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Previous Section: [[07 🟡 Diseases]]
# Combat Process
## Determine Initiative
At the start of Combat all participants roll Initiative to determine turn order as specified in the [[02 🔵 Initiative|Initiative]] section.
## Decide which Actions to take
During combat characters take actions using AP. Information about actions and AP can be found in the [[03 🔵 Actions|Actions]] section.
## Attacking
### Roll to Hit
To determine if an attack hits roll a d20 and add Agility and the relevant skill which will most likely by [[02 🔵 Skill Descriptions#Dueling|Dueling]] or [[02 🔵 Skill Descriptions#Marksmanship|Marksmanship]]. Then subtract any penalties from terrain, weapon bonuses, or Actions taken by other creatures. The result is compared against the EV of the target. If the result is equal to or greater than the EV of the target the attack hits. If the result is lower than the EV the attack misses.
When you roll a d20 during an attack roll and the result on the die is a 20 you have scored a critical hit. When you roll a critical hit you automatically hit your target and treat all of your damage dice as if they rolled the maximum value. If your dice can explode they do so.
#### Ranged Attacks
All ranged weapon types have a table of DV targets based on the range to the target. When making a ranged attack compare the attack roll to the value on this table to determine if the attack hits instead of the target's EV.
### Roll for Damage
Once a hit has landed the player rolls for damage based on the weapon they are using and any relevant upgrades. If any dice roll the maximum value and the player has proficiency with the weapon that dice explodes and can be rolled again. Rolling a max on a dice also means that the target may receive a wound.
#### Determine Base Damage
Base damage is indicated by the weapon type and any dice upgrades that have been unlocked for the weapon as well as the relevant Skill. If the character has proficiency with the weapon they also add their Strength to the base damage.
#### Additional Damage
Additional damage is indicated in the description of the weapon. This damage is not used when determining if the damage gets through the targets armor but may have other effects based on the damage type and the materials of the targets armor. Additional damage dice can also explode following the same rules as base damage dice but they can not be upgraded.
#### Improvised Weapons
Improvised weapons are items that were not intended to be used as a weapon but can be if needed. When making attacks with these weapons the character has disadvantage on their [[04 🔵 Types of Checks#Attack Rolls|Attack Roll]]. The damage dealt by this weapon is the same as the most similar existing weapon possible. Any upgrades to that weapon type do not apply to the improvised weapon.
#### Unarmed Attacks
Unarmed attacks are attacks when the player does not have a weapon. When determining if the attack hit use Agility + Brawling. These attacks deal damage equal to the character's Brawling skill.
### Soak Damage
Before damage is dealt to the target it has to get through the target's armor. Armor has an Armor Value (AV) which gets subtracted from the base damage of the attack. If the base damage is more than the AV the target receives damage equal to the difference. If the AV is larger than the base damage none of the base damage gets through the armor.
### Apply Damage
If base damage gets through to the target, the target's AV decreases by one. If any maximum values were rolled the target will receive a wound. Targets can only receive one wound per attack. All damage that gets through the target's armor is dealt to their health as superficial or aggravated damage.
If a weapon deals additional damage that damage gets resolved separately from the base damage according to the properties of the armor materials and the damage type.
# Next Section
[[03 🔵 Barriers and Cover]]
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Previous Section: [[02 🔵 Combat Process]]
# Barriers and Cover
## The Golden Rules of Cover
To be in cover you must be fully behind something that could stop an attack.
If they have line of sight on you, you aren't in cover.
There is no "partial" cover. It can either stop an attack or it can't.
## Cover Health
Cover health is determined by the material and its thickness as defined in the [[05 🟡 Materials|Materials]] section. Cover absorbs all of the damage that is dealt to it until the cover has no health remaining. Some materials can only be damaged by specific damage types or types of attacks. For example, steel cannot be damaged by unarmed attacks.
## Shields
Equipping a shield requires a [[03 🔵 Actions#Ready Weapon (I)|Ready Weapon]] action. While wielding a shield in one or two hands those hands can not be used to do anything else. A shield is a movable source of cover, and while you wield a shield with health remaining you can use the shield to take the [[03 🔵 Actions#Take Cover (I)|Take Cover]] action.
