crash. More precisely, you should determine each vehicle’s net speed in the direction of the other vehicle. Without resorting to a complex analysis of velocity vectors, the GM should simply decide whether either vehicle was moving toward the other one when they crashed. In the case of a head-on crash or a crash into a stationary object, figuring the net speed is easy. In other situations (such as a sideswipe, a rear-end collision, or a T-bone collision), this requires a bit of judgement. This allows the GM to determine whether the net speed is the sum of both speeds (as in a head-on collision), the difference between the two speeds (a rear-end crash), or some other factor. Once the net speed has been determined (or estimated), find the range that includes this value on Table: Collision Damage. This indicates the base damage that each vehicle deals to the other vehicle in the crash. Next, apply the appropriate multiplier to each vehicle’s damage roll based on the size of the vehicle. A large vehicle, for instance, multiplies its base damage by 2, while a Colossal vehicle multiplies its base damage by 16. Vehicles (or objects) smaller than Medium actually multiply their damage by a fractional value. Stopping or Breaking Through If a vehicle hits something too heavy or with too little force to push it out of the way, it is stopped. If it has enough force and mass to dislodge what stands in its path, it may knock it out of the way and take less damage. Thus a tank can knock aside smaller vehicles without suffering much damage whereas a light car cannot easily dislodge a heavier truck. Running Over Things Note that this system also works for vehicles striking objects other than vehicles. If the object struck by the vehicle is less solid than it (such as a thin wooden wall or a person), you can reduce the amount of damage the vehicle suffers from the crash by 1/4, 1/2, or even more. For example, if a Huge truck hits a Tiny signpost at 60 kph, 60kph is 100 meters per second for a base damage to the post of 1d8 x 4 for the size of the vehicle for a total of 16 damage on a roll of 4. This completely destroys the sign, breaking it in half and only slowing down the car. Damage to Passengers Anyone inside a vehicle in a collision is at risk of suffering damage. Injury the same damage as the vehicle, or 1/4 as much damage if they are securely restrained as by seat belts and airbags. Table: Vehicle Collision Damage Speed (m/rd) Base Damage Up to 10 none 11-20 5% 21-40 10% 41-80 20% 81-160 40% 161-320 80% 321-640 160% x2... x2... Table: Vehicle Collision Size Modifiers Object Size Multiplier Colossal x 16 Gargantuan x 8 Huge x 4 Large x 2 Medium x 1 Small x 1/2 Tiny x 1/4 Diminutive x 1/8 Fine x 1/16 Exploding Vehicles If a vehicle suffers catastrophic damage to its fuel tank, it explodes. This inflicts 300% damage to everyone within the vehicle (Reflex chance, risk 100%, for half damage), and half that much to everyone within 10 meters of the explosion (Reflex Save, risk 80%, for half damage). Example: Two Huge vehicles move at 100 meters per round directly toward each other and crash head-on. The net speed is the sum of the speeds of both vehicles (in this case, 200 m/rd), since each vehicle was moving directly at the other, which results in a base damage of 2d8. Both vehicles are Huge, so each one deals 8d8 damage to the other. This crash may be fatal for both vehicles, and the passengers probably won’t be able to tip the driver. Vehicle operations with Night Vision Goggles. A full day of Surveillance Detection and Route Analysis. Individual Driving Skills Vehicle dynamics Vehicle handling characteristics Vehicle control during emergency braking Advanced driving techniques Blocked lane and swerve to avoid drills Tactical and Team Driving Two and three-vehicle convoy driving J-turns Bootleg turns Blocking turns Push out Vehicle transfer techniques Larger vehicle handling characteristics (SUV) Scenarios (Individual and team skills) Escape and evade Dead Driver Take-over Convoy Aggression Multiple-vehicle Rolling Slalom PIT Traffic Break-out Ramming
Flying
Piloting maneuvers are only possible in aircraft. Climb/Dive (air only) The vehicle moves its full speed and climbs or dives at an angle up to 45 degrees. Climb/Dive Sharply (air only) The vehicle moves its full speed and climbs or dives at an angle of 45 to 90 degrees. Loop (air only) The vehicle moves in a full (vertical) circle, ending the action in the same place it began. The diameter of the loop is equal to the vehicle’s current speed divided by 3 (or, if you want to be more precise, 3.14...). Air vehicles Only the modifiers for visibility apply to air vehicles, unless the vehicle is actually low enough for terrain obstructions (such as trees) to come into play. Sailing Flying Is Dangerous Terrorism! Yikes.
Jumping strength, sprinting, carrying
Jumpers can leap across gaps, vault over obstacles and catch handholds to aid in climbing. You jump a set distance depending on your sprinting speed and jumping skill unless you fail the jump or succeed by a 20% or greater margin. If you fail or succeed by 20% or more, you jump further or shorter. minimum distance plus an additional distance depending on the amount by which your jumping chance exceeds 50%. The maximum distance of any jump is a function of your height. Minimum Additional Maximum Type of Jump Distance Distance Distance Sprinting jump* 2 m 9 m Standing broad jump 1 m +1 m per 30% >50%Height x2 Sprinting high jump* 1 m +1 m per 60% >50% 2.5 m Height x1.5 Standing high jump 1 m +.25 m per 30% > 50% Height x1 Jump back .25 m +.25 m per 30% > 50% Height x1
- You must sprint 6 meters before jumping. You can’t take a running jump carrying a heavy load.
The distances listed are for people with springting speeds of 10 meters per second. If you have a lower speed (from carrying a load or bulk, for instance), your distance jumped will drop proportionally. If you have a higher speed (because you’re a sprinter), increase the distance jumped proportionally. Long Jumping A long jump may take several seconds. 2xHeight+6” Long Jump World Record Mike Powell 8.95 meters in 1991. http://www.brianmac.demon.co.uk/longjump/ Runway for sprinting must be as long as the jump itself. Slowing down after a sprinting long jump takes space. Falling Short If you miss a jump and fall short, the consequences vary. In the Olympics, you might lose a gold medal and some endorsement money. When you jump a dangerous gap, you may lose your life from the fall. High Jumping High jumping is not very useful as most obstacles can be climbed over. High Jump World Record flopping technique (dangerous without a soft landing area) (2.45m) was set in 1993 by Cuba’s Javier Sotomayor, Distance moved by jumping is counted against maximum movement in a round normally. If you intentionally jump down from a height, you might take less damage than if you just fall. If you succeed at a jumping 75% risk, you take damage as if you had fallen 4 m less than you actually did. If you take less than 25% damage, you stay on your feet instead of falling prone. Jumping Synergy If you have tumbling skill of at least 25%, you get a +10% synergy bonus on jumping chances. Sprinting Synergy Someone with 30% or more sprinting skill who makes a running jump increases the distance or height cleared by 25%, but not past the maximum. Olympics Speed in the runup and a high leap off the board are the fundamentals of success at the discipline, and it is unsurprising that many sprinters, notably including Carl Lewis, also compete successfully in the long jump. http://www.platinumcrown.com/DQ/stuff/Jumping.txtBalance dexterity, footwear, carrying, Speed Balance allows you to traverse narrow or uneven footing without falling. You can walk on a precarious surface by taking a balance chance successfully. You can move at half your speed along the surface for 1 second. A failure means that you can’t move for 1 second. A failure by 25% or more means that you fall. The difficulty varies with the surface: Surface Risk 7–12” wide 50% 2–6” wide 70% Less than 1 m wide 100% Uneven Floor 50% Surface Angled +20%* Surface Slippery +20%* Stairs
- Cumulative; if both apply, use both.
Being Attacked While Balancing Attacks against you are made as if you were off balance: They gain a +10% shooting or striking chance, and you lose your dexterity bonus to dodging, if any. If you have 25% or more balance, then you can retain a dexterity bonus to dodging in the face of attacks. If you are struck, you must make a balance chance against the risk of falling to stay on the surface. Speed Factor You can balance best while sneaking slowly at half your walking speed. You can try to walk a precarious surface at full speed with a –20% balance chance. Running has a –20% balance chance. Footwear Factor Wearing rugged high-traction footwear appropriate to the terrain can improve your balance chances. Tumbling Factor If you have 20% or more Tumbling skill, you get a +10% balancing chance.
