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Stop whining and eat your albino scorpion babies! If you don't want any that's more for me.
A Survivor is a master of bushcraft, capable of living comfortably far away from civilization and possessing several tricks for overcoming the challenges of the wild. Animals are universally survivors, but among “civilized” humans it's a somewhat rarer class. Note that an adventurer doesn't necessarily need to leave the city in order to take advantage of the Survivor class; scavenging can be done out of dumpsters as easily as from the bush.
Survivor | Survive in the wild. | |
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caret-right | Avoidance | Evade random encounters. |
caret-right | Scavenger | Find more stuff in more places. |
caret-right | Scent | Have a keen sense of smell. |
Enterprises | Pantry Survivor School |
Utility | plus-circleForage: You can feed yourself via foraging. You don't need to worry about testing a Rations item or even having one to begin with. minus-circleLushlander: Your foraging only works when in environments with a large amount of other life. Sparse environments such as deserts, tundras, and so forth don't have enough forage for you to effectively feed yourself in. minus-circleYou Only: The stuff you find to eat is likely to be much less palatable or even straight-up indigestible to your companions. You can only effectively feed yourself via foraging. |
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Utility | plus-circleBrush By: By reading the signs and keeping your eyes open, you can avoid encounters. When your party would normally run into a random encounter with another creature(s), you can immediately choose to negate it; you and the encounter simply pass by each other without them noticing you. You must spend the Supply before any reaction checks are made. minus-circleSupply Cost: Evading a random encounter costs 1 Supply. |
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Utility | plus-circleExtreme Forage: You can forage for food even in sparse, hostile terrain types such as deserts or tundra. The only types of terrain in which you cannot forage at all are those utterly devoid of life, such as the void of space. plus-circleSupplemental: Your companions can stretch out their rations with choice bits of what you bring them. Up to five other creatures traveling with you only exhaust their rations on a die result of 1 instead of 1-3. minus-circleDaily Bread Only: Rations that are tested or used for any other purpose than simple sustenance (such as throwing down food for a monster or making use of any ability in the Chef class that calls for it) are not affected by Scavenger and get consumed at the normal rate. |
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Utility | plus-circleGastown Boy: You can find fuel as well as food by siphoning it out of parked vehicles or whatever. You do not need to test or consume Fuel items. minus-circleScarcity: Free fuel is even more rare than free food, and you can only use this ability when traveling in an densely-populated area. Any other environment simply doesn't have any lying around for you to sniff out. minus-circleOnly One: You can use this ability to ignore/skip a single Fuel test per day maximum. Any more and you'll have to use actual Fuel items on hand as normal. |
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Utility | plus-circleSniff Sniff: You have a highly-developed sense of smell. You can identify the presence of unusual smells within 5 meters, and identify the precise location of their source with an action. You can recognize the smells of types of creature or specific individuals if you've encountered them before. plus-circleScent Trail: Smells linger in an area for a few hours even after their source has left, allowing you a limited form of tracking by smell. minus-circleWater-Ruined: Your scent abilities don't work underwater, and anything that passes through water has its lingering scent ruined. minus-circleWindblown: If there is a powerful wind blowing, your ability to smell things is altered. You may only smell things within 2 meters downwind from your location, but out to 10 meters upwind of your location. doubledShark Snout: If you have the Mariner class, scents are no longer ruined in water. |
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caret-right | Alternative | plus-circleWide Smell: You can choose to take note of any unusual smells within 50 meters of your position instead of the normal 5. This range is altered to 20 meters when downwind or 100 meters upwind. This effect lasts until the beginning of your next turn. minus-circleSupply Cost: Momentarily extending your sense of smell to a wide range costs 1 Supply. |
caret-right | Alternative | plus-circleOld Smell: You can choose to carefully sniff out any very old, nearly imperceptible smells in your current area. You can smell traces of anything that's been through your area within the past few days instead of few hours. minus-circleSupply Cost: Picking up old smells costs 1 Supply. |
Pantry | Adventurers that end a day in the settlement do not need to test Rations or spend Supply to feed themselves. Rations items can be bought in the settlement for 1 Supply instead of 2. |
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Survivor School | The settlement hosts an institution that teaches the secrets of this class for a small fee. Keystones of this class can be purchased here: the first such keystone per session costs 1 Supply, the second 2, the third 3, and so on. |