Rank 1 (Pathetic)
Recall Survival Factoid: See the Knowledge section for details.
Bind Adversary: As an Extended Action (S), you may bind someone with rope, vine, thread, etc. The bind requires a Stealth Check with a DC of 4 + Your Survival Ranks to escape, or a similar Athletics Check to break. If the item used to bind your target has at least 25 HP, then your Survival Ranks are doubled for this DC. If you use chains or manacles, then your Survival Ranks are tripled. Magic Manacles have a DC of 30.
Rank 2 (Untrained)
Wilderness Living: At the beginning of your Travel Phase you must decide to attempt to find Resources while you travel. This usually requires 8 hours of work, but occurs concurrently with normal walking and so doesn’t require taking time out of your day to accomplish. Your surroundings determine the base DC for this check, since they determine the availability of food.
Areas like Deserts, Caves, Oceans, or Mountains, or places with other issues have a DC as high as 12. Common Forests, Wetlands, or Grasslands have a DC of around 8, based on local conditions. Well tended areas with available produce, as well as places you have Naturewalk for may have a DC as low as 4, while areas where nearly everything is edible may have a DC as low as 0, though you may run into legal concerns with these.
If you take 2 hours out of your daily travel to forage, you increase your check result by +3. If you take 4 hours out of your travel, you increase your check by +6. If you spend 8 hours foraging, you increase your check by +9. Time spent foraging counts as time walking overland. If you are mounted while foraging, you suffer a -6 penalty to your check result.
Success: You find 2 Resources plus 1 Resource per 2 points you exceed the DC. Failure: You do not find anything at all. |
Pokemon that are killed can be harvested for their materials, gaining Food Scrap according to the table below. If it has the Cyborg Capability, it only gives half as much Food Scrap. If it has the Inorganic Capability, it gives no Food Scrap.
Size | Food Scrap Amount |
Mini | N/A |
Tiny | $10 |
Small | $25 |
Medium | $50 |
Large | $100 |
Huge | $200 |
Massive | $500 |
Gigantic | $1,000 |
Track Quarry [Tracking]: You can find and follow any trail with a DC of 6 or less. Finding a more complicated trail requires the Tracker Capability. The Base DC of the trail is determined by the surface the tracks are on. You can attempt to locate a trail within a 1×1 meter area as a Full Action, or you can search within 20 meters of you as an Extended Action (L).
Critical Success: You may follow the trail for 20 miles before needing to make another Tracking check and may Hurry for free. Moderate Success: You may follow the trail for 10 miles. Success: You may follow the trail for 5 miles. Failure: You may follow the trail at twice the usual movement cost. Moderate Failure: You find nothing and must wait 1 hour (outdoors) or 10 minutes (indoors) before you can retry. |
Surface | Base DC | Example | |
Pliable Surface | 2 | Any surface (fresh snow, wet mud, thick dust) that holds deep, clear impressions of footprints. | |
Supple Surface | 4 | Any surface soft enough to yield to pressure, but firmer than wet mud or fresh snow, in which frequent footprints are left. | |
Giving Surface | 6 | Most normal outdoor surfaces (fields and woods), or exceptionally soft or dirty indoor surfaces (plush rugs and dirty floors). Few footprints can be found, but there may be some traces leftover. | |
Trackless Surface | 8 | Any surface that doesn’t hold footprints at all, such as bare rock or most indoor surfaces. Only traces are leftover. | |
Liquid Surface | 11 | The surface of a liquid, like lava or water. Traces are leftover, but are likely washed away. | |
Through Liquid | 14 | The inside of a liquid, typically used for following fish. | |
Through Gas | 17 | The air around us, typically used for following fliers or falling creatures. |
Condition | DC Modifier |
Every 3 creatures in the group being tracked | -1 |
Size of creature or creatures being tracked:1 | |
3 or more sizes smaller than the tracker | +4 |
2 sizes smaller than the tracker | +2 |
1 size smaller than the tracker | +1 |
Same size as tracker | 0 |
1 size larger than the tracker | -1 |
2 sizes larger than the tracker | -2 |
3 or more sizes larger than the tracker | -4 |
Every 24 hours since the trail was made | +1 |
Every hour of rain since the trail was made | +1 |
Every hour of snow fall or acid rain since the trail was made | +3 |
Poor visibility:2 | |
Overcast or moonless night | +3 |
Moonlight, fog, or precipitation | +1 |
Tracked party hides trail (and moves at half speed) | +2 |
1 – For a group of mixed sizes, apply only the modifier for the largest size category. 2 – Apply only the largest modifier from this category. |
Rank 3 (Novice)
Rope Trick: As a Standard Action, you may attempt to tie a special knot. You may tie ropes with one hand with a DC 6 Survival Check. With a DC 8 Survival Check, you can tie a firm knot that unties itself when you or someone who makes a check higher than yours, pulls on it. You may also add Your Tier to attack rolls made to set grappling hooks or use the Lasso maneuver.