Swimming
Use this skill to swim, dive, navigate underwater obstacles, and so on.
Simulation
A successful Swim chance allows you to swim one-quarter of your walking speed as a half-second action or one-half your speed as a full second action. Risk once per second. If you fail, you make no progress through the water. If you fail by 30% or more, you go underwater and start to drown. If you are underwater (whether drowning or swimming underwater intentionally), you suffer a cumulative –10% penalty to your swimming chance for each consecutive second you’ve been underwater. The risk for the Swim test depends on the water:
Water Conditions Risk Calm water 50% Rough water 70% Stormy water 100%
Each hour that you swim, make a Swim test against DC 20 or take 1d6 points of stun damage from fatigue. Strength Factor Strength contributes to swimming ability. Carrying Too Much Instead of a Load Penalty, you suffer a penalty of –1 for each 5 kilograms of gear you are carrying or wearing.
Drowning
You can hold your breath for a number of seconds equal to twice your constitution ability %. After this period of time, you run a 50% constitution risk every 5 second in order to continue holding her breath. Each 5 seconds, the risk increases by 5%. When the character finally fails her Constitution test, she begins to drown. In the first round, she falls unconscious (0 hp). In the following round, she drops to –1 hit points and is dying. In the third round, she dies. It is possible to drown in substances other than water, such as sand, quicksand, fine dust, and silos full of grain. Traversing Water You can wade in relatively calm water that isn’t over his head, without difficulty. Swimming in calm water only requires 50% risk. Trained swimmers can just take 50%. Fast-moving water is much more dangerous. On a successful Swim or Strength test (DC 15), it deals 1d3 points of stun damage per round (1d6 points of normal damage if flowing over rocks and cascades). On a failed test, the character must make another test that round to avoid going under. If the character goes under, the character is drowning. Very deep water is not only generally pitch black, posing a navigational hazard, but worse, it deals 30% water pressure damage per minute for every 30 meters the you swim below the surface. A successful Fortitude risk 75% means the diver takes no damage in that minute. Very cold water deals 30% points of stun damage from hypothermia per minute of exposure.
Medecine
First-aid medical treatment skillls are something everyone should learn. Perception Factor Careful observation of a patient is essential to medical treatment. Medics save lives and treat wounds. You can keep a badly wounded friend from dying, help others recover faster from wounds, keep your friend from succumbing to poison, or treat disease. The risk and effect depend on the task you attempt. Treat Injury Task Risk First aid 75% Long-term care 75% Treat caltrop wound 75% Treat poison Poison’s Risk Treat disease Disease’s Risk First-Aid Treating minor injuries to prevent blood loss and infection. Stabilization Stabilization usually means saving a dying person. If someone has health below 0% and is bleeding to death, you attempt to stabilize them. Their health remains unchanged but they stop deteriorating further. Stabilization is a complex action that takes 1-10 seconds. Long-term Care Providing long-term care means treating a wounded person for a day or more. If successful, you let the patient recover vitality points or ability score points (lost to temporary damage) at twice the normal rate: 2 vitality points per level for each day of light activity, 3 vitality points per level for each day of complete rest, and 2 ability score points per day. You can tend up to six patients at a time. You need a few items and supplies (bandages, salves, and so on) that are easy to come by in settled lands. Giving long-term care counts as light activity for the healer. You cannot give long-term care to yourself. Treat Wound that Reduces Base Speed: A creature that has its speed reduced can be treated by the Treat Injury skill. A successful Treat Injury test removes this movement penalty. Treating such a wound is a standard action. Diagnosing Illness The first job of medical treatment is to correctly diagnose the patient. Treating Poison To treat poison means to tend a single character who has been poisoned and who is going to take more damage from the poison (or suffer some other effect). Every time the poisoned character makes a Fortitude Save test against the poison, you make a Treat Injury test. The poisoned character uses your result in place of her saving throw if your Treat Injury result is higher.
Treating Disease
To treat a disease means to tend a diseased person. Every time the diseased person makes a saving throw against disease effects, you make a Treat Injury test. The diseased character uses your result in place of his or her saving throw if your Treat Injury result is higher. Diagnosing Illness You can identify what your injury or illness is. The GM doesn’t tell you the risk (usually around 50%) and if you fail the GM will tell you the diagnosis is something similar in symptoms but different. Tables could be made of similar-seeming illnesses. Synergy If you have 25% or more ranks in Profession (biologist), you get a +10% synergy bonus on Treat Injury tests. Necessary Equipment A medical kit gives a +20% circumstance chances.
First Aid Breathing Management
Keeping people breathing. See America’s Army. Bleeding Management Stopping or slowing blood loss. First-Aid Kit For Field Medical Care pain-killer/analgesic, anti-diarrhea medication, anti-histamine or other allergy medicine, and maybe some cough drops are possible considerations, but they are not requirements. Please be certain that your medications are completely LEGAL. The required items are: Wound Dressing: This is, typically, a military-style compress dressing, with attached cloth “tie-downs” used to tie the dressing around a wound. The location of the item, usually on your non-firing shoulder, or in your upper left pocket, must be known to all of your team-mates. In a pinch, a feminine sanitary napkin or even an infant diaper may be used, along with a gauze roll. 32” TRIANGULAR BANDAGE: A clean bandage that can be tied around a wound, even a large, serious one. These may also be used as a sling. In a pinch, you can even cut your own triangular bandage from a clean sheet. Keep the bandage in its package, or if you cut your own, in a baggie by itself. 5 PACKETS TRIPLE ANTIBIOTIC: This is a good, general purpose ointment for minor cuts and scrapes. Untreated infection can be fatali in the field. Available with or w/o Lidocaine, a topical pain reliever. Carry 5 or more small packets, and you should carry five or more of these small packets in your first aid kit. Large tubes also available. 5 BAND-AIDS: minimum. These should be the regular size adhesive strips. You may wish to have more, and of different sizes, but you must have at least 5 regular band-aids. You may want to consider the waterproof/ sweat proof kind. Please avoid brightly-colored children’s band-aids. You might want to add a handful of butterfly bandages as well, to help close more serious cuts. 1 ROLL OF GAUZE: These are available by the box at any drug store. You must have at least one in your first-aid kit, and you should keep a box or two at home. These can also be used to wrap and/or tie around a wound. 2 1-3/4”X4” GAUZE PAD: Must be secured to a wound byas tying with a bandage, or securing with surgical tape. Surgical tape is recommended. 1 PAIR OF LATEX GLOVES: These are essential to avoid contact with bodily fluids while working on someone who is bleeding. All of your first-aid gear should fit in a baggie. You can carry this in your butt-pack, or it will fit in a 5.56mm ammo pouch nicely. There are also some military first-aid attachments for web gear, available at a local surplus store, or through one of the several mail order companies. First Aid In Teams It is important to show your team where your first-aid kit is. Maybe mark it with black electrical tape. It should be maintained and updated on a regular basis. Do not allow your personal medication to expire, and check any sterile packaging periodically to make sure that it hasn’t ruptured. You may also wish to purchase a pre-assembled kit. Surgery Severe injuries and medical problems that are beyond first aid require surgery. Damage and Recovery Your stamina measures how much energy you have to keep moving. Your health measures how hard you are to kill with physical damage. Keep a running total of any damages you receive. Bruising Broken Bones Broken bones are serious but not bleeding Sometimes Internal Bleeding Loss of vitality and health As you take damage, subtract that damage from your health you have none remaining, then subtract damage from their wound points. Effects of Stamina Loss Stamina is energy. Physical exertion spends stamina faster than you recouperate, forcing you to stop to rest eventually. Effects of Shock Damage Shock causes you to fall over incapacitated or unconsciouss. Effects of Hurting Damage Hurting damage gives you bruises, scrapes, scratches and scars. It bangs up your gear, and gets blood on your clothes, but it doesn’t pose a lethal danger until it reaches 100% at which point i tbecomes bleeding damage. I have no more health remaining and suffer wound point damage. Effects of Bleeding Damage Bleeding wounds can pose a life-threanening danger. Some bleeding damage is internal and not obviously bleeding. Every % point of bleeding is subtracted from your constitution. Massive Injuries Bleeding injuries that inflict more than 50% damage have a significant chance of causing amputation. Amputation Some injuries are so severe that they necessitate amputation of a limb.
