Survivor Discipline
Also called Survival or Outdoorsmanship, this Discipline concerns itself with enduring and persisting through the perils of the World beyond the Fall. Invest in this Discipline if you:
Want to improve your resilience to damage and hazards
Want to play a rugged survivalist, a back-up healer, or a tough as nails explorer.
Want to be incredibly difficult to put down and keep down
DISCIPLINE OVERVIEW
BASIC SKILLS
Armor Expertise: Use and repair armor that you are wearing
Treat Injury: Use a Herb Kit to cure wounds and heal your allies.
Will to Survive (ATN): Dedicate an attunement to increase your Health
COMPLEX SKILLS
Resist Blizzard: Protect yourself from Blizzard attacks and Blizzard creatures.
Resist Magna-Storm: Protect yourself from Storm auras and Storm creatures.
Resist Radiation: Protect yourself from Radiation attacks and Irradiated creatures.
Resist Toxin: Protect yourself from Toxic attacks and Toxic creatures.
Willful Tenacity (ATN): Dedicate up to two attunements to increase your Health
ERUDITE SKILLS
Endure Plague: Negate diseases and blights upon yourself.
Iron Fortitude: Recover more quickly from minor attacks
Stim Shivers (ATN): You may retain two Elixirs, at some cost
Supreme Toughness (1/P): Shrug off all Strikes, Wounds, and Blight and heal yourself.
Tough as Nails (ATN): Dedicate up to three attunements to increase your Health.
BASIC SKILLS
ARMOR EXPERTISE
(Basic Scrapper/Survivor/Weaver; Active-Armor, Defense-Melee/Ranged)
You are skilled in wearing armor and using its defense to deflect blows. This skill starts you with a “Maximum Aegis” of 1 Aegis and has several subfunctions:
Use Aegis (-Aegis)
Step 1: Wear Body, Heavy,, or Ultraheavy Armor and receive an attack
Step 2: As a Reaction, expend 1 Aegis. If you have 0 Aegis, stop here.
Step 3: Invoke “Aegis” as a defense
Step 4: Safely stop your momentum and/or take a step away from your attackers
Step 5: This will negate all the attacks you received in the last second except as below
-- No “Master” attacks: These will be prefixed with “Master” (e.g. “Master: 5 damage”)
-- No “Ambush” attacks: These are usually not prefixed but they hit a subject from behind AND upon their back torso.
Refit Armor (long task): The primary method of regaining expended Aegis is to spend 5+ minutes roleplaying your armor’s upkeep and resting. Upon completion, you regain 2 Aegis, up to your maximum Aegis for every 5 minutes spent. Take note your Aegis cannot exceed the Aegis cap of 5.
Patched Status: Some skills can give armor wearers the Patched status. While “Patched”, an individual can expend it to use “Aegis” without spending from their own Aegis pool.
This is invoked as “Patch Aegis” and cannot be augmented further. Unless granted as a “Lasting Patch”, this status falls off after 10 minutes or after the current combat ends (whichever happens last). “Lasting Patches” fall off at the Event’s end, if unused.
Prop Requirements: Body Armor, Heavy Armor, or Ultraheavy Armor
TREAT INJURY
(Basic Doctor/Soother/Survivor; Active-Conc/Focus, Imbue-Heal/Cure, Inquiry, Aug)
You are able to quickly patch an ally, even through the stress of combat.
Step 1: Wear an Herb Kit
Step 2: With an empty hand, touch with your patient’s shoulder with one empty hand and/or simulate bandaging them
Step 3: Perform iConc-7 while doing the above
Step 4: Upon completion, invoke one of the options below to bestow their effects
Option 1: “Remedy - Heal 1”
Option 2: ”Remedy - Cure Wounds”
Option 3 ”Examine - What Diseases are affecting you”
Option 4: ”Examine - How many Grave Scars do you have”
Option 5: ”Examine - What Control effects are you suffering?”
Swift Remedy (-Focus): If you expend 1 Focus when using this skill, you can invoke “Remedy” as “Swift Remedy” to lower the required iConc to iConc-2, and increase the effect to “Heal 3”.
WILL TO SURVIVE
(Basic Survivor; Active-Conc/ATN, +HP)
You can increase your capacity to suffer damage through sheer will.
After qConc-30, you may occupy one Attunement (aka ATN) with this Skill and mark it down on your back sheet. This has the effect of increasing your maximum HP by 1 for the rest of the current Event.. This Skill will not allow you to increase your Maximum HP beyond 10 HP.
This Skill allows for only a maximum of one Attunement to be expended in this way per Event.
COMPLEX SKILLS
RESIST BLIZZARD
(Complex Survivor; Active-Resolve, Aura/Blizzard/Frost-Defense, Resist)
Requires: Any two Basic Survivor skills
This Skill allows its user some protection against the cold and freezing temperatures. Those who dare to hunt such wintry creatures would do well to have this Skill or an item that simulates it.