### Human Shields
If you are already the attacker in a grapple, you can use the grappled creature to take the [[03 🔵 Actions#Take Cover (I)|Take Cover]] action if you are not already wielding a shield. Since human shields tend to move you can't use them to block an attack made using the [[03 🔵 Actions#Call a Shot (I)|Call a Shot]] action. A human shield takes damage normally as defined in the [[02 🔵 Combat Process|Combat Process]] section. A human shield that dies while you are using them as a shield automatically becomes a shield with health equal to their Body score.
# Next Section
[[04 🔵 Large Scale Conflicts]]
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Previous Section: [[03 🔵 Barriers and Cover]]
# Large Scale Conflicts
Sometimes the characters aren't directly involved with combat but are instead organizing and leading large groups of people.
## Troops
When characters are organizing soldiers but not directly fighting use these rules for Troop combat. Troops are defined as a group with Talent, Discipline, and Morale stats. Each of these directly correlates to Physical, Mental, and Spiritual attributes.
### Size
The size of a Troop should normally be represented by a number of squares on a battle map. Small troops take up 2-4 squares while giant troops can take up to 81 squares. Unlike single creatures troops can rearrange their shape meaning that they don't have to be a perfect square, they can form a line to cover more ground, or bunch up to make movement more difficult for enemies.
### Movement
Troops can move distance equal to their Talent + Morale stats. Troops should move as a whole and individual squares should not separate from the rest of the troop. When rearranging the shape of the troop individual squares move at the same speed as the whole troop but must remain connected after their movement.
#### Moving through Troops
The movement cost of moving through a troop is equal to the stationary troop's Talent + Morale per square moved.
### Combat
Troops either deal exclusively melee or exclusively ranged damage.
#### Melee Troops
When opposing troops collide they do attack each other. Both sides roll a number of d10s equal to the number of squares that they occupy that are next to an enemy and then add the troop's Talent + Discipline + Morale to each roll. The difference in the total value of all of the rolls is dealt as damage to the side that rolled lower. This damage can be spread across all three stats as desired by the player controlling the troop.
#### Ranged Troops
When ranged troops attack other troops they can roll a number of d10s equal to the total size of the group rather than being limited by the squares that are touching enemies. However, any ranged troops that are next to enemy melee troops can't attack.
# Next Section
[[02 🔵 Social Encounters|02 🔵 Social Encounters]]
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Previous Section: [[04 🔵 Large Scale Conflicts]]
# Social Encounters
The core of social encounters is the Influence roll. The modifier for an influence roll is always Presence and a relevant skill. An additional bonus or detriment can be received based on the apparel score of the involved characters. These additional modifiers typically range from -3 to +3 and depend on the apparel of the characters and the target. This bonus is determined by the GM.
Social encounters revolve around intimacies. In terms of gameplay you're either going to be influencing someone's outlook or using intimacies to persuade someone to do what you want. A character's intimacies dictate what they believe and care about. Without exploiting an intimacy persuasion isn't possible. No matter how charismatic you might be, a stranger won't give over their life to your cause just because you say so; there has to be a reason to make them take such a course of action. You need to play on an intimacy to be able to talk people into doing the things you want them to do. The stronger an intimacy is the more you can convince people to do in its name. While PCs can influence NPCs, they may also be on the receiving end of social encounters using the same rules.
## Order of Actions
Social actions don't usually have special timing, there are no "Social turns." When a player's character tries to convince someone of something, they'll probably be the only person rolling dice, everything else is roleplay between the characters. When multiple characters attempt social actions in the same encounter, who rolls when can be decided by the natural flow of conversation or by procedure (in a court for example). If two characters are both trying to present different arguments to a single individual, then that individual's player decides who to listen to first. If it's still not clear who acts in which order, then the character with the highest Presence goes first, with the GM breaking any ties.
## Rolling Dice
When making checks in social encounters there are two typical target values these are the target's passive Resolve (10 + Resolve + Resolve) or their passive Composure (10 + Composure + Composure). Typically resolve is used as the target for instill, inspire, persuade, bargain, and threaten actions and Composure is used as the target for read intentions actions.
## Intimacies
Intimacies represent a character's relationships, beliefs, ideals, and goals. A character's intimacies help determine what types of influence will affect them.
### Intensity
The strength of an intimacy is defined by its intensity -- Minor, Major, or Defining. When a character is targeted by an influence roll that opposes one ore more of their intimacies, add a bonus to their resolve based on the intensity of the most applicable intimacy. On the other hand, if one or more of a character's intimacies supports an influence roll applied against them, then they suffer a corresponding penalty to Resolve based on the most applicable intimacy. If more than one intimacy supports or opposes a social action, only the most relevant intimacy modifies the target's Resolve.
