Survivalist

Overview: There are those whose profession lies in the wilderness, whether it be by choice or against it. Survivalists are especially common amongst the Free Tribes who must depend on nature itself to sustain. But such a harsh existence cannot help but spur the growth of essential skills in woodcraft such as tracking, hiding and fleeing. Unlike the other Professions who allow for the manufacture of products and exist in a society, the Survivalist bears no such conceit. The civilized world may fall to ruin – but Survivalists will hold their own as they are accustomed.

BASIC SURVIVALIST: A first level character that chooses Survivalist as his first Profession receives the following:
-Gain the Hunter-Gatherer skill
-Learn the First Aid skill

Survivalist Skills

Basic Skills: can be learned from Player Characters or Non-player Characters who possess the Teach skill. Alternatively, these can be learned during character creation.

10                    Hunter-Gatherer

5                      Athletics

3                      Conceal Item

10                    Dirty Fighting

5                      Feign Death

3                      First Aid

5                      Resilience

5                      Persistence

5                      Shot on the Run

7                      Skillful Scrounger

5                      Skullduggery

Complex Skills: can be learned from Player Characters or Non-player Characters who possess the Teach skill.

5                      Expert Hunter-Gatherer

5                      Camouflage

5                      Expert Skullduggery

7                      Field-repair armor

7                      Field-repair weapon

7                      Student of the Lotus

10                    Trophy Hunter

Erudite Skills: can only be learned from select Non-player Characters.

10                    Master Hunter-Gatherer

10                    Master Camouflage

5                      Master Skullduggery

10                    Cautious Harvester

10                    Lead the Hunt


SKILL OVERVIEW:

Hunter-Gatherer
Description: The cornerstone of the Survivalist profession, the Hunter-Gatherer is adept at finding and extracting bounty of the wild. This manifests in their ability to scrounge resources during their travels in the wilderness: gathering food, finding shelter and even coming out slightly richer even in the worst of terrain. Their expertise also is evident in their unique skills in harvesting usable components from fallen beasts and elementals, a disgusting, filthy task — but one that can pay in great dividends.

Usage: At the start of every event, the Survivalist can approach Logistics and be given a basic herbal component. However, due to the unstable nature of the Hinterlands and the constant threats it faces, this bounty might not always be available. If the land is corrupted or severely damaged by magic, pollution or disaster, Survivalists will not be able to benefit from this function of Hunter-Gatherer.

After counting “Harvesting 1, Harvesting 2…Harvesting 10”, the Survivalist can invoke “Harvest Component” to harvest 1 component from a fallen monster. Typically, most Mortals and humanoids do not have components on them. Not all monsters will have components and some of these components will need to be purified by an Alchemist before they are usable, but for a canny Survivalist this can be another source of easy income.

Expert Hunter-Gatherer

Requires: Hunter-gatherer skill

Description: Expert Hunter-Gatherers are adroit survivors, thriving in the wilds of Midworld with ease. Those learned in this rank of the skill are better at squeezing resources from the lands they tread. Furthermore, they have gained greater communion with the wilderness, becoming more capable in the art of hiding and more aware of surroundings than the rest of their society-bound kindred.

Usage: An expert Hunter-Gatherer will gain two basic herbal components at the start of every event. This function of the skill may not always be available (see above).

An Expert Hunter-Gatherer using the Camouflage skill needs only 15 seconds to successfully hide. Similarly, An Expert Hunter-Gatherer only need 5 seconds of observation before using the Sense Hidden feat.

Master Hunter-Gatherer

Requires: Expert Hunter-gatherer skill

Description: Characters with this skill are as comfortable in the wildlands of Midworld as they are in their own home. They need to spend only the minimum of effort and time in obtaining food and shelter in the wilderness, allowing them more time to scrounge and scavenge usable resources. One with the savage and unpeopled lands, they are masters of the hunt and the chase. Those in their reach will find it hard to escape them and those pursuing Master hunter-gatherers will find these hardy folk capable of endless and tireless flight.

Usage:  A master Hunter-Gatherer will gain three basic herbal components at the start of every event. This function of the skill may not always be available (see above).

