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
| BUILD COST | SKILL NAME | SKILL COMPLEXITY |
| 0*/5/10 | Hunter-Gatherer | B/C/E |
| 5 | Athletics | Basic |
| 3 | Conceal Item | Basic |
| 10 | Dirty Fighting | Basic |
| 3 | Feign Death | Basic |
| 3 | First Aid | Basic |
| 7 | Skillful Scrounger | Basic |
| 5 | Resilience | Basic |
| 5 | Persistence | Basic |
| 5 | Shot on the Run | Basic |
| 5/5/5 | Skullduggery | B/C/E |
| 5/10 | Camouflage | C/E |
| 7 | Field Repair Armor | Complex |
| 7 | Field Repair Weapon | Complex |
| 7 | Student of the Lotus | Complex |
SKILL OVERVIEW:
Hunter-Gatherer
The cornerstone of the Survivalist profession, the Hunter-Gatherer is an expert at finding and extracting bounty of the wild.
- Bounty of the Wild: At the start of every event, the Survivalist can approach logistics and be given a basic herbal component.
- Harvest Components: The Survivalist can invoke this ability to harvest 1 component from a fallen monster (a process which takes 10 seconds). 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.
- Bounty of the Wild: An expert Hunter-Gatherer will gain two herbal components at the start of every event.
- A Survivalist that is also a Rogue or a Marksman needs only to spend 5 seconds fleeing while using the Flee the Scene feat. Likewise, a Rogue or a Marksman needs only to spend 5 seconds hiding before using the Camouflage skill.
- Bounty of the Wild: A master Hunter-Gatherer will gain three herbal components at the start of every event
- Master Harvest Components: By invoking this ability, a Hunter Gatherer can harvest up to two components instead of one from the fallen.
- A Survivalist that is also a Rogue or a Marksman needs only to spend 5 seconds observing before using the Sense Hidden feat. Likewise, a Rogue or a Marksman using the Pursue Quarry feat does not need to spend an SP.
Athletics
By invoking this skill and counting to 10, a character can perform feats of athleticism such as Jumping, Climbing and Swimming. This might allow characters to bypass certain obstacles that are in-game.
Camouflage
Using this skill, you can attempt to hide in a dark area or behind some cover such as a tree or a shrub. Hiding should only be done when there are no enemies in the immediate area (defined as within earshot when outdoors or within the same room if you are indoors). You must invoke “Hiding 1, Hiding 2…Hiding 10” in a firm voice. While hiding, you must crouch low to the ground and have your weapons on the floor. Speaking so will moving from your crouching position will take you out of hiding. Characters with the Sense Hidden Feat or spells that duplicate that effect can use these to detect you. It is best to truly be hidden from view in that case.
You cannot use this skill if you are wearing any kind of metal armor that isn’t chainmail.
-Master of Camouflage: With this skill, you become very adept at hiding outdoors at night. During that specific time, Sense Hidden and similar spells will not be able to pinpoint your location. Simply invoke “Master of Shadows” someone points at you.
Conceal Item
A character with this skill can use it to hide an item of his choice when being searched. Said item has to be no bigger than his hand. This skill can be defeated by a meticulous search by a Skilled Scrounger.
Dirty Fighting
This skill allows you to add 1 to the damage of your melee strikes when striking someone from behind. To add this damage to your melee attacks, you must be behind your target (not flanking or in front) and you must strike the back of his torso. While invoking your damage, preface it with the word “Backstab”. Successive ranks of this skill add further damage to your melee strikes.
Feign Death
When hit by an attack, you can fall to the ground and feign a dying state. You can invoke this skill when others attempt to determine your state. Most will believe you dead although Aura-Sight, Sense Deception or an examination from a Physic will show otherwise.
Field-Repair Armor
With this skill, you can field-repair any damaged armor. It takes 5 minutes of concentrated work to perform this skill. At the end of 5 minutes:
- If the armor still has at least half of the AP that it provides, it regains all of its AP.
- If the armor has less than half of the AP that it provides, you bring it to half its AP value.
- If the armor has less than half of the AP that it provides, but it has the hardened augment, then you can repair it to its full value.
