OUTDOOR SKILLS: VICTORIAN CAMPAIGN
Skill | Relevant Ability | Notes & Modifier Check |
Animal Handling* | Wisdom | This is working with, and caring for, Domestic Animals. (Horses, dogs, cattle…) |
Animal Lore | Intelligence | Success at this assumes the character is in a familiar terrain/environment with familiar species. |
Animal Noise | Wisdom | Recognizing sounds and imitating them. Success at this assumes the character is in a familiar terrain/environment with familiar species. |
Animal Training* | Wisdom | This is a time consuming skill that can be used on any animal, but the older the animal the harder it is to train. -1 to skill for each 6 months of age the animal has at the START of training. |
Boat Handling | Dexterity | Paddling, rowing, sailing small boats. Canoes, Dugouts, rowboats |
Bow and Arrow | Weapon Proficiency | |
Camouflage | Wisdom | Using natural materials to hide oneself or another or inanimate object, entrance, campsite, etc. Featureless terrain is at -2 to skill. Dense forest, +2. Frequent moving about, going in and out, campfires, livestock… will reduce the skill by -1 to -5 depending on frequency, degree, etc. (Camouflaging horses in the desert is harder then in a forest) |
Cartography | Intelligence | The skill of reading, maps but more importantly, MAKING maps of unexplored terrain or areas. |
Climbing | Strength or Dexterity | This skill applies to rocks, mountains, trees, walls, ropes etc. (not required for ladders or stairs!) This is a Prerequisite for Mountain Climbing. |
Crossbow | Weapon Proficiency | |
Direction Sense | Wisdom | The character can always find North, whether the sky is visible, ifthey are indoors or undeground. |
Falconry | Wisdom | Includes the capture, raising, care and training of falcons |
Fishing* | Wisdom | This covers a variety of techniques, though an individual usually specializes. Examples are Fly fishing, Surf Fishing, Net fishing, etc. Perfecting the technique for a different kind of fishing usually takes a few hours practice, but does not require extra points. |
Foraging | Intelligence | Success at this assumes the character is in a familiar terrain/environment. Foraging in Tropic Jungles is very different then Temperate Forest or Desert conditions |
Fungi Recognition | Intelligence | Success at this assumes the character is in a familiar terrain/environment. Fungi found in Tropic Jungles is very different then those found in a Temperate Forest, Tundra or Desert conditions |
Hardiness | Constitution | Not really a skill that can be consciously learned, but rather one that develops over time and exposure. Success rolls reduce or eliminate damage from natural environmental extremes (frost bite, heat exhaustion, dehydration) for a period of time. Each point that the roll succeeds by extends the character’s endurance by 12 hours. No matter how many successes the chharacter has, he or she cannot go on forever without food, water, shelter, etc |
Herbalism* | Intelligence | Success at this assumes the character is in a familiar terrain/environment. Useful, edible or medicinal herbs found in Tropic Jungles is very different then those found in a Temperate Forest, Tundra or Desert conditions |
Hide / Hiding | Dexterity or Intelligence | This involves finding a quick, dark, shadowed hiding place or quickly improvising a hiding place. Environment, light, etc can impact the skill from +1 to +4 to -1 to -4. |
Hunting* | Wisdom | Success at this assumes the character is in a familiar terrain/environment. Game, their habits and availability that is found in Tropic Jungles is very different then those found in a Temperate Forest, Tundra or Desert conditions |
Javelin/Spear Throwing | Weapon Proficiency | |
Listen | Wisdom | |
Move Silently | Dexterity | This is more difficult in some environments then others. Crunchy snow and ice or dense foliage will reduce skill by -1 to -3. |
Orienteering | Intelligence | Finding your way overland using maps, and/or topographic features, compass, stars and sun |
Riding | Wisdom | Generally this refers to horses, mules or ponies and the basic riding skill covers those animals. Camels or elephants are seperate skills. Racing, jumping or other extremes will result in minuses to skill rolls. |
Rope Use | Dexterity** | This includes skill in knots, testing strength and quality of ropes, creating complex hitches, braiding ropes to increase strength and throwing a loop or lasso. |
Running | Constitution | This is Running Distances or marathons. Not races and sprints. |
Set Snares | Intelligence | Covers building snares, pit traps, deadfalls, fish traps and similar of varying sizes. |
Spelunking | Intelligence | This skill allows one to keep their sense of direction in caves and caverns, recognize dangerous conditions (flood potential, bad air, cave in risks) and stay calm in very tight and sometimes scary spaces. |
Survival, Arctic/Tundra | Wisdom | Arctic/Tundra is much the same regardless of the continent (Asia vs North America) And cold is cold, whatever Pole. But there are some fauna differences. North to South Pole the skill is -1 for the unfamiliar area. |
Survival, Desert/Savannah | Wisdom | Most survivalists will be experienced in a particular continent (Africa, Asia, North or South America.) Plants and other fauna differ by continent though climate issues are similar. An unfamiliar continent is -2 to skill |
Survival, Jungle/Tropics | Wisdom | Most survivalists will be experienced in a particular continent (Africa, Asia, North or South America.) Plants and other fauna differ by continent though climate issues are similar. An unfamiliar continent is -2 to skill |
Survival, Forest/Temperate | Wisdom | Most survivalists will be experienced in a particular continent (Africa, Asia, North or South America.) Plants and other fauna differ by continent though climate issues are similar. An unfamiliar continent is -2 to skill |
Swimming | Strength | This is the skill of Not Drowning. It is not, at its base level, a skill of speed swimming or endurance swimming or deep diving. These abilities can be achieved with practice and adding points to the swimming skill for those abilities. |
Tracking* | Wisdom | Tracking familiar animals (people) is easier then unfamiliar. Being in familiar types of terrain and environment aid in tracking. Large creatures are easier to track then small. Night Tracking is at -8 to skill. Each 12 hours that passes from the time the track was made reduces the skill by 1. Each hour of rain reduces kill by 2. Each inch of Fresh Snow reduces skill by 1. Each hour of blowing sand reduces skill by 3. Other modifiers may apply. |
Trail Marking | Wisdom | The success of this skill is determined when the NEXT person attempts to follow the marked trail. The base skill assumes leaving easily visible marks for others to follow. Every week that passes reduces the observability of the marks, reducing the skill by 2 per week. Leaving marks that are not easily noticed or are secret is at -2 and decreases by 2 for every week. Using ‘secret marks’ reduces the skill by 3 and the results are reduced by 2 each week. Someone with Tracking Skill gains +4 on his or her ability to follow a marked trail that is anything less then 6 months old. |
Mountaineering | Dexterity | Using ropes, pitons, etc to climb cliffs. rock faces and mountains. the Climbing Skill is a prerequisite. |
Wood Craft | Intelligence | This incorporates many of the general camping skills. Building a shelter, finding water, getting a fire started… It is a prerequisite for Survival (regardless of terrain.) |