The effects of the different intensities are listed below.
- **Minor** intimacies are notable relationships or beliefs that have some influence over a character's actions without being an integral part of who they are. Characters will usually let their minor intimacies dictate their behavior on situations where it is directly relevant, as long as it does not act against a stronger intimacy or their own self-interest.
- **Major** intimacies are relationships that influence the way characters act in many areas of life. Major intimacies influence the behavior of characters even in situations where they are only tangentially or indirectly relevant, and might lead to a character to act against their own self-interest as long as they do not face severe harm or life-altering inconveniences because of it.
- **Defining** intimacies represent the most important things in a character's life, the relationships or beliefs that they place above all others and refuse to compromise. Defining intimacies influence the greater part of a character's behavior in all field of life. If there's something for which a character is willing to lay down their life, then it is best represented by this level of intensity.
- # Next Section
- [[03 🔵 Social Actions|03 🔵 Social Actions]]
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Previous Section: [[02 🔵 Social Encounters|02 🔵 Social Encounters]]
# Social Actions
The following is a list of social encounter actions, what they can accomplish, and what conditions must be met to retry them after they fail.
## Instill
The instill action is used to change the feelings and beliefs of others. When a player takes an instill action, they declare what they want to make the target feel or believe. The GM may apply penalties to the roll if this belief is particularly implausible or hard to accept, up to a maximum penalty of -20 for truly unbelievable claims. On a successful roll, the target forms an intimacy towards that belief.
There are limits to what someone will believe when they already have strong opinions to the contrary. The character may need to lessen the existing intimacies before instilling new ones. While the instill action can always be used to create new minor intimacies, altering existing intimacies is more difficult:
- Strengthening a minor intimacy or weakening a major intimacy can only be done if the target has a different minor or better intimacy that supports the attempted influence.
- Raising a major intimacy or weakening a defining intimacy is only possible if the target has a different major or better intimacy that supports the attempted influence.
- Strengthening an existing intimacy requires that the evidence raised or argument made in favor of the strengthening be more compelling than whatever cause the intimacy to arrive at its current intensity.
## Persuade
The persuade action allows you to convince other characters to perform an action or task that you give to them. The extent of the action you can compel with persuade depends on the intimacies of your target.
Without an intimacy to support your influence roll, you can only convince others to take relatively trivial and risk free actions.
### Inconvenient Tasks
Characters who have an appropriate minor intimacy can be convinced to perform tasks that pose some mild danger or hinderance to them, as long as it is not severe enough to seriously disrupt their life or livelihood -- the prospect of a severe injury, an angry superior, or heavy financial loss is still more than they will allow. With this level of intimacy, you can persuade people to do things that take longer than an encounter to complete, if the amount of time needed is not so long as to disrupt the target's life.
### Serious Tasks
Characters who have an appropriate major intimacy can be convinced to perform even tasks that carry the risk of extreme harm or impediment. At this level, a farmer could be convinced to join your personal militia despite the risk of dying on the battlefield, while an apothecary might provide you with poisons even though he faces imprisonment or corporal punishment for doing so. However, they will still balk if the risk of death or ruin is almost certain. Tasks that take extended amounts of time are possible at this level, even if they require a long term commitment such as joining an organization.
### Life Changing Tasks
Characters who have a defining intimacy can be made to do almost anything. At this level, you could convince a devoted follower to hold off an enemy long enough to buy time for your escape, or make a wealthy noble donate the batter portion of their fortune to your personal cult. Only in cases where death or utter ruin are absolutely, unavoidably certain will they balk, and even then the GM might decide they're willing to do it despite all odds.
## Bargain
Bargaining is similar to the persuade action, but doesn't depend on your target's intimacies. Instead you must offer a bribe, gift, or favor that the character you're convincing believes is worth the difficulty or the task you're asking them to perform. The GM should take into account the intimacies, wealth, and social status of the target deciding what they will consider sufficient payment.
## Threaten
When all else fails, pain an intimidation are brutally effective motivators. Threaten works like a bargain: you can convince people to do things without having to appeal to their intimacies, only rather than offering something they want you present them with something they don't -- usually the threat of bodily harm, although social blackmail, economic ruin, and general intimidation will also do the job. It can also be used as an instill action which gives the target an intimacy of fear towards you, or intensifies such an intimacy they already have. For a threaten action to be effective, the target must be more afraid of the conseque3ncers of refusing you then they are of whatever you want them to do. If the target has any awe, or fear, based intimacies you're aware of, that's usually a good place to start.