Field-Repair Weapons
With this skill, you can field-repair any destroyed weapons after 5 minutes of work. These weapons will now function as normal, except for the fact they will deal 1 less damage in their partially-repaired state.
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)
- 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.
Skillful Scrounger
This skill can be used in three ways:
- After 60 seconds of searching, you can invoke a “Thorough Search”. A thorough search defeats the conceal item skill or similar spells and effects.
- After 10 seconds of searching, you can invoke a “Quick Search” which will yield as much as a normal search would except with quicker results.
- After 60 seconds of searching, you can invoke a “Search for Traps” which will allow you to determine whether an object is trapped or not.
Skullduggery
This skill is one of the prime acquisition skills. Skullduggery allows you to pick a lock or disarm a trap. Your level of skullduggery determines success or not. It takes 30 counts of lockpicking or disarming to perform the task. At the end of the count, invoke “Skullduggery”. This will allow you to pick basic locks and disarm basic traps.
Expert Skullduggery: invoking “Expert Skullduggery” will allow you to pick complex locks and disarm complex traps.
Master Skullduggery: invoking “Master Skullduggery” will allow you to pick erudite locks and erudite complex traps.
Student of the Lotus
You can deliver poison through to armored opponents. In order to do so, you must have struck your opponent with damaging attacks twice. These attacks have to be regular attacks. Preface the first damage invocation with “Expose armor 1”. After the second invocation of “expose armor”, you may now use your poison against your enemy and his armor, whether magical or physical cannot protect him from it.
See the section on poisoned weapons for more information.
Resilience
When you are affected by a Pain effect, it only affects you for half the invoked duration. When you would break out of the effect, invoke this skill.
Persistence
When you are affected by a Force effect, it only affects you for half the invoked duration. When you would break out of the effect, invoke this skill.
Shot on the Run
With this skill, you are able to run or walk while aiming with a ranged weapon (i.e. a bow, crossbow or a thrown weapon).
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
Effect: When hit by a Force effect, such as Knockback or Snare, you can negate its effects by invoking this Feat within 5 seconds of the attack.
Critical Strike
1 SP
Basic, Melee/Ranged Attack
Effect: Invoke this feat while you perform a melee attack. You add 3 to the damage that you would normally inflict.
-Level 5: You add 5 to the damage that you would normally inflict.
-Level 10: You add 7 to the damage that you would normally inflict.
-Expert Critical Strike: This is a Critical Strike is does not cost SP. Some Classes and Skills grant the ability to do this after fulfilling a condition (invoking a Defense Feat, felling an enemy).
Endure Pain
1 SP
Basic, Pain Defense
Effect: When hit by a Pain effect, such as Cripple Limb or Daze, you can negate its effects by invoking this Feat within 5 seconds of the attack.
Flee the Scene
1 SP
Basic, Escape
Effect: After 10 seconds of fleeing (“Fleeing 1, Fleeing 2, Fleeing 3…), you may invoke this feat to take yourself out of the game (and therefore unchasable) for one minute. You may only use this feat if (1) there is an avenue of escape for you to travel and (2) you are running while you invoke the countdown.
While you are counting down, any effect that would slow you or stop you in your tracks (such as snare or confuse) will prevent you from escaping. Invoking a defense feat will allow you to resume your count. Taking damage will not stop you from escaping unless the damage is enough to take you down.
If you successfully escape, stop running and begin walking. You become out of game (place your weapons and hands above your head) and you must leave the immediate area by walking. No one may pursue you without the proper feats or spells. After walking away for one minute, you can relocate yourself near the area you took flight from and enter the game.
Pursue Quarry
1 SP
Complex, Detect Escape
Effect: You may invoke this feat when someone invokes “Flee the Scene” or any other escape ability. You exit the game for one minute (holding your weapons and your hands above your head) and can follow your target to wherever she goes. The distance between yourself and your quarry must remain the same as when she invoked the Escape feat.
When she enters the game (puts down her hands), so do you. If she 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
Effect: When you suspect that there might be hidden enemies about you can choose to spend 10 seconds observing the area. After those ten seconds, you can invoke this feat to be able to see one hidden character. You can even point him out to your comrades. To reveal other enemies, you need to spend another 10 seconds observing before can invoke this skill again and point to another hidden character.