Continued Blood Loss Once you have a bleeding wound worse than 5%, it will continue to bleed by 1-6% per second unless stopped by medical treatment. Wound Factor Bleeding wounds impair your ability to do things with skill. The wound factor subtracts from all your chances the wound %. At 0-9% health, you are disabled. At from –10% to –99% wound points, you are dying. At –100% or lower, you are dead. Burn Damage Severe burns are equivelant to bleeding damage. Disabled (0 health) When Your current wound points drop to exactly 0, the character is disabled. The character is not unconscious, but is close to it. The character can only take a partial action each round, and if the character performs any strenuous activity, the character takes 1 point of damage after completing the act. Strenuous activities include running, attacking, or using any ability that requires physical exertion or mental concentration. Unless Your activity increased the character’s wound points, the character is now at -1 wound points, and is dying. Dying (-1% to –99% health) When your current health drops to between -1% and -99%, you are dying. You immediately fall unconscious and cannot move or act. At the end of each second (starting with the second in which you started dying), you have about a 10% chance to become stable. If you don’t, you lose 5% health and deteriorate closer to death. If your health drops to –100% (or lower), you are clinically dead. You can keep a dying person from losing any more health and make the dying character stable with a successful medicine chance (75% risk). If any sort of treatment cures you of even 5% of damage, you stop dying and become stable. Treatment that raises your health to 0 makes you conscious and disabled. Treatment that raises your health to 1% or more makes you mobile again, just as if you had never been reduced to 0 or less. Dead (–100% health or lower) When Your current health drops to –100% or lower, you are dead. You can also die from taking ability damage or suffering an ability drain that reduces Constitution to 0. Does this mean WP 0 means death????? Stable Characters and Recovery: An hour after a tended, dying person becomes stable, roll d%. The person has a 10% chance of becoming conscious, at which point the person is disabled (as if theyhad 0% health). If the character remains unconscious, the character has the same chance to revive and become disabled every hour. Even if unconscious, the character recovers wound points naturally. The character is no longer disabled when its wound points rise to 1 or higher. Someone who stabilizes on its own (by making the 10% roll while dying) and who has no one to tend for it still loses wound points, just at a slower rate. The character has a 10% chance each hour of becoming conscious. Each time the character misses the hourly roll to become conscious, the character loses 1 wound point. The character also does not recover wound points through natural healing. Even once the character becomes conscious and is disabled, an unaided character still does not recover wound points naturally. Instead, each day he has a 10% chance to start recovering wound points naturally (starting with that day); otherwise, the character loses 1 wound point. Once an unaided character starts recovering wound points naturally, the character is no longer in danger of losing wound points (even if the character’s current wound point total is negative). Healing Stamaina: A person recovers 5% energy per hour. Healing Bleeding Naturally: A person recovers 5% health per per day of rest. If they get complete bed rest (doing nothing for the entire day), they recovers 10% health per day.
Healing Ability Damage: Temporary ability damage returns at the rate of 5% point per day of rest (light activity, no combat or spellcasting). Complete bed rest restores 10% points per day. Temporary Wound and Vitality Points: Certain effects give Someone temporary wound or vitality points. When Someone gains temporary vitality points, note the character’s current vitality points. When the temporary vitality points go away, the character’s vitality points drop to that score. If the character’s vitality points are already below that score at that time, all the temporary vitality points have already been lost and the character’s vitality point score does not drop. When temporary vitality points are lost, they cannot be restored as real vitality points can be. Stun damage Sometimes Someone gets roughed up or weakened. This sort of stress won’t kill Someone, but it can knock Someone out or make Someone faint. Nonlethal damage is stun damage. If Someone takes sufficient stun damage, the character falls unconscious, but the character doesn’t die. Dealing Stun damage Certain attacks deal stun damage. Other stresses, such as heat or exhaustion, also deal stun damage. When Someone takes stun damage, keep a running total of how much a has accumulated. Do not deduct the stun damage number from Your current vitality or wound points. It is not “real” damage. Instead, when your stun damage equals your current vitality and wound points, the character is staggered, and when it exceeds Your current vitality and wound points, the character goes unconscious. It doesn’t matter whether the stun damage equals or exceeds Your current wound points because the stun damage has gone up or because Your current vitality points have gone down. Stun Damage with a Wounding Weapon Someone can use a wounding damage melee weapon to cause stunning damage instead, but the character suffer –20% striking chances. Bleeding Someone With A Hurting Weapon Damage with a Stunning Weapon: Someone can use a weapon that deals stun damage, including an unarmed strike, to deal normal damage instead, but the character suffers a -4 penalty on the attack roll. Damage To Critical Areas Sometimes, despite the abstract nature of combat, you may want to apply damage to specific parts of the body or target. If Your hands are thrust into flames, if she steps on shards of metal, or if she takes a bullet in her right arm, you may choose to assign damage to a specific part of the character’s body. When this happens, you can apply an appropriate –2 modifier to any action that the character undertakes using that portion of her body. Use the following as a guide for what rolls are modified by injuries to what parts. The Gamemaster can impose other penalties as she sees fit. Head: All Attack, Willpower, Reflex, , and other Skill tests. Eye: Appraise, Craft, Demolitions, Disable Device, Forgery, Pilot, Repair, Search, Sense Motive, Spot, and Survival tests, reaction rolls, Dexterity tests, Reflex saving throws. Ear: Diplomacy, Listen, and Sense Motive, Reaction tests. Hand: Attack, Climb, Computer Use, Craft, Demolitions, Disable Device, Escape, Forgery, Pilot, Repair, Sleight of Hand, and Treat Injury tests. Arm: Climb and Swim tests, attack rolls, Strength tests. Foot/Leg: Climb, Jump, Move Silently, Ride, Swim, and Tumble tests, Dexterity tests, Reflex Save tests; reduce speed by 2 meters per round. Each 2 days of rest reduces the penalty by 10%. A successful 100% medical risk also reduces it by 10%.
TECHNOLOGY SKILLS Technology requires skills.
Infosec intelligence, training
Keeping information secure is an essential skill for defending privacy, especially for people involved in political activities.
Privacy intelligence, training required
Understanding the technology of privacy allows you to keep your personal information out of unwanted hands.
Encryption Intelligence, training required
Encryption allows to scramble and unscramble data. You can attempt to crack and decipher writing. The GM secretly makes both the skill test and (if necessary) the perception test so you can’t tell whether the conclusion you draw is true or false. Retry: No. Special: If you have 5 or more ranks in Decipher Script, you get a +10% synergy bonus on Use Magic Device tests related to scrolls.
Covert Skills
Covert skills are useful for
DVORAK Typing
Learning the DVORAK method of typing accelerates your keystrokes with increased efficiency and safeguards your fingers with gentler ergonomics. Unlike the common QWERTY layout that was designed to make commonly used letters as far apart as possible in order to minimize jams in early mechanical typewriters, DVORAK is optimized to reduce finger travel and accelerate learning and typing. When using a DVORAK keyboard, you get a +10% bonus on Reaction chances and can reduce the time a task takes. You also get a +50% chance of resisting typing RSI (Repetitive Strain Injury). DVORAK Keyboards: All modern computer keyboards can between DVORAK and QWERTY as a simple action. Some lesser devices lack this capability. Experienced DVORAK typists can touch type on a QWERTY keyboard using DVORAK software, but beginners will find it easier to learn if they have a DVORAK keyboard in front of them. Design Note: QWERTY is actually more difficult to learn and ought to take longer than DVORAK, but most DVORAK typists are first forced to learn QWERTY and only later switch to DVORAK because of ergonomics or curiosity. Skill points reflect advantages more than learning difficulty. “Sholes’ QWERTY was designed to seperate the most commonly used keys as much as possible so as to keep early typewriter mechanics from jamming. Dvorak found that even random assignments were better than this worst case scenario once the mechanics were overcome, and rearranged everything. QWERTY makes the fingers move 10 miles a day, while DVORAK reduces this to 1. Even Sholes promoted improved layouts, but he had created a monster: the QWERTY standard was already established.” —?