Master hunter-gatherers that spend 10 seconds walking or running when using the Flee the Scene feat may waive the feat’s SP cost. Furthermore, when Master hunter-gatherers use Pursue Quarry, they may waive the SP cost if they are within weapon reach and a step of their target. 

Athletics
Description: Having the athletics represents a character’s talent and training in athletic endeavors, such as jumping, climbing and swimming. When faced with these physical activities, a character with Athletics is more likely to be able to perform them quicker, better and with greater ease than one without Athletics.

Usage: When faced with a physical challenge, a character with Athletics can use this skill to bypass an in-game obstacle or make it easier to traverse. This skill is so broad in application that when faced with an applicable situation, clarify with the Game Marshall to determine if Athletics can help in the current situation.

Camouflage
Description: A character skilled in Camouflage can hide themselves from sight, effectively turning invisible as long as they do not move. Camouflage is important for characters who wish to conduct ambushes or hide from pursuit. The power of this skill is not foolproof, however – certain Feats allow others to detect the presence of a Camouflaged character, although it takes some effort and energy to perceive and reveal a Camouflaged character’s position.

Usage: To use this skill, you must be adjacent to some cover (e.g. a tree, a shrub, a table, a wall) that hides you from view and you must be in the hiding position (crouching, arms crossed across chest). When these prerequisites are fulfilled, you may count “Hiding 1, Hiding 2…Hiding 30” in a normal voice; If you are touched by any creature or hit for any damage, you must stop your count and stand up.

If you complete the Hiding count without interruption, you become Invisible until:

–          you speak in-game (which includes spell-casting)

–          you move from your position

–          you Channel

–          or you perform an attack.

Characters with the Sense Hidden Feat or similar Spells/Feats will automatically sense your presence, although they cannot pinpoint or reveal your position without expending SP. You cannot use this skill if you are wearing any kind of metal armor that isn’t chainmail.

Master Camouflage

Requires: Camouflage skill

Description: As a master of camouflage, you are able to hide yourself in a manner that defeats almost all supernatural and extraordinary attempts to locate you. While the traces of your presence are nearby, this skill allows you to evade detection through the use of decoys, false trails and similar tricks that make conventional methods of pinpointing your location worthless.

Usage: If you are using the Camouflage skill outdoors and during the night hours (defined as before Sun-up and after Sun-down), you can declare “Master Camouflage” when someone attempts to pinpoint your location with feats and spells such Sense Hidden. Such characters remain aware of your presence but cannot find you without the use of features or skills that specifically defeat this skill.

Cautious Harvester

Requires: Master Hunter-Gatherer

Description: Harvesting components and organs from the dead is a rewarding task, but it is not without risk. Some creatures are so venomous that delving into them inflicts poison upon the would-be harvester. Those with this skill are able to avoid these dangers, augmenting their gear with methodology to minimize the hazards of their craft.

Usage: When you take damage from Harvesting a fallen creature, you may invoke “Cautious Harvester” to minimize the amount of damage that you take.

Similarly, if Harvesting a creature would infect you with a disease, poison or similar affliction — this skill prevents you from gaining it from Harvesting. 

Phys-rep requirements: Gloves or Gauntlets and a Mask

Conceal Item
Description: The Conceal Item skill allows you to hide the presence of an item or a small bag upon your person. Only dedicated and skilled searchers can find this concealed item or container; pickpockets and cutpurses are out of luck in that regard. Therefore, skill favored by all kinds of characters. Merchants and adventurers use it to secure their goods while smugglers and assassins use it to transport restricted or dangerous objects across checkpoints.

Usage: To use this skill, you must say “Concealing 1, Concealing 2, Concealing 3…Concealing 10 while holding a pouch no bigger than your head or an item no bigger than a dagger, making it the target of this skill. You can only have one such item on your person as a target at a time and an item loses the protection of this skill if it ever leaves your person in any way.

While the target of this skill is on your person, all uses of the Cut Purse skill are countered; when a Game Marshall or Staff member approaches you on the behalf of a would-be thief, they cannot take the target of this skill or its contents.