Blackmail and bullying won't make you many friends. Using the threaten action on someone almost always causes them to form an immediate negative intimacy towards you, with a context chosen by the target's player, regardless of whether the attempt succeeds or fails. It can also weaken any existing positive intimacies the target might have.
## Inspire
The inspire action is used to incite emotions and strong passions in the hearts of others, usually with the Performance skill, which those others then act on. When a player takes an inspire action, they choose which emotion they are attempting to inspire. On a successful inspire roll, the target is impassioned according to the emotion evoked -- but the target's player chooses what form that passion takes.
An impassioned character might form a new passion, or act upon an existing intimacy that aligns with the emotion evoked. A character doesn't have to drop everything they're doing to act upon an inspire action, but they must be genuinely resolved to action.
Inspiration doesn't automatically create or strengthen intimacies, but it's often appropriate for it to do so as characters act upon their inflamed passions. An inflamed passion may be treated as a major intimacy for the purposes of modifying passive Resolve and enabling persuade actions, for as long as the character is acting on it.
The inspiring character doesn't automatically know what passions he has inspired in their audience; they must use read intentions to find out. Because a character does not, and cannot, tailor the outcome of an inspire action to a specific target, inspire actions aren't subject to penalty for group influence.
## Read Intentions
The read intentions action allows a character to discern what another character wants to achieve in an encounter or interaction. Reading someone's intentions is not an influence roll, instead it is a Awareness + Insight roll against the target's passive Composure. On a success, the GM should give a brief description of what the character wants out of some interaction.
Alternatively, this action can be used in order to determine what intimacies a character has. Before rolling for the action, the player should generally describe what kind of intimacy they want to discern. On a success, the GM chooses and reveals one of the target's intimacies that fit the criteria. If there is no intimacy that does, the GM should let the player know this.
The read intentions action is not a form of magic. The character using it is analyzing the target's words and behavior to get a better feel for their motives and intimacies, and the GM should use common sense in deciding how much information can be gleaned from a character's behavior and appearance.
Finally, a character who is unaware they are being observed suffers a -3 penalty to their passive Composure.
# Next Section
[[04 🔵 Resisting Influence Rolls|04 🔵 Resisting Influence Rolls]]
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Previous Section: [[03 🔵 Social Actions|03 🔵 Social Actions]]
# Resisting Influence Rolls
The base DV for an influence roll is always the passive Resolve of the character targeted by the roll. On a failed roll, the character is unimpressed or unmoved by whatever argument or offer was made. On a successful roll, the target is persuaded or moved by your words.
## Spending Willpower
Even if a character's Resolve is overcome, they may still have an opportunity to deny the influence. If the influence is trying to change how they feel, such as by creating, destroying, or changing their intimacies, they may spend a point of willpower to:
- Stop a new intimacy from being created. Although the character is moved, they just can't afford to invest themselves in a new person or cause.
- Stop a major or defining intimacy from being weakened. Even though the influence was convincing, the character just has too much invested in the intimacy to give up now, even if they want to.
- Reject a successful inspire action. The character uses their force of will to deny their swelling passions.
## Decision Points
Refusing successful influence to make the character do something is trickier. When a character fails to resist such influence with their Resolve, they enter into a special state called a Decision Point.
In the Decision Point, the player must choose an intimacy and explain how it justifies resisting that specific influence. The intimacy they choose must be of equal or greater intensity than the intimacy which supported the influence roll, and it can't be the one that strengthened their Resolve against the roll in the first place -- the influence already overcame that particular source of reluctance when it beat their Resolve.
If those requirements are met, and if the GM accepts the player's argument for why one of their intimacies would make them reject the influence, then the character may spend one willpower point to resist the influence roll. Otherwise, resistance is impossible.
## Lengthy Debates
Sometimes after a character has spent willpower in a decision point in order to reject influence, the initiate will return with a new or stronger argument. When this happens, the initiate is engaging the reset rules for social actions. If the same issue is being argued as a result, the target may not use an intimacy which boosted their resolve against the initial roll. After all, that logic was not enough to stop them from being forced in the decision point in the first place. To boost their resolve against the initiate's second attempt, they must find another intimacy to raise their resolve -- or use the one that allowed them to reject influence in the decision point. Remember that according to the rules of decision points, the intimacy a character uses to raise their resolve cannot be invoked in the decision point. This rule continues to apply throughout the story -- as long as the initiate can find new angles with which to demonstrate the rightness of her persuasion, they can cause their target to use up all of their valid excuses over the course of a story. When a character has no valid intimacies with which to enter a decision point, beating their resolve will finally convince them to agree with the initiate's arguments.