CAREER SKILLS
General skills covers the broad range of different things Someone can do outside combat.
Acquisition intelligence
Use this skill to find and purchase rare items. On a successful acquisition, you can get an item for its list cost multiplied by its acquisition risk. On a failed chance, you cannot find the item at all. Appraising
If you have 5 or more ranks of Appraise, you get a +10% synergy bonus to Acquire skill tests.
Appraising intelligence
Use this skill to tell the value of something. Test: You can appraise common or well-known objects within 10% of their value (60% risk). Failure means you estimate the value at 50% to 150% of actual value. The GM secretly rolls 2d6+3, multiplies by 10%, multiplies the actual value by that percentage, and tells you that value for the item. (For a common or well-known item, your chance of estimating the value within 10% is fairly high even if you fail the test—in such a case, you made a lucky guess.) Appraising an item takes 1 minute. Rare or exotic items require a successful test against 75%, 100%, or higher. If successful, you estimate the value at 70% to 130% of its actual value. The GM secretly rolls (2d4+5), multiplies by 10%, multiplies the actual value by that percentage, and tells you that value for the item. Failure means you cannot estimate the item’s value. Appraisal Equipment A magnifying glass gives a +10% circumstance bonus to Appraise tests involving any item that is small or highly detailed, such as a gem. A merchant’s scale gives a +10% circumstance bonus to Appraise tests involving any items that are valued by weight, including anything made of precious metals. These bonuses stack. Failure Once you appraise an object, you can’t try again without new information. Untrained: If you are making the test untrained, for common items, failure means no estimate, and for rare items, success means an estimate of 50% to 150% (2d6+3 times 10%).
Chemistry intelligence, training
Chances: You can make chemical items. Some items you can make are found in the item descriptions. To determine how much time and material it takes to make a chemical item, use the DCs listed below and the rules for making things found in the Craft skill description. The GM may allow a chemist to perform other tasks related to chemistry, such as identifying an unknown substance or a poison. Doing so takes 1 hour. Chemistry Task Risk Notes Identify basic 100% Costs $10 per attempt ($20 to take 20) Identify complex 120% Costs $10 per attempt ($20 to take 20) Make acid 70% See Craft skill Identify poison 100% Retry: Yes, but in the case of making items, each failure ruins the half the raw materials needed, and you have to pay half the raw material cost again. For identifying substances or potions, each failure consumes the cost per attempt. Required Equipment You must have chemistry equipment to make an item or identify it. If you are working in a city, you can buy what you need as part of the raw materials cost to make the item, but chemistry equipment is difficult or impossible to come by in some places. For identifying items, the cost represents additional supplies you must buy. Purchasing and maintaining an chemist’s lab grants a +10% circumstance bonus to chemistry tests (from the favorable condition of having the perfect tools for the job) but does not affect the cost of any items made using the skill.
Concealment intelligence
There are many reasons to conceal things. Undercover investigators frequently have to conceal their equipment from the criminals they infiltrate. You can conceal objects on your person by disguising them as something innocuous or hiding them under clothing. You can also mask objects Successful concealment (75% risk) means you can conceal a small object somewhere difficult to spot and find. On a failure, you can’t find any way to conceal it yet but may try again. Your Conceal test is opposed by the Spot or Search test of anyone who might see or touch what you conceal. Equipment: Heavy clothing or other conditions might make it easier to conceal something. For example, a long coat gives you a +20% bonus on Conceal tests. Vehicles: Many vehicles have hidden compartments that will reduce the odds of having things stolen. Observers: If people are observing you, even casually, you can’t conceal without their notice. If your observers are momentarily distracted (as by a bluffing or trickery; see below), though, you can attempt to Conceal. This test, however, is at –25% because you have to move fast. Creating a Diversion to Conceal: You can use Bluff or Trick to help you conceal. A successful Bluff or Trick test can give you the momentary diversion you need to attempt a Conceal test while people are aware of you. Retry: You can try again to conceal something.
Concentration constitution
You are particularly good at focusing your mind. Test: You can use this skill to maintain concentration on a task in the face of other distractions. The risk is usually equal to 50% + damage taken or a similar number. Retry: Yes, though a success doesn’t cancel the effects of a previous failure.
Crafting
You are trained in a craft, trade or art to produce something. Craft is actually a number of separate skills. For instance, you could have the skill Craft (demolitions) or Craft (cybertechnology). Your ranks in that skill don’t affect any tests you happen to make for electronics or chemistry, for example. You could have several Craft skills, each with its own ranks, each purchased as a separate skill. Intelligence Factor It takes a keen mind to master the intricacies of a craft. A craft skill is specifically focused on creating something; if it is not, it is a Profession. You can practice your craft and make a decent living, earning about half your chance result in dollars per week of dedicated work. You know how to use the tools of your trade, how to perform the craft’s daily tasks, how to supervise untrained helpers, and how to handle common problems. (Untrained laborers and assistants earn an average of 1 silver piece per day.) However, the basic function of the Craft skill is to allow you to make an item of the appropriate type. The DC depends on the difficulty of the item created. The DC, your test results, and the price of the item determine how long it takes to make the item. The item’s finished price also determines the cost of raw materials. (In the game world, it is the skill level required, the time required, and the raw materials required that determine an item’s price. That’s why the item’s price and DC determine how long it takes to make the item and the cost of the raw materials.) All crafts require artisan’s tools to give the best chance of success; if improvised tools are used instead, the test is made with a –2 circumstance penalty. On the other hand, masterwork artisan’s tools provide a +10% circumstance bonus. To determine how much time and money it takes to make an item: 1. Find the item’s price in dollars. 2. Find the DC listed here or have the GM set one. 3. Pay one-third (or GM discretion) of the item’s price in raw materials. 4. Make a skill test representing one week’s work. If the test succeeds, multiply the test result by the DC. If the result X the DC equals the price of the item (Convert GP to SP), then you have completed the item. (If the result X the DC equals double or triple the price of the item, then you’ve completed the task in one-half or one-third the time, and so on.) If the result X the DC doesn’t equal the price, then it represents progress you’ve made this week. Record the result and make a test for the next week. Each week you make more progress until your total reaches the price of the item. If you fail the test, you make no progress this week. If you fail by 5 or more, you ruin half the raw materials and have to pay half the original raw material cost again. Progress by the Day: You can make tests by the day instead of by the week, in which case your progress (result X DC) is at one tenth the weekly rate. Creating Masterwork Items: You can make a masterwork item (an item that conveys a bonus to its use through its exceptional craftsmanship). To create a masterwork version of an item on the table below, you create the masterwork component as if it were a separate item in addition to the standard item. The masterwork component has its own price and DC. Once both the standard component and the masterwork component are completed, the masterwork item is finished. (Note: The price you pay for the masterwork component is one-third of the given amount, just as it is for the price in raw materials.) Repairing Items: Generally, you can repair an item at the same DC that it takes to make it in the first place. The cost of repairing an item is one-fifth the item’s price. Crafting Item Craft DC Armor, shield Armorsmith 50% + Dodge bonus Longbow, shortbow Bowmaking 60% Composite longbow, Bowmaking 75% composite shortbow Compound bow Bowmaking 75% +20% / Str bonus Crossbow Weaponsmith 75% Simple melee or Weaponsmith 60% thrown weapon Martial melee or Weaponsmith 75% thrown weapon Exotic melee or Weaponsmith 90% thrown weapon Very simple item(spoon) Varies 25% Typical item(pot) Varies 50% High-quality item(bell) Varies 75% Complex or superior Varies 100% item(lock) Retry: Yes, but each time you miss by 5 or more, you ruin half the raw materials and have to pay half the original raw material cost again.