Resist Blizzard (Resolve)
Step 1: Have Resolve 1 or more and receive a “Blizzard” attack (e.g. Blizzard Aura, Blizzard)
Step 2: As a Reaction, invoke “Resist Blizzard”
Step 3: You negate this attack.
Step 4: For the next minute approximately, you can negate such attacks by taking 2 steps away after being struck.
** Creatures using the Blizzard Aura ability inflict Frost damage to anyone that hits them in melee. Resist Blizzard allows you to engage such foes with less danger.
Withstand Blizzard (-Focus): Use this if you do not have Resolve to use Resist Blizzard
Step 1: Receive a Blizzard attack
Step 2: As a Reaction, expend 1 Focus
Step 3: invoke “Withstand Blizzard ”
Step 4: This negates the attack and imbues you with “Resolve 3”
Step 5: Mentally take note of your Resolve total
Endure Frost (-Focus): You can make yourself resistant to Frost damage.
Step 1: Receive an attack that inflicts Frost-type damage. You cannot use Endure Frost if you were struck with non-Frost damage within the last second.
Step 2: As a Reaction, expend 1 Focus
Step 3: invoke “Endure Frost ”
Step 4: This negates the attack
Step 5: This endurance persists for the next 10 seconds You can invoke “Negate” against the next 3 Frost attacks you receive, nullifying said attack,
Relevant Rules - Resolve is a special resource pool that persists until depleted, until 10 minutes pass, or until the current combat ends. Receiving any damage depletes Resolve before it depletes HP. Some effects can increase this amount. Receiving Resolve always overlaps with and never adds to your current Resolve total.
RESIST MAGNA-STORM
(Complex Survivor; Active-Resolve, Aura/Storm/Lightning-Defense, Resist))
Requires: Any two Basic Survivor skills
This Skill allows its user some protection against the lightning and stormy situations. Folk who deal with Magna storms or even Ancient Tech (aka An-Tech) would do well to have this Skill or an effect/item that grants it.
Resist Magna Storm (Resolve): This works exactly as Resist Blizzard except that it functions against “Storm” attacks.
Withstand Magna Storm (-Focus): Use this if you do not have Resolve to use Resist Magna Storm. This is otherwise as per Withstand Blizzard , except against “Storm” attacks.
Endure Lightning (-Focus): You can make yourself resistant to Lightning damage. This is as per Endure Frost, except against Lightning.
RESIST RADIATION
(Complex Survivor; Active-Resolve, Aura/Radiation/Flame-Defense)
Requires: Any two basic Survivor skills
This Skill allows its user some protection against heat and radiation. This is an absolute necessity for those who fight radioactive or fiery entities on a regular basis.
Resist Radiation (Resolve): This works exactly as Resist Blizzard except that it functions against “Radiation” attacks.
Withstand Radiation (-Focus): Use this if you do not have Resolve to use Resist Radiation. This is otherwise as per Withstand Blizzard, except against “Radiation” attacks.
Endure Flame (-Focus): You can make yourself resistant to Flame damage. This is as per Endure Frost, except against Flame.
RESIST TOXIN
(Complex Survivor; Active-Resolve, Aura/Toxic/Corrosive-Defense, Resist))
Requires: Any two Basic Survivor skills
This Skill allows its user some protection against acid and poison. For those who fight venomous monstrosities on a regular basis, having this Skill or an item that grants its effects is a must-have.
Resist Toxin (Resolve): This works exactly as Resist Blizzard except that it functions against “Toxin” attacks.
Withstand Toxin (-Focus): Use this if you do not have Resolve to use Resist Toxin. This is otherwise as per Withstand Blizzard, except against “Toxin” attacks.
Endure Corrosive (-Focus): You can make yourself resistant to Corrosive damage. This is as per Endure Frost, except against Corrosive.
WILLFUL TENACITY
(Complex Survivor; Active-Conc/ATN, +HP, +Resolve, Aftereffect)
Requires: Any two basic Survivor skills, including Will to Survive
You may occupy up to two ATN to use the Will to Survive skill, increasing your maximum HP by +1 per ATN. Label the second ATN as Willful Tenacity.
Tenacious Determination: While you are attuned to Will to Survive and Willful Tenacity, you gain the following benefit: everytime you receive Resolve, increase the amount you gain by 1 and invoke the new value. If you also have the Ironsoul Bravado Aptitude, increase this by 2 instead. This is an Aftereffect and may not exceed Resolve 5.