Similarly, when a character attempts to loot your body with the Search action, he or she cannot find the target of this skill or its contents. The “Thorough Search” function of the Skillful Scrounger skill defeats Conceal item.

Dirty Fighting (rank 1)
Description: Part of being in the wild is striking from ambush, especially when hunting game. The Dirty Fighting skill is that method, studied and applied to one’s battle tactics and weapon skill. Those trained with this skill can strike with greater power when striking from behind.

Usage: With this skill, you gain the following benefits:

–          When you perform a “Backstab” attack, you now add +1 to the damage of your normal melee attack (this adds to the bonus from the Backstabber Rogue feature, the Pincer Strike Soldier feature or similar features that you may have).

–          Your Assassinate feat (if you have it) now inflicts 15 points of damage.

Special Note: The Survivalist Profession only grants access to the first rank of Dirty Fighting. Subsequent ranks cannot be gained through this Profession.

Feign Death
Description: One of the most useful skills to learn while traversing the great wild is the ability to feign death. Sometimes called “Playing Possum”, this skill allows a character to pretend to die, potentially redirecting all attention from themselves to other, more active combatants. For the solitary wanderer, this talent is especially useful when trespassing a pack’s territory or crossing certain beasts during mating season. More than mere play-acting, Feign Death actually slows the internal systems of its user, allowing them to take less damage and to fool all but the most observant with their death-like trance.

 

Usage: Anytime you are hit by an attack that inflicts damage, you may spend 1 SP and choose to fall to the ground or take a knee, whisper “Feign Death” and begin a fake death count. When anyone attempts to determine your true state of injury, you may give them this fake death count. You only need to clarify the truth of your condition when the Aura-sight skill, the Medicine Man skill (and its upgrades) or the Sense Deception feat is used upon your prostate form. After one minute, your body truly assumes a death-like trance — any damage inflicted upon you in this state inflicts Minimal damage except Mortal-bane damage.

The use of this skill is not without its risks. Killing Blows, a Fire Elemental’s Cremate, the Feasting ability of Undead or any other ability or attack that targets a dying or helpless creature will inflict 100 points of Mortal-bane damage upon you which cannot be resisted in any way. You will take a Killing Blow if this brings you to 0 HP.

You may “Feign Death” for a maximum of 10 minutes. You may prematurely break this trance after a 60 second whispered count. Not doing so disrupts your internal systems and expends all of your SP. If you already have 0 SP, the shock to your body is aggravated and you are reduced to 1 HP instead.

Field-Repair Armor

Description: Armor protects its wielder from injury, from steel and even from burning flame. However, when armor is beaten and severely damaged, it can no longer provide the necessary protection of its design. When a Smith and workshop are unavailable, many learn how to jury-rig and improvise repairs upon their armor; breathing life back to its damaged form and allowing it to continue its vital task.

Those with this skill will usually find a safe spot to perform this task, either doing this hidden from enemies or behind an established perimeter or battle-line of allies. Creating a place of safety is especially important for those who wish to repair their own armor because of the necessary liabilities it creates for them.

Usage: To use this skill, you must spend at least 100 seconds counting aloud (“Field-repair 1, Field-repair 2…Field-repair 100) while simulating repair procedures and mending methods on up to 6 armor pieces. A breastplate or a mail hauberk is considered 1 armor piece while a pair of gauntlets is considered to be two armor pieces. Therefore, you can repair an entire suit of armor while doing this (a helm, two gauntlets, two greaves and a torso piece).

When an armor piece is successfully Field-repaired, the AP it grants is restored to half the maximum amount. This means if you repair a Breastplate that normally grants 20 AP, using this skill will bring it to 10 AP no matter what it was before. If you use this skill on an armor piece that has been Hardened through advanced Smithing techniques, it is instead restored to its maximum AP.

If you are distracted by damage, a Control effect or are otherwise sidetracked from your craft, you must restart your Field-repair count from the beginning.

You do not need a workshop or the Inn to use this skill but you cannot Field-repair any armor that is being worn.

Special Note: In order to restore an armor piece to its maximum potential, you need an Armorsmith and a Workshop (or the Inn). Certain Grey Witches and some Priests of Creation can also repair armor to its full potential.