Health
Health is the habit of staying healthy and avoiding illness. Understanding health is essential to maintaining your long-term physical well-being with a nutritious diet, plenty of exercise, and other good habits. Constitution Factor Maintaining good health requires a strong constitution. Health is a constitution skill that requires maintenance and suffers relapse if it is not maintained over months and years. Health suffers penalties later in life as the body deteriorates. “What’s healthy isn’t necessarily right for you. Everyone’s body is different and needs a unique diet for optimum health.” Diet Factor Eating a proper diet. Exercise Factor Getting good physical exercise. Test: On a successful Health test (DC 5 + modifiers), you maintain a state of well-being. On a failed Health test, you suffer from a minor illness such as a cold or headaches. Minor illness causes 1 point of stun damage to you. Failed tests aggravate the condition (increase it by +1) and have minor symptoms. Successful tests stay the same if the stimulus is still there or go away if it is removed. On a test failed by 10 or more, you suffer a major illness. The type of illness depends on your Health modifiers. For every point by which you fail the test, count down your list of modifiers from the largest modifier to the smallest. For example, Leonard has a Health skill bonus of +20% (+10% Con, +10% Health). He has several Health penalties: -2 malnutrition penalty for buying packaged food and microwaving it, -1 toxin penalty from the food he eats, -1 radiation penalty for using radio frequency devices, for a total of -4. He rolls a 2 when he needed a 5 and fails his Health test by 2, which means he suffers from a malnutrition-related illness. As you get older and your Constitution declines, so does your Health skill. Generally, you make a Health once every month. Modifiers: Eating different things effects your health. Where you live effects your health. Radiation effects your health. Some types of health modifiers go away more slowly.
Navigation
Navigation is the art of planning and following a route from where you are to where you’re going without getting lost or killed along the way. Training Required Perception Factor Navigation takes careful and accurate judgement. Determining North By concentrating for 1 minute, you can determine where true north lies in relation to yourself (DC 15). If the test fails, you cannot determine direction. On a natural roll of 1, you err and mistakenly identify a random direction as true north. Once you lose your sense of direction, it remains lost until you can reorient yourself with a landmark or compass. You will not know if you fail. Retry: You can use Intuit Direction once per day. The roll represents how sensitive to direction you are that day. Special: Untrained characters can’t use an innate sense of direction, but they could determine direction by finding clues.
Profession perception, training
You are trained in a livelihood or a professional role, such as apothecary, boater, bookkeeper, brewer, cook, driver, farmer, fisher, guide, herbalist, herdsman, innkeeper, lumberjack, miller, miner, porter, rancher, sailor, scribe, siege engineer, stablehand, tanner, teamster, woodcutter, and so forth. Like Craft, Profession is actually a number of separate skills. For instance, you could have the skill Profession (cook). Your ranks in that skill don’t affect any tests you happen to make for milling or mining. You could have several Profession skills, each with its own ranks, each purchased as a separate skill. While crafting skill represents skill in creating or making an item, a profession skill represents experience in a vocation requiring a broader range of less specific knowledge. To draw a modern analogy, if an occupation is a service industry, it’s probably a Profession skill. If it’s in the manufacturing sector, it’s probably a Craft skill. Test: You can practice your trade and make a decent living, earning your test result in dollars per hour of dedicated work. You know how to use the tools of your trade, how to perform the profession’s daily tasks, how to supervise untrained helpers, and how to handle common problems. For example, a sailor knows how to tie several basic knots, how to tend and repair sails, and how to stand a deck watch at sea. The GM sets DCs for specialized tasks. Retry: An attempt to use a Profession skill to earn an income cannot be retried. You are stuck with whatever weekly wage your test result brought you. (Another test may be made after a week to determine a new income for the next period of time.) An attempt to accomplish some specific task can usually be retried. Untrained: Untrained laborers and assistants earn an average of $6 per hour or $48 per day. Economics: The payscale is simplistic and oriented towards wealthy countries with high wages. Real wages are usually much more complicated and vary widely. Example Professions Specific professions can be covered in more detail, each deserving its own unique treatment and rules, explanations of what specific duties are involved, procedures and training involved, techniques used, equipment needed, etc. Profession (feng shui): lets you do feng shui consultations and feng shui a space. A space that is feng shui grants a +1 to all skill tests of those using it. For more information, visit www.westernfengshui.com. The DC depends on the sha of the space. You can cause Sha in a space to cause a –1 penalty.
Lip Reading
You can understand what others are saying by watching their lips. Intelligence Factor Lip reading is a complex and difficult-to-learn talent. Training Required Lip reading is difficult and almost impossible without training. Risk You must be within 10 meters of the speaker and be able to see her speak. You must be able to understand the speaker’s language. (Use of this skill is language-dependent.) The base DC is 15, and it is higher for complex speech or an inarticulate speaker. You have to concentrate on reading lips for a full minute before making the skill test, and you can’t perform some other action during this minute. You can move at half speed but not any faster, and you must maintain a line of sight to the lips being read. If the test succeeds, you can understand the general content of a minute’s worth of speaking, but you usually still miss certain details. If the test fails, you can’t read the speaker’s lips. If the test fails by 5 or more, you draw some incorrect conclusion about the speech. Secret Chances: The GM rolls your chances and tells you what you think is said, so you don’t know whether you succeeded or missed by 5. Retry: The skill can be used once per minute.
Recall intelligence You can remember details about events or information from the past. Use this skill to ask the Gamemaster for information your character might be able to recall, such as names of places or people that were mentioned briefly or details of a scene the character visited. Test: You can make a test to ask the Gamemaster a question about something that you did not ask at the time, such as, “Do I remember seeing any people in red jackets at the park?” The gamemaster decides on the difficulty and rolls in secret, so you cannot be certain if your recall is accurate. The gamemaster may say something like, “You seem to remember somebody in red standing by the fountain, but you’re not totally sure.” You may not remember the details you want or you may remember false details that misleadingly suggest what you want to know. The gamemaster may phrase his response as more definate and certain if your test succeeds by a large margin. Searching Searching allows you to find things that are hidden from view such as secret doors, concealed weapons, hidden compartments, and other details not readily apparent. Search skill lets you discern small details and irregularities through active effort. Intelligence Factor Searching relies on the intelligent guessing of hiding places. You generally must be within 4 meters of the object or surface to be searched. It takes 5 seconds to search a 2-meter-by-2-meter area or a volume of goods 2 meters on a side. Search Task Risk Ransack a box full of junk to find a certain item 50 % Notice a typical secret door or a simple trap 100 % Notice a well-hidden secret door 150 % Tracking Someone who does not have the tracking skill can use searching skill to find tracks, but can only follow tracks if the risk is 50% or less.
Tracking
Tracking allows you to follow the trails of animals, people and vehicles across most types of terrain. Perception Factor Tracking requires keen eyes so perception is a major factor. To find tracks or follow them for one kilometer requires a Survival test. You must make another Survival test every time the tracks become difficult to follow, such as when other tracks cross them or when the tracks backtrack and diverge. You move at half your normal speed (or at your normal speed with –25% chances). The DC depends on the surface and the prevailing conditions. Surface Risk Very Soft (snow, mud) 20 % Soft (wet grass) 10 % Firm (dusty rugs) 70 % Hard (concrete) 100 %
Very Soft Ground: Any surface (fresh snow, thick dust, wet mud) that holds deep, clear impressions of footprints.
Soft Ground: Any surface soft enough to yield to pressure, but firmer than wet mud or fresh snow, in which the creature leaves frequent but shallow footprints.
Firm Ground: Most normal outdoor surfaces (such as lawns, fields, woods, and the like) or exceptionally soft or dirty indoor surfaces (thick rugs, very dirty or dusty floors). The creature might leave some traces (broken branches, tufts of hair) but leaves only occasional or partial footprints.
Hard Ground: Any surface that doesn’t hold footprints at all, such as bare rock or indoor floors. Most streambeds fall into this category, since any footprints left behind are obscured or washed away. The creature leaves only traces (scuff marks, displaced pebbles).
