Activities

Please Note: For the purposes of Activities, most areas are assumed to have access to trees, stone, and generic hunting and foraging areas unless otherwise stated.

Group Activities - Activities marked by a (Group X) tag benefit from the assistance of multiple hands. A number of characters up to the value of X (so 2 characters, if the tag is Group 2) may benefit from a bonus to their check (or Construction Points) made up to the amount of characters in the group, with the maximum bonus being the group value. This means that an activity with (Group 3) can benefit from up to 3 characters working together, gaining a +1 bonus for the number of people acting as a group, to a maximum of +3. To gain this benefit, the group must all make their checks at the same time, reflecting the timely group effort.

Construction (Group 5)

Cost: 1 Work Point

Requires: Recipe, Materials

Benefit: You invest 5 Development Points into one or more projects. Multiple characters may contribute Development Points to a singular project.

Cooking (Group 5)

Cost: 1 Downtime or Work Point

Requires: Recipe, Materials

Benefit: You invest 10 Preperation Points into one or more Cooking recipes.

Crafting (Group 5)

Cost: 1 Downtime or Work Point

Requires: Recipe, Materials

Benefit: You invest 10 Crafting Points into the fashioning of one or more Crafting items. A failure by 4 or less allows for repeat attempts to finish the project, while a failure by 5 or more results in a loss of materials. Half (rounded down) the utilized materials may be recovered as units of “Scrap Wood/Metal/Textile”.

Excavation (Group 5)

Cost: 1 Downtime or Work Point

Requires: hands/tools

Benefit: You invest 5 excavation points into a project to try to uncover whatever it is. You won’t know how many points it will take until it’s finally done. You will discover more about the item as it is uncovered.

Exploring (Group 3)

Cost: 1 Work Point.

Requires: Specific Area

Benefit: You make a Survival skill check, and consult the following chart with the result (note, some areas may only contain a limited number of Areas, and as such can be “fully explored”), to potentially increase the list of available Discovered Landmarks:


 * 1-10: You find nothing of note.
 * 11-15: You locate a viable Foraging Area.
 * 16-20: You locate a viable Hunting Area.
 * 21-24: You locate a viable Mining Area.
 * 25-29: You discover a Minor Landmark.
 * 30+: You discover a Major Landmark.

Special Note: Once a given type of result (such as Hunting Areas, Foraging Areas, Mines, and Landmarks) have been discovered, rolling a duplicate result grants a +1 bonus to the result of your next attempt at Exploration for that area. This bonus stacks up to a +5 bonus that is expended once used to successfully locate a viable result or and may be “spent” at a rate of 2 bonus points to reroll the 1d2 chance to locate either a Mine or Hunting/Foraging Area.

Fishing (Group 3)

Cost: 1 Work point/Down time point

Requires:Fishing net

Benefit: You may either Process or Fish.

Processing allows you to process a number of game based on their size, up to:

Small - 4 small game (2 fish meat per)

Medium - 3 medium game (4 fish meat per)

Large - 2 large game (8 fishmeat per)

Huge - 1 huge game  (14 fishmeat per)

Hunting allows your to make a Survival skill check, and consult the following chart with the result, unless the Fishing spot has its own chart to consult (which would be found under Discovered Landmarks):


 * 1-9: You find nothing.
 * 10-14: You lose your catch, but gain a +5 bonus to the next attempt at Fishing provided it occurs by the end of the following day.
 * 15-19: You Catch and kill 1 small fish.
 * 20-24: You hunt and kill 1 medium fish
 * 25-29: You hunt and kill 1 small fish and 1 medium fish  30+: You hunt and kill 1 Large fish

Gathering (Group 3)

Cost: 1 Work Point

Requires: Foraging Area (General or Discovered)

Benefit: You make a Knowledge (Nature) or Survival skill check, and consult the following chart with the result to determine the amount of Foraged Food, unless the Foraging Area has its own chart to consult (which would be found under Discovered Landmark):


 * 1-9: You find nothing.
 * 10-14: You recover 2 units of Foraged Supplies (Tropical).
 * 15-19: You recover 4 units of Foraged Supplies (Tropical).
 * 20-24: You recover 8 units of Foraged Supplies (Tropical).
 * 25-29: You recover 12 units of Foraged Supplies (Tropical).
 * 30+: You recover 16 units of Foraged Supplies (Tropical).

Special: If desired, Foraged Supplies may be “broken down” (spent) to acquire specific ingredients (roll 1d10 per spent Foraged Supply, and consult the following chart).