Field-repair Weapon

Description: Woe to he who wields a broken weapon, for it is of little use in attacking anything. Woe to he who wields a broken shield, for it is more liability than protector.

For those in the thick of combat and far away from the workshop, the Field-repair weapon skill exists to restore some utility to an otherwise useless weapon or shield. While the improvised mending and repair-work that this skill applies does not completely restore a shield or a weapon to optimum utility, the result is more than enough to allow its wielder to snatch victory from woe’s grasp.

Usage: To use this skill, you must spend at least 100 seconds counting aloud (saying “Field-repair 1, Field-repair 2…Field-repair 100) while simulating repair procedures and mending methods on a single weapon or shield.

If you are distracted by damage, a Control effect or are otherwise sidetracked from your craft, you must restart your Field-repair count from the beginning.

When a weapon is successfully Field-repaired, it inflicts its normal damage minus 1. It contrast, a broken weapon used to attack will never inflict more than 1 point of damage.

You do not need a workshop or the Inn to use this skill; you can Field-repair a weapon while in the middle of a battle-field, so long as you are not disturbed or distracted.

Special Note: In order to restore a weapon to its maximum potential, you need a Weaponsmith and a Workshop (or the Inn). Certain Grey Witches and some Priests of Creation can also repair armor to its full potential.

First Aid
This skill has three basic functions:
Examine Patient: After 10 seconds of analysis and close study, you can determine:

  • A patient’s exact point on the Death Count.
  • If he is poisoned or diseased and the general strength of the ailment (Basic, Complex, Erudite, etc).
  • Any other physical ailments that he may be suffering. (Broken Limbs, Stun, Daze, etc)

Bind Wounds: After 60 seconds of bandaging, you can:

  • Rouse the Dying: Stabilize a dying patient that has yet to go into Critical (beyond 300 secs/5 mins). Your treatment can their current HP total to 1.
  • Stop Critical Count: Halt the progression of a patient while he is in their critical death count. For the next 10 minutes, so long as you keep a physical presence (arm’s length) with him and don’t move him, his death count will cease. After these 10 minutes, no matter who tries to do anything with your patient, the death count may no longer be delayed – only stopped.

Lead the Hunt

Requires: Master hunter-gatherer skill

Description: Even those who have spend years living alone in the wilderness can recognize the power of numbers. However, being accompanied by those unskilled in the ways of the wild can often spoil hunts or risk greater danger. Those with this skill are able to mitigate the clumsiness of their allies, hiding them from sight or even allowing them to keep up during a hunt.

Usage: When using the Camouflage skill, you may also affect an adjacent ally — however they suffer the same restrictions that the skill applies. While this skill is similar to the Soldier’s “Lay the Ambush”, it is not bound by the same limitations.

Also, when you use the Pursue Quarry feat, you may bring an adjacent ally with you. This ally must be fully mobile. This skill will allow a Hunter to bring one more ally when using the “Guide the Pursuit” ability.

Persistence
Description: You are possessed of a fleetness of foot and a resistance to standing still. When the winds of change blow against you, you can dance with it and let it guide you. When something threatens to you immobilize you and imprison you, it cannot hold you for long.

Usage: Force effects with a duration (such as Snare, Shackle or Grapple)only affect you for half the duration, rounding up. Likewise, when you are affected by a Knockback effect, you are only pushed back for half the amount (rounding up).

When the effect would end, say “Persistence”. However, Persistence will not reduce a Force effect that has already been reduced.

Like most skills, Persistence does not cost SP to use. You may use this skill as many times as you need.

Resilience
Description: You are no stranger to pain and to suffering. Your body has borne wound, scar and bruise countless times and it has learned to recover from these and quickly. Pain may stop you… but not for very long.

Usage: Pain effects with a duration (such as Stun, Daze or Cripple Limb)only affect you for half the duration, rounding up. When the effect would end, say “Resilience”. However, Resilience will not reduce a Pain effect that has already been reduced.

Like most skills, Resilience does not cost SP to use. You may use this skill as many times as you need.