ERUDITE SKILLS
ENDURE PLAGUE
(Erudite Doctor/Survivor; Active-Focus/Resolve, Defense-Blight/Disease, Resist)
Requires: Any two complex Survivor/Doctor skills and any two basic survivor/Doctor skills
Your medical skill or resilience is such that you can deal with an infection or a poison before it can truly take root. This is reflected in the subfunctions below:
Endure Plague (-Focus):
Step 1: Receive a Blight effect or Basic/Greater Disease
Step 2: As a Reaction, expend 1 Focus
Step 3: Invoke “Endure Plague”
Step 4: This negates the attack and imbues you with “Resolve 3”
Step 5: Mentally take note of your Resolve total
Resist Plague (requires Herb Kit, Resolve): If you are currently wearing an Herb Kit and have at least “Resolve 1”, then you may waive the Focus cost of “Endure Plague”, Invoke this augmented skill as “Resist Plague"
IRON FORTITUDE
(Erudite Scrapper/Survivor; Active-Concentration, Self-Revive)
Requires: Any two Complex Scrapper/Survivor skills and any two Basic Scrapper/Survivor skills
To use this skill, you must be wearing Heavy or Ultraheavy Armor. Optionally, you can use this if your maximum HP is 10. This has the following benefits:
If you are brought to 0 HP by a melee or ranged attack that inflicts only 1 point of damage, your Self-Revive while Downed requires only 10 counts instead of 30 counts.
Replace “first aid” with “Iron Fortitude (e.g. “Iron Fortitude 1, Iron Fortitude 2, etc).
You are not able to use this Skill while you are in your Critical Death Count or if you receive 2 or more damage (any type) from a single attack while you are Downed.
STIM SHIVERS
(Erudite Brewer/Survivor; Attunement-Aug)
Requires: Any two complex Brewer/Survivor skills and any two basic Brewer/Survivor skills
This skill represents intense training and experimentation with Elixirs and Ichors, allowing you to have up to two Elixir/Ichor Attunements upon your person.
Unfortunately, this has the side effect of infecting you with the “Stim Shivers”, an Incurable Disease that persists until you have less than two Elixir/Ichor Attunements.
-
You are afflicted with a nervous shakiness that occurs at random and makes certain movements difficult.
Effect 1: Shivering Smite - Gain the ability to perform a melee “Smite” as per the Fighter Discipline. Your damage with such attacks is increased by one by Stim Shivers.
Effect 2: Shivering Steps - Gain the ability to perform the “Dodge” and “Parry” defenses. Also, you can augment these with “Uncanny” to use them against Ambush attacks. (e.g. Uncanny Dodge)
Effect 3: Hindered Precision: Craft-Ritual actions take an extra 5 minutes to perform.
Effect 4: Mental Duress: You cannot use abilities that negate or cure yourself of Frenzy or Dominate.
Prop requirement: Make-up that reflects sunken eyes and/or blackened veins on the sides of your face from your bodily stress.
SUPREME TOUGHNESS
(Erudite Scrapper/Survivor; Active-Periodic, Defense, Step, Resolve, Cure-Blight)
Requires: Any two Complex Scrapper/Survivor skills and any two Basic Scrapper/Survivor skills
Your grit and resilience allows you to withstand the worst of attacks with a grin.
Once per Period, choose one of the options below to use this Skill. As a Periodic Skill, it cannot be used again until the next Period and after you have completed a 10 minute Rest.
— Option 1: Is that all? —
Step 1: Receive a melee or ranged attack or a trap
Step 2: As a Reaction, invoke “Supreme Toughness, no effect”
Step 3: Stop your forward momentum and/or take a step away from your attacker.
Step 4: This negates all attacks that you just received within the last second. This includes Ambush-type attacks and those prefixed with “Master”.
Step 5: As an Aftereffect, invoke “Resolve 5” and gain this effect. This bypasses any limitation on granting Resolve that you may have but it cannot be increased.
— Option 2: Juggernaut —
Step 1: Invoke “Supreme Toughness”
Step 2: gain the “Impervious-10” status and begin counting “Impervious 1, Impervious 2, etc”
Step 3: When this status ends, invoke “Resolve 5” and gain this effect. .This bypasses any limitation on granting Resolve that you may have but it cannot be increased.
Relevant Rule: Impervious-10 status
-- This lasts for 10 counts or 10 seconds (whichever comes first)
-- No damage from basic melee attacks and they stop forward momentum
-- Other attacks have their damage reduced to 1 point except for Bane damage and Siege damage (i.e. Piercing 7+ damage), which disrupts this status
-- Maximum of a fast walk for speed
-- For this Skill use, Shadow damage is bane to you unless something else is your Bane. In that case, use the Banes that are inherent to you.
TOUGH AS NAILS
(Erudite Survivor; Active-Conc/ATN, +HP, +Resolve, Aftereffect)
Requires: Any two complex Survivor skills and any two basic Survivor skills
You may now expend up to three ATN to use the Will to Survive skill, increasing your maximum HP by +1 per ATN expended for a total of +3. Label the third ATN as “Tough as Nails”
If you have expended three ATN using this skill, Willful Tenacity, and Will to Survive, you gain the following benefit:
Survivor’s Reprieve: Whenever you heal yourself with Treat Injury or a spell, you can invoke a “Heal 2” instead of the normal heal amount. This is not an additive bonus to healing.