## Unacceptable Influence
There are limits on what can be achieved with social influence. No amount of charisma is sufficient to talk someone into suicide, or convince a die-hard patriot to betray their cause. If a request is so antithetical to the nature and personality of its target that it cannot possible succeed, it is said to be unacceptable influence. A character targeted by unacceptable influence may reject it outright without spending willpower, even if their resolve would not normally be high enough to defend against it. A player can still choose to have their character follow the course of action but forward by unacceptable influence, but only because they think it makes sense -- the character cannot be coerced into doing it.
Unacceptable influence includes:
- Any instill action to strengthen or weaken an intimacy which doesn't exploit an appropriately strong intimacy to do so.
- Any persuasion attempt which doesn't exploit an intimacy strong enough to support the proposed task.
- Any bargain attempt which fails to offer a properly enticing incentive or threaten action which is insufficiently threatening.
- Any influence that would cause a character to kill themselves, or to do something that they know would result in their certain death.
- Any influence that would cause a character to completely abandon or end one of their defining intimacies is unacceptable.
- Any seduction attempt that violates a character's sexual orientation (as defined by the player, or by the GM in the case of NPCs) is unacceptable.
# Next Section
[[05 🔵 Social Complications|05 🔵 Social Complications]]
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Previous Section: [[04 🔵 Resisting Influence Rolls|04 🔵 Resisting Influence Rolls]]
# Social Complications
A number of considerations may arise when winning friends and influencing people.
## One Target vs Multiple Targets
Much of the time, an influence roll only affects one character. Sometimes, however, a character may wish to make a single influence roll against multiple characters. The can choose to target only a select group, or to apply influence roll against anyone who hears them. However, people find it easier to ignore arguments that are not directly addressed to them. Whenever an influence roll targets more than one character, it suffers a -5 penalty.
Because the different targets of an influence roll can have varying passive Resolve scores, the success or failure of the action is determined separately for each target.
## Written Social Actions
The written word can be used to persuade or manipulate others just as easily as speech. Characters who wish to convey influence through a letter, pamphlet, book, or other written work do so as a written social action. The time taken to create a writing missive varies based on the form and length of the work. The GM decides how long it takes, with a minimum time of five minutes in most cases. Likewise, the time needed to read the missive is decided by the GM based on length.
The skill used when rolling for a written social action is always Culture. When a character reads the message, compare the result of the roll to the target's passive Resolve to determine if it succeeds, as with normal influence rolls. Written social actions can be written to apply either against a single intended reader or against anyone who reads them, with the usual effects for targeting multiple characters.
## Gestures and Body Language
When a character attempts to communicate through gestures, appearance, and body language alone, the target of such silent influence adds a +2 to their passive Resolve. This is normally only useful for attempts at intimidation or seduction, but players are free to be creative and think up other applications. Many things are impossible to communicate silently. No amount of handwaving or quirked eyebrows can explain the intricacies of court politics.
## Overturning Influence
Character's are generally loathe to abandon a course of action once they've set themselves upon it, and so overturning existing social influence with additional social influence is difficult. First, a character who has already been persuaded to do something receives a +5 bonus to their passive Resolve against any influence that would cause them to abandon or disregard that persuasion. This bonus stacks with the intimacy bonus from a relevant intimacy. Second, a petitioner who wishes to overturn existing persuasive influence must spend a point of willpower before making their argument and roll.
If the contradictory persuasion succeeds, the targeted character may use a decision point to resist by citing a conflicting intimacy, without spend a point of willpower to initiate the decision point because it's easier to stand by a hard fought decision than to abandon it and reverse yourself. Conversely, if a character wants to abandon their present course and accept a new influence, the character must spend a point of willpower and cite the intimacy which was used to change their mind.
# Next Section
[[06 🔵 Retrying Social Actions|06 🔵 Retrying Social Actions]]
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Previous Section: [[05 🔵 Social Complications|05 🔵 Social Complications]]
# Retrying Social Actions
When a character fails a social action they cannot simply repeat their old arguments and expect a different result. Instead, they must change the situation in a way that allows them to try again. Below are retry conditions for each of the social actions. Once this condition has been met, the character may attempt to retry. The GM should use common sense in adjudicating retry conditions.