Condition Risk % Every 3 targets in the group being tracked – 05% Size of targets being tracked* Fine + 40 % Diminutive + 20 % Tiny + 10 % Small + 5 % Medium-size – Large – 5 % Huge – 10 % Gargantuan – 20 % Colossal – 40 % Every 24 hours since the trail was made + 5 % Every hour of rain since the trail was made + 5 % Fresh snow cover since the trail was made + 50 % Poor Visibility** Overcast or moonless night + 30 % Moonlight + 15 % Fog or precipitation + 15 % Tracked target hides trail (and moves at half speed) + 25 %
- For a group of mixed sizes, apply only the modifier for the largest size category.
- Apply only the largest modifier from this category.
If you fail a tracking chance, you can take your chances again after 1 hour (outdoors) or 10 minutes (indoors) of searching. Normal: Someone without tracking can use searching to find tracks, but can only follow tracks if the risk is 50% or less.
Street Smarts
Use this skill to find food, guide a party safely through dangerous neighborhoods, identify signs that gangs live nearbye, or avoid muggers and other urban hazards. Perception Factor
You can keep yourself and others safe and fed in the city.
Risk Street Smarts Task
50% Get along in the city. Move up to one-half your overland speed while hunting and foraging (no food or water supplies needed). You can provide food and water for one other person for every 2 points by which your test result exceeds 10. 70% Gain +10% on all Fortitude saves against severe conditions while moving up to one-half your overland speed, or gain +20% if stationary. You may grant the same bonus to one other character for every 1 point by which the test result exceeds 15. 70% Avoid getting lost or avoid urban hazards, such as muggers. Retry: For getting along in the city or for gaining the Fortitude save bonus, you make a test once every 24 hours. The result of that test applies until the next test is made. To avoid getting lost or avoid urban hazards, you make a test whenever the situation calls for one. Retries to avoid getting lost in a specific situation or to avoid a specific hazard are not allowed. Special: If you have 5 or more ranks of investigation, you get a +10% synergy bonus on Street Smarts tests to avoid getting lost. Survival
Perception Factor
Constitution Factor
Training Factor
You can learn a lot as you go along, but a litte first-hand experience with survival techniques goes a long way. Survival skills can keep you alive in the wilderness. Without civilization to provide everything for you, you must rely on a combination of skill and equipment. You can hunt wild game, guide a party safely through frozen wastelands, identify signs that bears live nearbye, or avoid quicksand and other natural hazards. Test: You can keep yourself and others safe and fed in the wild.
Risk Survival Task 50% Get along in the wild. Move up to one-half your overland speed while hunting and foraging (no food or water supplies needed). You can provide food and water for one other person for every 2 points by which your test result exceeds 10.
Resisting Weather
75% Gain +10% on all Fortitude saves against severe weather while moving up to one-half your overland speed, or gain +20% if stationary. You may grant the same bonus to one other character for every 1 point by which the test result exceeds 15. 75% Avoid getting lost or avoid natural hazards, such as quicksand. Retry: For getting along in the wild or for gaining the Fortitude save bonus, you make a test once every 24 hours. The result of that test applies until the next test is made. To avoid getting lost or avoid natural hazards, you make a test whenever the situation calls for one. Retries to avoid getting lost in a specific situation or to avoid a specific natural hazard are not allowed.
Specializations
You can specialize in surviving in a variety of different regions. The more specialized you are, the better you will be at your bioregion and the worse off elsewhere.
Orienting
If you have 25% or more ranks of Intuit Direction, you get a +10% synergy bonus on Survival chances to avoid getting lost.
ENVIRONMENTS
The world around us shapes everything we do. Disaster Survival Environmental Disasters precipitating major problems snow storms damage things rain storms cause flooding flooding damages agriculture and spreads disease Flash flooding can occur especially in deserts. Never sleep near a body of water that might flood due to a storm you cannot see coming from far upstream. tornadoes wipe things out droughts lead to Famines lead to hunger and appeal to Anti-Hunger, International Aid Earthquakes damage structures and encourage Disaster Preparation, can coincide with volcanic eruptions especially in asia Tidal waves can wipe out coastal places Hurricanes can devastate coastal places, esp. souteast US Environmental Disadvantages Ozone Depletion: Ultraviolet radiation damages you. Extended exposure burns you and increases risk of skin cancer. Sunblocks may protect against it but carry their own agents. Fortitude Save DC varies by severity of ozone depletion. Winter Survival Snow Snow makes it easier to track. Summer Survival Desert Survival Deserts tend to be hot all day and cold all night. Dust and sand pose a hazard to equipment. Alkali deserts will corrode metals. Constant sun exposure will degrade plastics. Finding fuel for a fire is difficult in the desert. Forest Survival Forest environments tend to be wet and provide lots of shade. Finding fuel is easier than in the desert. Island Survival Islands pose some unique problems of their own. Fresh water may be difficult to obtain.
PRAIRIE Survival
Surviving in open grassland. Animals Dealing with animals is an important part of survival. Learn how not to attract their attention. Foraging Finding plants to eat and firewood. Heat and Cold Hazards Heat and cold cause stamina damage that cannot be recovered until you return to normal temerature. Once rendered fatigued through the loss of vitality points, you begin to take wound damage at the same rate. Active characters in uncomfortably hot or colditions-equivelant to a very hot summer day or a freezing winter day-must (>90˙F or <40˙F) make a Fortitude saving throw (DC 15, +1 per previous test) each hour or lose 1d6 vitality points. Extreme heat or cold (desert or arctic conditions at 110˙F or 0˙C) forces characters to make Fortitude saves once every 10 minutes or lose 1d6 vitality points. Breathing air in areas of amazing heat (such as above a lava pit) automatically inflicts 1d6 points of wound damage per minute, and the character must make a Fortitude save every 5 minutes or lose 1d4 vitality points. Those wearing metal armor or coming into contact with very hot metal are scalded and burned for 1d4 points of damage until they stop touching it. Abysmal heat or cold (air temperature below 0˙F or over 140° F, fire, boiling water, lava) deals normal damage. Breathing air in these temperatures deals 1d6 points of damage per minute (no save). In addition, Someone must make a Fortitude save every 5 minutes (DC 15, +1 per previous test) or sustain 1d4 points of stun damage. Equipment: Heavy clothing or armor incurs a –20% Fortitude saves against heat, but grants a +20% bonus to Fortitude saves against cold. Characters wearing effective winter clothing only need test once per hour for cold and exposure damage. Survival Bonus: Also, Someone with the Survival skill may receive a bonus to Fortitude saves against hot and cold and may be able to apply this bonus to other characters as well (see the Survival skill in Chapter: Skills). Fatigue: Someone who sustains any stun damage from cold or heat exposure suffers from frostbite/hypothermia or heatstroke and is fatigued. These penalties end when the character recovers the stun damage she took from the cold or heat. Boiling Water: Exposure deals 30% burning damage, unless the character is fully immersed, in which case it deals 50% damage per second of exposure. Catching on Fire: If you are at risk of catching fire you may have a chance to make a 75% Reflex risk to put it out before it burns you. If your clothes or hair catch fire, you take 30% burning damage immediately. In each subsequent round, the burning character must make another Reflex saving throw. Failure means he takes another 1d6 points of damage that round. Success means that the fire has gone out. (That is, once he succeeds at his saving throw, he’s no longer on fire.) Someone on fire may automatically extinguish the flames by jumping into enough water to douse himself. If no body of water is at hand, rolling on the ground or smothering the fire with cloaks or the like permits the character another save with a +20% bonus. Those unlucky enough to have their clothes or equipment catch fire must make Reflex saving throws (DC 15) for each item. Flammable items that fail sustain the same amount of damage as the character. Cold Hazards Cold and exposure drain stamina from the victim. This stamina damage cannot be recovered until you get warm again. Once you are rendered unconscious through the accumulation of cold stamina damage, the cold and exposure begins to deal bleeding damage at the same rate. An unprotected person in cold weather (below 40° F) must make a Fortitude saving throw each hour 75% or sustain 30% points of stamina damage. Surviving Cold
who has the Survival skill may receive a bonus to this saving throw and may be able to apply this bonus to other characters as well.