Foraging supply charts

Hunting (Group 3)

Cost: 1 Work Point

Requires: Weapon, Hunting Area (General or Discovered)

Benefit: You may either Process or Hunt.

Processing allows you to process a number of game based on their size, up to: Wildlife

Small - 4 small game

Medium - 3 medium game

Large - 2 large game

Huge - 1 huge game

Hunting allows your to make a Stealth or Survival skill check, and consult the following chart with the result, unless the Hunting Area has its own chart to consult (which would be found under Discovered Landmarks):


 * 1-9: You find nothing.
 * 10-14: You lose your quarry, but gain a +5 bonus to the next attempt at Hunting provided it occurs by the end of the following day.
 * 15-19: You hunt and kill 1 Rabbit.
 * 20-24: You hunt and kill 1 deer (1d2: 1 - stag, 2 - doe).
 * 25-29: You hunt and kill 1 Rabbit and 1 deer (1d2: 1 - stag, 2 - doe).
 * 30+: You hunt and kill 2 deer (1d2, each: 1 - stag, 2 - doe).

Logging (Group 5)

Cost: 1 Work Point

Requires: Axe, Trees (Abundant in most locations)

Benefit: You make a Strength check and consult the following chart with the result to determine the amount of resources harvested (Unless the relevant logging site has its own chart, in which case use that):


 * 1: Your axe breaks. Logging Axes will always break on a Natural 1 (regardless of Strength modifier).
 * 2-9: You recover 1 Palm log.
 * 10-14: You recover 2 Palm logs.
 * 15-19: You recover 3 Palm logs.
 * 20-24: You recover 5 Palm logs.
 * 25+: You recover 7 Palm logs, and 1 Darkwood palm log.

Mining (Group 5)

Cost: 1 Work Point

Requires: Mining Pick, Mine (Constructed, or Discovered)

Benefit: You make a Strength check and consult the following chart with the result to determine the amount of resources harvested (Unless the relevant mining site has its own chart, in which case use that):


 * 1: Your pick breaks. Mining Picks will always break on a Natural 1 (regardless of Strength modifier).
 * 2-9: You recover 1 stone block.
 * 10-14: You recover 2 stone blocks.
 * 15-19: You recover 3 stone blocks and 1 coal (1 lb).
 * 20-24: You recover 5 stone blocks, 2 coal (1 lb, each), and 1 iron ore.
 * 25+: You recover 10 stone blocks, 4 coal (1 lb, each), and 2 iron ore.

Overtime

Cost: 2 Downtime Points or Special (See Below)

Requires: -

Benefit: You gain  1 “Overtime” Point. This functions exactly as a Work Point, except for purposes of other benefits and abilities that specify “Work” points. In lieu of spending Downtime Points, once per day you may incur 20 Fatigue, Stress, Dehydration, and Hypothermia (if exposed to the elements), to gain 1 “Overtime Point”. This may be done a second time in a given day, but doubles all of the incurred Exhaustion.

Relaxation

Cost: 1 Downtime Point

Requires: -

Benefit: You lower Stress and Fatigue by 10 points (each). If done within range of a heat source, Hypothermia is lowered by 10 points, as well.

Repair

Cost: 1 Work Point

Requires: Materials, Structure

Benefit: You restore 1 point of Condition to a selected structure.

Scouting

Cost: 1 Downtime or Work Point

Requires: -

Benefit: You scout a safe radius around a central point. Doing so will allow your group to avoid an encounter in that area for the day with a Perception skill check. The DC to avoid encounters for one day in the scouted area is equal to 10 plus the number of people in the group, plus the highest level present in that group. As an example, a single level 1 character would face a DC 12 (10 + 1 + 1). Alternatively, passing this DC could allow you to instead request an encounter from an admin, if they are free to run one for you. You must choose one of these effects, and it must be chosen before making the roll.

Travel

Cost: 1 Downtime or Work Point

Requires: -

Benefit: You may travel up to 2 miles distance at a standard pace. In weather that incurs Fatigue damage of 10 or more, this rate is cut in half to 1 mile. If no roads are present, or the terrain is outright considered Difficult Terrain.

Triage

Cost: 1 Downtime or Work Point

Requires: Triage, Medical Post, Infirmary

Benefit: You may make use of the medical facilities on hand to treat Exhaustion at the rate dictated by the type of facility being utilized (Triage, Medical Post, or Infirmary).