## Instill
If you fail an instill action, you must present your target with substantially greater evidence for whatever you are trying to convince them of before you can retry.
## Persuade
There are two ways to retry a failed persuade action. One is by making a different argument, playing on a different intimacy of equal or greater strength than your previous one. The other is to wait until the intimacy that supported your influence roll has been strengthened to a higher level of intensity.
## Bargain
You can only retry a failed bargain roll by making a new offering that's substantially greater than your previous one.
## Threaten
You can only retry a failed threaten roll if you significantly escalate the threat used to coerce your target.
## Inspire
You must wait until an encounter has ended to retry the inspire action.
## Read Intentions
Once a read intentions action has failed, it can't be retried on the same target for the rest of the encounter.
# Next Section
[[06 🔵 Retrying Social Actions|06 🔵 Retrying Social Actions]]
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Previous Section: [[06 🔵 Retrying Social Actions|06 🔵 Retrying Social Actions]]
# Social Actions in Combat
All of the social actions described previously work normally during combat, within the dictates of common sense. You can certainly shout out an offer to triple a mercenaries pay if they'll switch sides but you likely can't engage in complex contractual negotiations over a single turn.
All social actions have an AP cost of 2 and can only be taken during your initiative turn.
Most social actions are resisted with normal with one special case being a little different. Pleading for mercy can convince enemies to accept your surrender rather than killing you. This might be a persuade action or even a bargain. On a successful roll, you r enemy will allow you to surrender, taking you captive, or letting you retreat rather than killing you. In most cases, this doesn't require an intimacy to exploit, letting a defeated stranger run away is no great hardship. Some cases may require exploiting an intimacy if the target has some reason to want you dead rather than captured or defeated.
# Next Section
[[02 🟡 Journeys]]
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Previous Section: [[07 🔵 Social Actions in Combat|07 🔵 Social Actions in Combat]]
# Journeys
When characters are moving from one destination to another they are undertaking a Journey. During Journeys the day is divided into four quarter days used to measure time:
- Morning
- Daytime
- Evening
- Night
At the start of every quarter day, each character must choose one activity to do during that quarter. Characters can only perform one activity at a time, unless otherwise specified. Most activities can be performed by several characters, but for a few activities, a single character must be chosen. The possible activities are detailed below.
## Activities
### Hike
If all characters in the Party decide to Hike they travel at the speed described in the [[03 🔵 Movement|Traveling]] portion of the Movement rules. Short breaks are included in the specified time, but if you stop for mare than a few minutes along the way, you might not be able to travel the entire distance.
#### Forced March
Characters can Hike for two of the Quarter Days of the day without problem. If they decide to Hike more than two Quarter Days they will make an Exhaustion check for each additional Quarter Day that they Hike before taking a rest.
Mounts can also perform a Forced March. Instead of an Exhaustion check make an Animal Handling check (DV 18) and add the mount's Strength to the result of your roll. If you fail the roll the animal goes lame. A lame animal can travel but can not carry any extra weight. To heal the animal make a DV 25 Animal Handling check and determine the recovery time as you would using normal [[04 🟡 Healing|Healing]] rules. If the healing roll fails there are no options other than to put the animal down.
### Lead the Way
Every time you Hike you must appoint one person to Lead the Way. A character can Lead the Way and Hike at the same time, but they cannot also Keep Watch.
Every 12 miles that the party travels the character leading the way needs to make a Survival check to make sure they are travelling in the correct direction. The DV of the check and consequence of failure are both determined by the GM.
#### Darkness
Travel is dangerous in the dark. Getting lost or choosing the wrong path is an ever-present risk. A Survival check made to Lead the Way in the dark has a -5 penalty unless the character making the check has the ability to see in the dark.
Typically Evening and Nighttime quarters are dark but this may change depending on the world or seasons in a given world.
### Keep Watch
It is useful to have a character Keep Watch during every Quarter Day. The character that is Keeping Watch can Hike at the same time but they can not Lead the Way. It is not necessary to have a character Keep Watch, but without one there is no chance to spot threats before they are upon the party.
### Forage
If the party is running low on provisions, they can choose to spend a Quarter Day looking for edible plants and drinkable water. You cannot Hike while foraging. Several characters can Forage at the same time.