Shot on the Run

Description: While holding the line and standing fast against the enemy is important, equally so is the concept of mobility. Those who cannot move fast or cannot move will fall in battle to a mobile enemy. Because many battles have parameters and objectives that change or relocate, mobility is practically akin to adaptation and thus, superiority on the battlefield.

This skill allows an archer the necessary superiority he or she needs to survive the rigors of combat through mobility training. Those with this skill can continue to aim even while running at their fastest speed and dodging projectiles or spells.

Usage: With this skill, you are able to run or walk while performing an Aim count with a ranged weapon (such as a Throwing Knife, a Bow or a Crossbow).

Furthermore, using the Dodge feat or the Evade feat no longer interrupts your Aim count.

Skillful Scrounger
Description: One of the primary acquisition skills of any character, this skill represents training and experience in searching a body or container for any item of value. Survivalists, scavengers and criminal types are common users of this skill although it can be found among the forces of law and order and among adventurers.

Usage: With this skill, you can perform the following actions on a fallen character, a container or a place where you think a trap is located (a doorway or a tree).

–          After 60 seconds of searching (“Searching 1, Searching 2…Searching 60”), you can invoke a “Thorough Search”. A thorough search defeats the conceal item skill or similar spells and effects.

–          After 10 seconds of searching(“Searching 1, Searching 2…Searching 10”), you can invoke a “Quick Search” which will yield one item from the target’s person, chosen at random.

–          After 60 seconds of searching, you can invoke a “Search for Traps” which will allow you to determine whether an Object or a Door is trapped or not.

Special Note: Without this skill, performing a search always requires 60 seconds and never reveals Concealed items.

Skullduggery
Description: This skill represents training in lockpicking and trap-disarming techniques, without actual knowledge of how to build locks or traps (which is the Smith profession). As one of the prime acquisition skills, Skullduggery allows you to pick a basic lock or disarm a basic trap after 30 seconds. Mainly used by thieves and burglars, this skill is of great use to adventurers who enter tombs and other complexes that are protected by traps.

Usage: To use this skill, you must be within arm’s reach of a trap or a lock and in a crouched position if possible. While you are adjacent to the target of this skill, you may slowly count to 60 seconds by saying “Skullduggery 1, Skullduggery 2…Skullduggery 60. If you are disrupted or distracted by damage or in any other way, you must stop your count and start again.

If the target of this skill is a basic lock, it is opened without need for a key. If it is a complex or erudite lock, then it remains locked.

If the target of this skill is a basic trap, it is disarmed and can be activated to no effect. If the target of this skill is a complex or erudite trap, then you may trigger it and it affects you.

Special Note: This skill does not actually allow you to know the level of the trap or lock that you are disarming or unlocking until after you complete your count.

Physical Representation Requirements: A dagger weapon (latex or boffer)

Expert Skullduggery

Requires: Skullduggery skill

Description: This skill represents training in advanced lockpicking and trap-disarming techniques, without actual knowledge of how to build locks or traps. With this skill, a character can now trick complex locks into opening and harmlessly disarm complex traps.

Furthermore, this skill lowers the amount of time needed to pick a basic lock or disarm a basic trap.

Usage: To use this skill, you must be within arm’s reach of a trap or a lock and in a crouched position if possible. While you are adjacent to the target of this skill, you may slowly count to 60 seconds by saying “Expert Skullduggery 1, Expert Skullduggery 2… Expert Skullduggery 60. If you are disrupted or distracted by damage or in any other way, you must stop your count and start again.

The results of this skill usage are as follows:

–          Basic lock: Opened and only requires a 30 second count instead of 60 seconds.

–          Complex lock: Opened

–          Erudite lock: No effect

–          Basic trap: Disarmed and only requires 30 second count instead of 60 seconds

–          Complex trap: Disarmed

–          Erudite trap: Activates as though you triggered it.

Special Note: This skill does not actually allow you to know the level of the trap or lock that you are disarming or unlocking until after you complete your count.

Physical Representation Requirements: A dagger weapon (latex or boffer)

Master Skullduggery

Requires: Expert Skullduggery skill

Description: After many years of experience and after countless hours of blood and toil, you have perfected the necessary techniques that allow you to pick the greatest of locks and disarm the most conniving of traps.