Success: You tie a knot that behaves as expected. Failure: Your knot unravels as soon as you attempt to use it. Moderate Failure: Your knot unravels 1d4 rounds after you start using it. Oops! |
Craftwork: When first achieving this skill rank, choose a category from the list below. Once chosen, you may create items from that category. See the Crafting section for details.
- Horticulture
- Pokeballs
- Traps
- Toxins
Rank 4 (Adept)
Rough It: You can turn natural flora and fauna in an area into protective clothing and shelters for yourself and others. You can skin a creature of your size as an Extended Action (L). A Medium creature skinned in this way provides approximately one square meter of material. Larger creatures require four times as long per size category difference, but also provide four times the material. Smaller creatures require ¼ as long per size category difference, and provide ¼ the material. Making material from flora takes anywhere from an Extended Action (S) to a Downtime Action, depending on their availability within the environment. After you have the material, you must spend an Extended Action (S) working it together into a square meter of material. You can wear these prepared materials immediately, if you don’t mind some blood and sap. Otherwise, you must wait a day for them to cure and dry.
A medium creature’s Clothes require 2 square meters of material, and their shelter requires 3 (although you can certainly make larger ones). Larger creatures require 4 times as much material for each size category larger than Medium they are, while smaller creatures require ¼ as much material per size category smaller than they are. Materials are generally only suitable for the similar environments as those in which they were acquired. While wearing appropriate Clothes or being in an appropriate Tent, you do not make checks to withstand ambient conditions or weather.
Weatherman: You always know where “true north” is, assuming it exists in your dimension. With a successful DC 8 Survival Check and a minute to take in the world, you can learn what the weather has in store for your area. If you enter a new area, you need to make another check to have any knowledge of its expected weather. ‘Area’ in this sense is intentionally vague, as large open plains may be considered the same area while neighboring valleys may not be. This power does not work in other dimensions.
Critical Success: You learn the weather conditions for the next 4 days. Moderate Success: You learn the weather conditions for the next 2 days. Success: You learn the weather conditions for the next 24 hours. Failure: You learn the weather conditions for the next 6 hours. Moderate Failure: You guess the weather conditions for the next 60 seconds and might still be wrong. |
Rank 5 (Expert)
Tracker: You gain the Tracker Capability.
Hide Trail: You spend at least one minute indoors or 5 minutes outdoors hiding your trail to slow down a pursuer. After that time, you hide your trail as best you can and move on. The first time a pursuer reaches the spot where you hid your trail, you make a check to see how well your trail was hidden. The effects on your pursuer are determined by your check results. The DC for this check is 4 + (Tracker’s Survival Ranks x 2). Only the really determined trackers look for your trail outdoors for longer than 2 hours.
Critical Success: The DC to track your party increases by +8 when they reach this spot, and if they fail this increased check, they must spend 8 times as long as normal searching for the trail again. Moderate Success: The DC increases by +4, and they must spend 4 times as long searching for your trail. Success: The DC increases by +2, and they must spend twice as long searching for your trail. Failure: The DC to track your party doesn’t change, but the tracker must make an additional check to follow your trail. Moderate Failure: The DC to track your party doesn’t change and the tracker doesn’t have to make an additional check to follow your trail. |
Rank 6 (Master)
Multiverse Traveler: You may use Rough It in any environment at all, even places like the Ghost World. Weatherman also functions in other dimensions as well, meaning you always know where ‘North’ (or some analogue) is and what possible weathers there could be.
Rank 7 (Grandmaster)
Last Train Home: You can determine the direction and approximate distance to any location you have ever visited on your current world or dimension. You can also determine the direction and distance to the nearest portal, conduit, or other magical link that leads to any other dimension or alternate time. Doing this takes one minute of concentration and a DC 14 Survival check, or 5 minutes if you are looking for a portal you have previously visited. Attempting to find a portal to a dimension or time you have not visited or have only teleported from requires a DC 17 Survival check instead. Your check result determines what you learn from the attempt.
Regardless of your check result, you learn no information about the portal besides its general location, and it may not actually be able to open it when you reach it. This power does not necessarily provide the shortest path to a destination, as going through other dimensions might be the shorter route, but would not be indicated by this power.
Critical Success: You learn the direction to your target and the exact distance in meters. Moderate Success: You learn the direction to your target and the exact distance in kilometers. Success: You learn the direction to your target and distance to the nearest 8 kilometer increment. Failure: You locate nothing and suffer a cumulative -1 penalty to attempts to locate it again for the next 24 hours. |