In conditions of extreme cold or exposure (below 0° F), an unprotected character must make a Fortitude save once every 10 minutes (DC 15, +1 per previous test), taking 1d6 points of stun damage on each failed save. Someone who has the Survival skill may receive a bonus to this saving throw and may be able to apply this bonus to other characters as well. Characters wearing winter clothing only need test once per hour for cold and exposure damage. Increased stormy weather due to climate change, damage to agriculture = penalty to Profession tests, etc.
Weather SURVIVAL
Winds: Winds can create a stinging spray of sand or dust, fan a large fire, heel over a small boat, and blow gases or vapors away. If powerful enough, they can even knock characters down (Table: Wind Effects), interfere with ranged attacks, or impose penalties on some skill tests. Light Wind: A gentle breeze, having little or no game effect. Moderate Wind: A steady wind with a 50% chance of extinguishing small unprotected flames, such as candles. Strong Wind: Gusts that automatically extinguish unprotected flames (candles, torches, and the like). Such gusts impose a –2 penalty to ranged attacks and to Listen tests. Severe Wind: In addition to automatically extinguishing any unprotected flames, winds of this magnitude cause protected flames (such as those of lanterns) to dance wildly and have a 50% chance of extinguishing these lights. Ranged weapon attacks and Listen tests are at a –4 penalty. This is the velocity of wind produced by the gust of wind spell. Windstorm: Powerful enough to bring down branches if not whole trees, windstorms automatically extinguish unprotected flames and have a 75% chance of blowing out protected flames, such as those of lanterns. Shooting chances are –50%. Listen tests are at a –40% penalty due to the howling of the wind. Hurricane-Force Wind: All flames are extinguished. Ranged attacks are impossible (except with siege weapons, which have a –40% penalty to attack). Listen tests are impossible: All you can hear is the roaring of the wind. Hurricane-force winds often fell trees, watch out. Tornado: All flames are extinguished. All shooting is impossible, as is hearing. Instead of being blown away (see Table: Wind Effects), if you are in close proximity to a tornado and fail your Fortitude saves you are sucked toward the tornado. Those who come in contact with the actual funnel cloud are picked up and whirled around for 1d10 rounds, taking 6d6 points of damage per round, before being violently expelled (falling damage may apply). While a tornado’s rotational speed can be as great as 300 mph, the funnel itself moves forward at an average of 30 mph. A tornado uproots trees, destroys buildings, and causes other similar forms of major destruction. Precipitation: Most precipitation is in the form of rain, but in cold conditions it can manifest as snow, sleet, or hail. Precipitation of any kind followed by a cold snap in which the temperature dips from above freezing to 30° F or below may produce ice. Rain: Rain reduces visibility ranges by half, resulting in a –4 penalty to Spot and Search tests. It has the same effect on flames, ranged weapon attacks, and Listen tests as severe wind (see above). Snow: While falling, snow reduces visibility as rain (–4 penalty to ranged weapon attacks, Spot tests, and Search tests). Once on the ground, it reduces movement by half. Snow has the same effect on flames as moderate wind (see above). Sleet: Essentially frozen rain, sleet has the same effect as rain while falling (except that its chance to extinguish protected flames is 75%) and the same effect as snow once on the ground. Hail: Hail does not reduce visibility, but the sound of falling hail makes hearing chances more difficult (–20%). Sometimes (5% chance) hail can become large enough to deal 5% damage (per storm) to anything in the open. Once on the ground, hail slows down movement as much as snow. Storms: The combined effects of precipitation (or dust) and wind that accompany all storms reduce visibility ranges by three quarters, imposing a –8 penalty to all Spot, Search, and Listen tests. Storms make ranged weapon attacks impossible, except for with siege weapons, which have a –4 penalty to attack. They automatically extinguish candles, torches, and similar unprotected flames. They cause protected flames, such as those of lanterns, to dance wildly and have a 50% chance to extinguish these lights. See Table: Wind Effects for possible consequences to creatures caught outside without shelter during such a storm. Storms are divided into the following three types: Table: Wind Effects Wind Force Wind Speed Ranged Attacks* Creature Size** Wind Effect on Creatures Fort Save DC Light 0–4 kph —/— Any None — Moderate 4–6 kph —/— Any None — Strong 6–10 kph –2/— Tiny or smaller Knocked down 10 Small or larger None Severe 10–16 kph –4/— Tiny Blown away 15 Small Knocked down Medium-size Checked Large or larger None Windstorm 16–26 kph -20/–4 Small or smaller Blown away 18 Medium-size Knocked down Large or Huge Checked Gargantuan or Colossal None Hurricane 26–60 kph -40/–8 Medium-size or smaller Blown away 20 Large Knocked down Huge Checked Gargantuan or Colossal None Tornado 60–100 kph -60/-20 Large or smaller Blown away 30 Huge Knocked down Gargantuan or Colossal Checked
Duststorm: These desert storms differ from other storms in that they have no precipitation. Instead, a duststorm blows fine grains of sand that obscure vision, smother unprotected flames, and can even choke protected flames (50% chance). Most duststorms are accompanied by severe winds (see above) and leave behind a deposit of 1-3 inches of sand. However, there is a 10% chance of a greater duststorm accompanied by windstorm-magnitude winds (see above and Table: Wind Effects). These greater duststorms deal 1d3 points of stun damage each round on anyone caught out in the open without shelter and also pose a choking hazard (see The Drowning Rule—except that Someone with a scarf or similar protection across her mouth and nose does not begin to choke until after a number of rounds equal to ten times her Constitution score). Greater duststorms leave 2d3–1 feet of fine sand in their wake.
Snowstorm: In addition to the wind and precipitation common to other storms, snowstorms leave 1d10x10 centimeters of snow on the ground afterward.
Thunderstorm: In addition to wind and precipitation (usually rain, but sometimes also hail), thunderstorms are accompanied by lightning that can pose a hazard to characters without proper shelter (especially those in metal armor). As a rule of thumb, assume one bolt per minute for a 1-hour period at the center of the storm. Each bolt causes 5d8 electrical damage. One in ten thunderstorms is accompanied by a tornado (see below).
Powerful Storms: Very high winds and torrential precipitation reduce visibility to zero, making Spot, Search, Listen and Ranged Attack tests difficult or impossible. Unprotected flames are automatically extinguished, and even protected flames have a 75% chance of being doused. Creatures caught in the area can make a Fortitude saving throw (DC 20) or face the following effects based on the size of the creature. Powerful storms are divided into the following four types:
Windstorm: While accompanied by little or no precipitation, windstorms can cause considerable damage simply through the force of their wind (see Table: Wind Effects).
Blizzard: The combination of high winds (see Table: Wind Effects), heavy snow (typically 1d3 feet), and bitter cold make blizzards deadly for all who are unprepared for them.
Hurricane: In addition to very high winds (see Table: Wind Effects) and heavy rain, hurricanes are accompanied by flash floods (see below). Most adventuring activity is impossible under such conditions.
Tornado: One in ten thunderstorms is accompanied by a tornado (see Table: Wind Effects).
Fog: Whether in the form of a low-lying cloud or a mist rising from the ground, fog obscures all sight, including darkvision, beyond 2 meters. Creatures within 2 meters have one-half concealment (attacks by or against them have a 20% miss chance).
Flash Floods: Runoff from heavy rain forces creatures in its path to make a Fortitude save (DC 15). Large or smaller creatures who fail the save are swept away by the rushing water, taking 1d6 points of stun damage per round (1d3 points on a successful Swim test). Huge creatures who fail are knocked down and face potential drowning. Gargantuan and Colossal creatures are tested, but they only drown if the waters rise above their heads.
- Slow moving attacks such as thrown or bowshot/fast moving such as bullet or shell.
