Terrain Type | Hunting Modifier | Effect Die Modifier |
---|---|---|
City, ruined or built up | -3 | -1 Group |
Open rural | -1 | No change |
Forest, woods, foothills | +2 | +1 Group |
Terrain Type | Free Water | Survival Skill | No Water |
---|---|---|---|
City (Intact) | 1-5 | 6-9 | 0 |
City (Rubbled) | 1-3 | 4-8 | 9-0 |
Open Rural | 1-6 | 7-0 | - |
Forest, Hills | 1-7 | 8-0 | - |
Desert | 1 | 2-6 | 7-0 |
Swamp (80% contaminated) | 1-0 | - |
Survival Kits are tools and small booklets that aid in survival skill. Books are not format 2 specific, and work for all skill subgroups.
Survival Kit | BCS Mod |
---|---|
Utility 1 | +1 |
Utility 2 | +2 |
Utility 3 | +3 |
Utility 4 | +4 |
Utility 5 | +5 |
Using Survival Supplies gives a +3 to any BCS rolls when consumed.
Class | Units | Located at |
---|
Character | Skills |
---|---|
Sample PC 1 | - |
Sample PC 2 | - |
Note to Players: Information here is considered metagaming. Your character should not reference or use these numbers in game to determine who should roll for specific skills.
Player | Clothing Effects |
---|---|
Guest | |
Sample PC 1 | |
Sample PC 2 |
Winterized: Wearing correct clothing for winter weather.
The following types of clothing count for winter clothing:
Anything described as Insulated or Winter.
Anything with a "Q-" Code (Quilted).
Three layers of HC, HP or HL.
A character needs a Jacket and Pants or a Jacket, Hat and Gloves/Mittens.
Factor Per Day | Rations |
---|---|
+1 | Half Rations |
+2 | No Rations |
Effect | Level |
---|---|
Partially Fatigued | 5 |
Full Fatigue | 8 |
Passed Out (Death in Effect Die Hours) | 15 |
Factor Per Day | Water |
---|---|
+2 | Half Rations (.5 Liter) |
+4 | No Rations |
Effect | Level |
---|---|
Partially Fatigued | 5 |
Full Fatigue | 8 |
Passed Out (Death in Effect Die Hours) | 15 |
Without a map, the characters may use the stars, at night and clear sky, and the current time to determine their relative location, which will be within 20-30 miles without equipment or within a mile with a sextant. They may substitute seamanship for the sextant role.
If they do not have the current time, a map or a sextant, they may determine which way is north using survival skills (any format 2).
Note the Navigation skill (optional) always allows the current location to be determined.
Survival | Seamanship | Navigation | Astronomy | |
---|---|---|---|---|
Determine North | • | • | • | • |
From Map | • | • | ||
Read Map | • | • | • | • |
Stars, Current Time | • | |||
Stars, Sextant, Current Time | • | • | • | |
Stars, Sextant, Determine Time/Date (+/- 10 minutes) |
• |
Terrain Type | Time | Production | Unskilled Production |
|
---|---|---|---|---|
City (Intact) | 4 | 2 | 1 | |
City (Rubbled) | 4 | 3 | 2 | |
Open Rural | 4 | 3 | 2 | |
Forest, Hills | 4 | 4 | 3 | |
Desert | Not Possible | |||
Swamp | Not Possible |
When dealing with a group that plans to scavenge for food, the total food can be calculated by determining the number of skilled and unskilled searchers. Skilled searchers need a survival, nutrition, or search higher than 10. Unskilled searchers do not have any requirements.
The survivors will feed themselves and bring back an additional amount of food.
Depletion days will be between 1 and 5 depending on the abundence. Subtract 2 hours each time the scavengers need to travel to find more food.
Once an area is depleted of food, the searchers must walk further away to find new sources of food. Subtract their travel time each day from the time spent scavenging.
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