Difference between revisions of "XerExaltedLite/Natural"
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=== Finding Shelter === | === Finding Shelter === | ||
− | The rules on pages 244-245 give a general overview. Building shelter falls under [[/Craft]], however. | + | The rules on pages 244-245 give a general overview. Building shelter falls under[[XerExaltedLite/Craft]], however. |
Typically, emergency, split-second decisions fall under Wits + Natural (Survival), while long term survival is Intelligence + Natural (Survival) | Typically, emergency, split-second decisions fall under Wits + Natural (Survival), while long term survival is Intelligence + Natural (Survival) |
Latest revision as of 04:56, 9 June 2010
Contents
Natural
Evaluating Animals
This is a Wits or Intelligence (depending on the time taken) + Natural (Specific animal type) roll, sometimes made difficult by fraudulent attempts or fast talking.
Wits can be an opposed roll, but Intelligence is not. A character doing a careful examination is far more likely to notice a fraud.
This can also be used to evaluate produce and other things not worked by human hands in general.
Finding Shelter
The rules on pages 244-245 give a general overview. Building shelter falls underXerExaltedLite/Craft, however.
Typically, emergency, split-second decisions fall under Wits + Natural (Survival), while long term survival is Intelligence + Natural (Survival)
Foraging
Intelligence + Natural (either Foraging or specific climate) is used to find food. The difficulty depends on the frequency of poisonous plants and animals in the region, as well as scarcity.
This can easily raise the difficulty to 6, 10, or higher.
Infected Wounds
By cleaning an treating a wound, an Intelligence + Natural (First Aid) roll can halt the spread of infection. The difficulty is the difficulty of the Brawn + Might (resist disease) roll the sufferer would otherwise have to make the next day.
If successful, the infection halts and may infact regress. For each extra success the sufferer makes the next day, she reduces the successes needed the day after by one, if the person aiding her makes another Natural (First Aid) roll as above.
Predict Weather
Intelligence + Natural (Skills are often Sea Weather, Land Weather, or specific to a region). For each success, the character has a good grasp of the weather 5 hours into the future.
Supernatural storms require Lore rolls to comprehend.
Pushing Mounts
Attempting to Push mounts past their desired limits is a Presence + Natural (Ride) roll. Brawn works for forcing it, but the subtle mechanations of Manipulation may not be enough.
This same roll works for Riding Under Stress.
In either case, the difficulty is set by the degree to which the animal is not disposed to the action. It is effectively a kind of persuasion, though against the simpler mind of an animal.
Stem Bleeding
Characters who suffer Lethal or Aggravated damage bleed at a rate of one Bashing health level per minute. A Wits + Natural (First Aid) roll will stabalize the Character. The difficulty is the number of wounds suffered from any single blow, +1 if self bandaging.
Tracking and Evasion
The persuer rolls Intelligence + Natural (Tracking), the persued Wits + Natural (Tracking). Otherwise, the rules on page 245 of the Core book hold.
Training / Taming Animals
Breaking an animal is a Presence, Manipulation or Brawn + Natural (Train specific animal) roll, with a difficulty set by how domesticated it is and how set it has become in its ways. In extreme situations, this can become an extended roll, taking weeks.
Treating Illness and Poison
An Intelligence + Natural (Herbalism, treat disease, treat poison) roll can treat some ailments, though rarely all. Treatment through Natural knowledge instead of Lore involves helping the target get over the ailment herself, along with (sometimes) bleeding, leeching and so on. This can work, it can also go very wrong.
Generally, depending on how difficult the ailment is to treat, a certain number of successes on the Treater's roll will grant a success on the sufferer's resist poison / endure disease roll.