You must choose whether you are looking for food or water. Then make a survival roll, certain types of terrain or weather can add modifiers to the roll.
When looking for food, success means that you find enough roots, vegetables, or berries for the party to eat for one day. Any food obtained through foraging spoils after two days if it is not consumed.
When looking for water, success means that you find enough drinkable water for everyone in the party to fill their water skins.
### Hunt
Another way to find food during a journey is to Hunt. You cannot Hike at the same time as you Hunt, but several people can hunt at the same time.
You need some form of ranged weapon or a hunting trap to be able to Hunt. Make a Survival (Tracking) check to find your prey. To kill your prey you must succeed a Marksmanship check, if using a ranged weapon, or a Survival check, if using a trap. The [[Animals]] table specifies the difficulty of the check as well as the loot that the animal would provide including units of [[Raw Meat]].
### Fish
If you are near a river, lake, or ocean you can Fish. If you are on foot, you cannot Hike while Fishing, but you can Fish from a moving boat. Several people can Fish at the same time.
To Fish you need Fishing Gear. Make a Survival check and add any modifiers from your fishing gear.
Success means that you catch enough fish for the party to eat for one day. Any excess fish spoil after one day.
### Make Camp
When the day is over it's time to Make Camp. Finding a good location for a camp, making a fire, and preparing where to Rest takes a whole Quarter Day. Only one person rolls to Make Camp, but others can help them.
Make a Survival check to determine the success of Making Camp. If the check is successful you find a sheltered place to spend the night, where you can Rest. If the check fails you still find a place to setup camp but the GM will determine a consequence that the party can experience anytime while they are in camp.
### Rest
You need to Rest at least one Quarter Day per day to avoid becoming [[06 🔵 Exhaustion|Exhausted]]. The Rest activity uses rules described in the [[05 🔵 Resting|Resting]] section.
#### Bare Ground
It is possible to Sleep in the wilderness without Making Camp. You save the time it takes to Make Camp, but everyone in the group must make a Survival check to find a good spot to Sleep. Failure means the individual doesn't Sleep at all. Since you don't have a fire to keep the cold away, you may also suffer the effects of the [[03 🔵 Statuses|Freezing]] status.
### Explore
When you stop to Explore your journey is interrupted. Exploring can take anything from a Quarter Day to days or even weeks.
# Next Section
[[04 🟡 Dungeons]]
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Previous Section: [[07 🔵 Social Actions in Combat|07 🔵 Social Actions in Combat]]
# Wilderness Survival
Whether moving between settlements, seeking a long-lost dungeon, or hunting monsters. PCs contend with the dangers of the wilderness. Though trekking involves combat and social encounters, exploration encounters are the primary component of wilderness survival. Wild environments are full of hazards and involve rules of the dangers covered in Chapter 9: Other Forms of Harm. More information about wilderness survival is often included in world books since the environmental dangers are best tailored to se the environments that appear in the world.
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[[04 🟡 Dungeons]]
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Previous Section: [[02 🟡 Journeys]]
# Dungeons
Crawling through dangerous dungeons is a good way to gain experience, acquire powerful items, and uncover secrets about the game's world. Classic fantasy dungeons are often underground complexes populated with monsters, treasures, traps, and puzzles. However, a dungeon can by any self-contained area with sections to explore like a castle, natural cave system, corporate building, or ancient ruins.
While dungeons contain social and combat encounters, they are excellent vehicles for exploration encounters. Dungeons also make use of the dangers discussed in the [[05 🟡 Hazards|Hazards]] and [[06 🔵 Traps|Traps]] sections.
# Next Section
[[05 🟡 Hazards]]
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Previous Section: [[04 🟡 Dungeons]]
# Hazards
Hazards are natural obstacles for the players to interact with. The most pervasive hazards are weather events which can scale from mild to extreme. Interacting with hazards leads to characters receiving statuses and conditions relevant to the hazard. For instance running from a forest fire may cause burning or the falling ash could cause exhaustion. Characters should always be given a chance to roll to avoid these statuses and conditions but the difficulty of the roll will vary based on the hazard. Trying to walk to the mouth of a volcano expelling ash will require high difficulty exhaustion checks where as walking through a small snow storm would require a pretty easy check to avoid freezing.
## Extreme Cold
Exposure to temperature below 0 degrees Fahrenheit threatens creatures not adapted to the cold. The hazard is generally continual.