- Flying or airborne creatures are treated as one size class smaller than their actual size, so an airborne Gargantuan dragon is treated as Huge for purposes of wind effects.
Checked: Creatures are unable to move forward against the force of the wind. Flying creatures are blown back 1d6 meters. Knocked Down: Creatures are knocked prone by the force of the wind. Flying creatures are instead blown back 1d6x4 meters. Blown Away: Creatures on the ground are knocked prone and rolled 1d4?10 feet, sustaining 1d4 points of stun damage per 10 feet. Flying creatures are blown back 2d6x10 feet and sustain 2d6 points of stun damage due to battering and buffering. Ice Characters walking on ice must make Balance tests (DC 15) to avoid slipping and falling. Over long distances, Someone must make a test each minute. Characters in prolonged contact with ice may run the risk of cold damage.
Other Dangers Use the following guidelines to cover the other sorts of dangers Someone can face.
Acid
Corrosive acids deals 1d6 points of damage per round of exposure except in the case of total immersion (such as into a vat of acid), which deals 10d6 points of damage per round. An attack with acid, such as from a hurled vial or a monster’s spittle, counts as a round of exposure.
The fumes from most acids are inhalant poisons. Those who come close enough to a large body of acid to dunk a creature in it must make a Fortitude save (DC 13) or take 1 point of temporary Constitution damage. All such characters must make a second save 1 minute later or take another 1d4 points of temporary Constitution damage.
Creatures immune to acid’s caustic properties might still drown in it if they are totally immersed.
Lack of Air/High Altitude
Conditions of low oxygen, such as on top of a mountain poses a fortitude risk 75% +5% per hour, taking 30% fatigue each time they fail.
Someone who sustains any stun damage from lack of oxygen is automatically fatigued. These penalties end when the character recovers the stun damage he took from low oxygen.
Altitude Sickness: Long-term oxygen deprivation due to high altitude affects mental and physical ability scores. After each 6-hour period Someone spends at an altitude of over 7000 meters, he must make a Fortitude save (DC 15, +1 per previous test) or take 1 point of temporary damage to all ability scores.
SURVIVAL GEAR
Tips and Advice for Tent Camping
Survival Skills Knot tying. Shelter making. Fire starting. Fuel gathering. Food foraging, hunting, fishing. Tactical Vest Web belt with pouches, canteens, holsters, sheaths, etc., Wearable Pocket Items
- Small first aid kit with snake bite kit
- Folding knife
- Rope, String, or Cord
- Water purification tablets
- Wire or rope saw
- Notepad, Pens
- Necessary Ammunition *May also go on web belt*
- Compass
- Binoculars
- Flashlight
- Lighter or Magnesium Fire Starter
- Leatherman (Utility Tool) *May also go on web belt*
Some devices may Preparation for the campsite (#3):
Mobile campsites must be light enough not to encumber the individual too much. A stationary campsite is most often composed of heavier, acquired-along-the-way type items and are not designed to be carried for travel. The preparation of the campsite is mainly how to set one up, where to do so, what is involved in making it safe, and stealth is an important factor as well. A mobile campsite is really nothing more than a tent, either made of military grade materials or consumer materials like a pop-up tent. It can be a hammock, or a simple tarp and some rope and stakes. The difference between a mobile camp and a stationary campsite is one is for an individual on the move, and one is for the individual who is waiting it out. This is crucial to discern only because of the importance of location and stealth. A mobile camp will be placed most often where it is most convenient without jeopardizing the safety of the individual. Concealment offers an adequate camp area for a mobile campsite, but not for a stationary one. For a stationary campsite, it is recommended to find cover instead, because this will better protect the individual over longer periods of time. What is concealment and cover? Well, concealment is something that hides you, but will not stop a bullet or full frontal attack. Concealment is something like a bush, a small depression, or tall grass. Cover is basically a solid object, like barren building remnants, broken walls, logs, trees, a manhole dug for oneself, an enclosed sewer, etc. It is best to use cover for a stationary campsite, as this site will be most displayed to bypassers, aerial surveillance, search parties, and simple variables like the weather.
Making Camp
Secure your campsite by first scouting the area. Then prepare a route for quick escape if it will be necessary. Always have your essential gear at the ready at all times. Pay close attention to directions, which way you came, which way you are headed, and which way to the closest cover and concealment if your campsite is compromised. You should also consider as an option, hiding a single weapon and a single day’s provisions a short distance away in a protected area (usually a tree) so that you may claim them should you have to escape your camp in a hurry. Again, your climate and situation will dictate the necessity for any or all of these measures. One person who is in a fairly remote area in safe lands may not need to prepare as much as one who is only 3 miles outside a highly populated city.
Survival Kit
A survival kit is a set of equipment with which you can live outside for an extended period without assistance or civilization. Everyone’s kit evolves to include different things according to individual preference and necessity. You should go camping and practice survival skills with your kit in order to discover the missing pieces and fix deficiencies while have the luxury of doing so.
CLOTHES: 4+ spare zip-lock bagged sets of T-shirts, underwear and sock pairs. Wool socks. Thermal underwear (if needed). Pancho and Pancho Liner. Gloves. Jacket. Impact-resistant polycarbonate sunglasses. Impact-resistant goggles for low light usage. Sack for laundry with canister of detergent inside. Rocky Stretch GORE-TEX Oversocks CAN$65 Wear these versatile Gore-Tex® socks over your normal sock system and under shoes to keep your socks and feet dry. Unlike footwear with built-in waterproof liners, these socks allow you greater flexibility. You can use them with all your footwear when it’s wet out, and remove the socks to increase breathability in drier conditions.
Shelter Kit Sleeping bag or blanket, tarps Waterproof Bags (assort and use as needed), Rope, bungee cords, tent nails
MEDKIT First Aid Kit, Tylenol and/or Aspirin. Bright LED flashlight or flashlight with spare bulbs Batteries, more than enough for everything else you carry. POWER: Solar panel Communications Kit 2 FRS subchannel radios, Short Wave Radio, spare batteries Tools: Knife (skinning, hunting), Knife (defense), Knife (utility, folding), Knife sharpener Food Kit Can opener (military P-38 is great), Energy bars, Food Rations, Metal & plastic mess Kit, utensils, thermos (keep hot water or food). ER Bar 3600 Calories 3 Day Food Supply 6x600C packets. Shelf Life: 5 years. US Coast Guard Approved. Price: $4 WATER: Water Purification Tablets, Water Filter/Pump, small canteen, 1+ large 1 Litre canteen, Options: Camelbak hydration system.
Fire Kit
A fire kit must be reliable under wet and windy conditions. Practice fire starting and fuel gathering. Contents: Lighter or Magnesium Fire starter, Gas burner, extra gas, metal frame for cooking over fire, Zip-locked fire starter fuel including paper, small dry shavings, kindling to be replenished between usage. Hatchet axe (for chopping deadwood and kindling)
Health Kit
Health necessities, medications, shaving kit, toothbrush & toothpaste, Invest in a solar-heated camp shower. This mini shower can double as a faucet and is ideal for dish rinsing and hand washing. Zip-locked toilet paper.
Extras Emergency blanket, Heavy Sleeping Bag, Camp Saw, Hatchet, Thread and Needle Kit (sewing kit) Hunting Kit
Rifle, Ammunition. rifle cleaning kit. hunting knife. http://www.cpgear.com/detail.aspx?ID=289
Machete
Fishing kit (retractable rod, hooks, sinkers)
Camping Kit
Low Profile: 2-pole green tarp tube tent,
High Profile: Encore II EZUP Instant Shelter, includes stake kit for 10mph wind, LWH: 10x10x8’ $195 @ SamsClub.com + $30 S/H Heavy jacket and liner Thermal Shirts: Wicking Shirts: Under Armor and PolarMAX M-95 Military NBC Gas Mask Canisters go in left or right side. Price: $190 Insect Head Mask Fine mesh keeps flying insects out, 10” x 24”, Comfortable fit over most headgea Be mindful that BDU back pockets should stay closed and that you cannot see so must verify by touch.
Tent Camping Tips and Advice