Also, you can use this skill to disarm certain magical wards. However, doing this is a dangerous process because of the volatile magical energies unleashed by disarming it – thereby requiring some outside assistance in the form of medical aid.

Usage: To use this skill, you must be within arm’s reach of a trap or a lock and in a crouched position if possible. While you are adjacent to the target of this skill, you may slowly count to 60 seconds by saying “Master Skullduggery 1, Master Skullduggery 2… Master Skullduggery 60. If you are disrupted or distracted by damage or in any other way, you must stop your count and start again.

The results of this skill usage are as follows:

–          Basic or Complex lock: Opened and only requires a 30 second count instead of 60 seconds.

–          Erudite lock: Opened

–          Basic or Complex trap: Disarmed and only requires 30 second count instead of 60 seconds

–          Erudite trap: Disarmed and harmless.

To use this skill to disarm a Magical Ward, you must count to 60 seconds as above; afterwards, you and every character within 5 steps of the ward will then take 100 points of damage that cannot be avoided with a Feat, Item or Spell.

Special Note: This skill does not actually allow you to know the level of the trap or lock that you are disarming or unlocking until after you complete your count.

Physical Representation Requirements: A dagger weapon (latex or boffer)

Student of the Lotus

Description: Amidst jungles of the Labyrinthium, the venomous marshes of the Fir’bolg and the cultivated gardens of Kenrei, the art of poisoning has many practitioners that seek to perfect its craft and its delivery. However, armor has ever been a serious obstacle to delivering poisons, mandating the creation of this skill. The Student of the Lotus skill allows a talented poisoner to bypass the protections of armor and apply poison to his victim. While this skill’s usage is hardly effortless, the reward is great enough.

Usage: To use this skill and deliver a poison effect to a character with AP remaining, you need to hit with two normal melee attacks . Before the first attack, say “Expose armor 1. Similarly, say “Expose armor 2 before the second attack. If both connect, then you have up to 60 seconds to deliver a Combat Poison through a melee attack or a ranged attack (using the Poison Dart skill).

See the section on Poison (in the Brewer Profession) for more information.

Trophy Hunter

Requires: Expert Hunter-Gatherer

Description: There are those who hunt and there are hunters – the latter are those who have keened their hunting and slaying skills to a fine edge. Some are so proud of their accomplishments that they keep trophies of those that they slay. While others would consider such a practice vain or disgusting, these trophies are more than mere ornamentation – they are solid proof of a killer’s strength.

Usage: When you successfully perform the Harvest Component action upon a non-Mortal creature and you receive no components, you may invoke “Trophy Hunter” to gain 10 AP. These AP do not regenerate if expended and they do not stack with any other sources of AP.

Phys-rep requirement: A belt, necklace or similar ornamentation of horns, furs or brightly colored gems (elemental embers).


SURVIVALIST FEAT LIST:

Build Cost: Each feat costs 5 build to learn.

Break Force
Critical Strike
Endure Pain
Flee the Scene
Pursue Quarry
Sense Hidden


FEAT OVERVIEW:

Break Force

1 SP
Basic, Force Defense

Description: While most Force effects are not dangerous by themselves, they can lead to perilous circumstances. Even the most slippery of Rogues are at a severe disadvantage when their feet are bound by a Snare and many a Warrior has lamented being thrown into a pit by an unfortunate Knockback. The Break Force feat allows you to break through any binding or repelling force through sheer willpower and persistence.

Usage: To use this feat, you must spend 1 SP and say “Break Force” in response to a Force attack (such as a Grapple, a Snare, a Shackle or a Knockback effect). You cannot use this Feat to defend against an attack that comes from behind you and strikes your back torso.

Critical Strike

1 SP
Basic, Melee/Ranged, Attack

Description: There are two main schools of thought with the Critical Strike feat. For some fighters, it is simply a mighty blow driven by muscle and will. For others, it is precision and skill – the talent of striking the right organ or body part, at the right time. Many Warriors, Rogues and Marksmen use this Feat in a methodology that lies somewhere between the two philosophies – but the result is the same: the severe injury inflicted upon one’s enemies.