### Trigger
This hazard begins when a creature is exposed to extreme cold for at least 1 hour. A creature avoids exposure if it is resistant or immune to cold damage, if it has natural adaptations to cold climates, or it is wearing clothing that provides resistance to cold climates.
### Effects
After the first hour, an exposed creature must make an [[06 🔵 Exhaustion|Exhaustion]] check. The creature must repeat this check at the end of each hour of continued exposure. Creatures vulnerable to cold damage, wearing clothing not suited for winter conditions, wearing armor with cold vulnerability properties, or are wet.
### Resolution
This hazard ends once a creature leaves the affected area, environmental conditions significantly change, or they avoid exposure for one hour.
## Extreme Heat
Exposure to temperatures above 100 degrees Fahrenheit threatens creatures not adapted to the heat. The hazard is generally continuous.
### Trigger
This hazard begins when a creature is exposed to extreme heat for at least 1 hour. A creature avoids exposure if it is resistant or immune to fire damage, if it has natural adaptation to hot climates, or if it has access to twice its daily amount of required drinking water.
### Effects
After the first hour, an exposed creature must make an Exhaustion check. The creature must repeat this check at the end of each hour of continued exposure. Creatures have disadvantage on these checks if they are vulnerable to fire damage, wearing metal armor, or wearing clothing not designed for hot environments.
### Resolution
This hazard ends once a creature leaves the affected area, environmental conditions significantly change, or they avoid exposure for one hour.
## Gale Winds
Heavy gusting winds can appear with little warning, battering the weak and impairing many activities. Gale winds disperse fog, extinguish open flames, and make movement difficult for small and flying creatures. As a weather hazard, it usually only lasts a few minutes, though in canyons or mountain regions, it can be continual.
### Trigger
This hazard begins when a creature enters an area affected by gale winds.
### Effects
Gale winds impose disadvantage on ranged attacks and checks that rely on hearing. Small and Tiny creatures must succeed on a DV 12 Strength save or fall prone at the start of each of their turns while in the area. A flying creature must land at the end of each turn spent in the area or make a DV 12 Strength save. On a failure, the creature falls to the ground instantly and takes falling damage.
### Resolution
An affected creature must find shelter or leave the area.
## Torrential Precipitation
Precipitation such as heavy rain or snowfall causes a variety of problems. It can last from minutes to days.
### Trigger
This hazard begins when a creature enters an area affected by torrential precipitation.
### Effects
Everything within the area is considered lightly obscured. A creature that starts its turn within torrential precipitation has disadvantage on Perception checks. All ranged attacks are made with disadvantage. If the torrential precipitation is heavy rain, it extinguishes open flame. If it is heavy snowfall, the ground is difficult terrain.
### Resolution
An affected creature must find shelter or leave the area.
# Next Section
[[06 🔵 Traps]]
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Previous Section: [[05 🟡 Hazards]]
# Traps
Traps can be almost anywhere. One wrong stop in an ancient tomb might trigger a series of scything blades. The seemingly innocuous vines that hang over a cave entrance might choke anyone who pushes through them. A net hidden among trees might drop on unwary travelers. Detecting and disarming traps are your best defense against these troubles.
## Trap Types
A trap can be either mechanical or magical. This book leaves discussion of magical traps to specific world books but will cover generalities.
### Mechanical Traps
Mechanical traps include things that depend on a mechanism to operate, such as pits, arrow traps, falling blocks, water filled rooms, and whirling blades.
### Magic Traps
Magic traps consist of magical devices that activate effects.
### Complex Traps
Complex traps continue to execute on rounds after activation instead of triggering once and being done. Complex traps can start initiative and act independently in initiative order. Until triggered a complex trap can be detected and disabled like a standard trap.
## Detecting Traps
Every trap has a specific way it can be detected, but a trap usually requires a character to make an Intuition + Perception or Logic + Investigation check against the trap's DV. Some basic traps can be automatically spotted with a high enough passive Perception score, but the deadliest traps often are hidden too wall for passive detection. The party's travel pace can also reduce your ability to spot passively hidden dangers.
## Disarm Traps
If a character detects a trap before triggering it, they might be able to disarm it. Every trap has a specific way it can be disarmed, or avoided, but typically disarming a trap requires a character to succeed on an Agility + Thievery check, though sometimes Technology or Engineering can be used, against the trap's DV. Complex traps might first require a successful Logic + Investigation check to deduce how the trap operates.
# Next Section
[[1 🔵 Downtime]]