Survival

Endure hostile worlds and find food/shelter.

Survival is the skill of not dying when the ship leaves you behind. It covers foraging (finding edible or potable resources on alien worlds), shelter construction (against radiation, storms, predators), weather prediction (reading atmospheric and geological cues), hazard recognition (toxins, parasites, unstable terrain), and navigation by natural features when nav-systems are dark. In the verse, Survival is the Scout's bread and butter, the Chaplain's pastoral duty on frontier missions, and the reason Rim-born crews laugh at Core spacers who cannot start a fire without a plasma lighter.

Rules Reference

FieldValue
Armor Check Penaltyfalse
Key AbilityWIS
Trained Onlyfalse
Untrained Use
Key AbilityWIS

Notes

Special: A successful Survival check (DC 15) lets a party move through hostile terrain without a forced-march check. Survival is also used to avoid getting lost when nav-systems are unavailable.

Special: A successful Survival check (DC 15) lets a party move through hostile terrain without a forced-march check. Survival is also used to avoid getting lost when nav-systems are unavailable.

Untrained: May attempt basic foraging and shelter finding at -2 penalty. Cannot navigate off-chart or predict weather. No hazard identification beyond obvious visual cues.

Descriptors

dc: 10

FieldValue
dc10
taskForage for food in a temperate biome

dc: 15

FieldValue
dc15
taskFind safe shelter before a storm

dc: 18

FieldValue
dc18
taskPredict a hostile world's weather cycle

dc: 20

FieldValue
dc20
taskNavigate off-chart wilderness

dc: 25

FieldValue
dc25
taskIdentify a toxin or environmental hazard

dc: 30

FieldValue
dc30
taskSurvive unaided on a lethal-class world

Synergy

bonus: 2

FieldValue
bonus2
fromTracking
threshold5

bonus: 2

FieldValue
bonus2
fromXenology
threshold5

Synergies

bonus: 2

FieldValue
bonus2
ranks5
skillTracking

bonus: 2

FieldValue
bonus2
ranks5
skillXenology

bonus: 2

FieldValue
bonus2
ranks5
skillPerception

Uses

application: Forage for food in a temperate biome

FieldValue
applicationForage for food in a temperate biome
dc10
failureNothing edible found; must try again or go hungry.
successEnough food and water for 1 person for 1 day.

application: Find safe shelter before a storm

FieldValue
applicationFind safe shelter before a storm
dc15
failureNo shelter; party exposed, Fortitude save vs. fatigue.
successShelter found or built; party protected from elements.

application: Predict a hostile world's weather cycle

FieldValue
applicationPredict a hostile world's weather cycle
dc18
failureIncorrect prediction; party caught unprepared.
successAccurate forecast; +2 to next Survival check in this biome.

application: Navigate off-chart wilderness

FieldValue
applicationNavigate off-chart wilderness
dc20
failureLost; add 1d4 hours to travel time.
successArrive at destination without getting lost.

application: Identify a toxin or environmental hazard

FieldValue
applicationIdentify a toxin or environmental hazard
dc25
failureHazard missed; party exposed, Fortitude save required.
successHazard identified and avoided; party warned.

application: Survive unaided on a lethal-class world

FieldValue
applicationSurvive unaided on a lethal-class world
dc30
failureCondition deteriorate; 1d6 non-lethal damage per hour exposed.
successSurvive 24 hours; resources found, shelter adequate.