Usage: To use this feat, spend 1 SP while performing a ranged or melee attack upon your enemy. In mid-swing or mid-throw, say “Crit! X damage”, where X is equal to your normal attack damage plus 3. This damage includes any Expertise bonuses, bonuses granted by Great Strength or special Backstab or Flourish bonuses.

If you are performing Critical Stri
ke as a ranged attack, then you must Aim before you use it.

Endure Pain

1 SP
Complex, Pain Defense

Description: Pain effects are one of the more debilitating of Control effects; they can disable, hamper or even completely paralyze the recipient. Learning this feat involves intense training and discipline so that the character can place mind above body and with simple willpower – ascend above the agony that his or her body is suffering.

Usage: To use this feat, you must spend 1 SP and say “Endure Pain” in response to a Pain attack (such as a Cripple Limb, a Daze or a Stun effect). You cannot use this Feat to defend against an attack that comes from behind you and strikes your back torso.

Flee the Scene

1 SP
Basic, Escape

Description: This feat represents training in running and eluding the pursuit of most enemies. A character with Flee the Scene is an expert at escaping dangerous encounters and surviving deadly enemies through the ancient art of running away. Many are those who dislike this tactic and deem it “dishonorable”. However, the benefits of surviving a stronger or more numerous opponent can often dwarf even the satisfaction of pride when one’s life is at stake.

Usage: To use this feat, you must move while counting for 10 seconds, saying “Fleeing 1, Fleeing 2…Fleeing 10”. If you are not brought to 0 HP or rendered immobile somehow, you can spend 1 SP and then say “Flee the Scene” at the end of your flight. This has the following effects:

Out of game: This allows you to go out of game for 100 seconds. Raise your hard and count “Escape 1, Escape 2, Escape 3… Escape 100”.

Move out of combat: Move to while out of game, you must walk slowly (one step per second) to a non-combat location.

Cannot be followed: No one can follow you unless they have the Pursue Quarry Feat or unless they have the Flee the Scene Feat.

Cannot be burdened: You cannot be burdened with anything or anyone while Fleeing – this means you cannot carry the bodies of friends or enemies with you.

Return to game: After 100 seconds, you return to the game and anyone following you with the appropriate abilities also return to the game.

Pursue Quarry

1 SP
Complex, Detect Escape

Description: By tracking a target’s movement and taking note of environmental clues, this feat allows its user to follow a would-be escapee. Characters with this feat are often trackers and hunters in the wild or are bounty hunters, bloodhounds or other law enforcement professionals.

Usage: To use this feat, you must be aware of another character using an Escape effect such as the Flee the Scene feat or the Word of Exodus spell. When the “Escape” effect is invoked, you may spend 1 SP and respond with “Pursue Quarry”.

You may also go “out of game” and place your hand (or weapon) upon your head. You may follow your target out of the scene although you must maintain the same distance that you had with your target. When your target completes the Escape effect, you may enter the game with them. If your target should attempt to escape again, the onus is upon you to stop it somehow or to pursue again.

Sense Hidden

1 SP
Basic, Detect Hidden

Description: This feat represents specialized training in the seeking out and the revelation of hidden creatures. Those who can Sense Hidden have trained their senses to pierce the subterfuge of the invisible and the unseen. This is especially useful in avoiding ambushes and seeking out hidden quarries.

Usage:When there are invisible creatures in the area, merely the knowledge of this feat allows you to subtly detect the presence of others through various clues in the environment. Without this feat or similar abilities, you must act completely unaware of the invisible creatures’ existence.

To reveal the location of 1 invisible creature, you must count to 10 seconds by saying “Observing 1, Observing 2… Observing 10” while pointing at your desired target. Afterwards, merely spend 1 SP, say “Sense Hidden!” and your target will be revealed to all (as below).

          Unless they are somehow able to defend against your feat, they must stand up from their hidden position. This unmasks them for you and everyone around you.

          “Sense Hidden” only reveals one enemy; to reveal other hidden ambushers, you  must use this feat again.

          This feat will not help you against players are not using game rules to be unseen or players whose presence you are unaware of.