<Cybercore>

Intel - Survival

Intel - Survival is a required skill for any intrepid explorer, soldier or space fairer. With this skill, you have the best chance of surviving in the harshest and most dangerous environments, whether that be on a barren asteroid or a planet with a toxic atmosphere.

You know how to identify and locate sources of food, water, and shelter, as well as how to create makeshift shelter and traps to protect yourself from the elements or hostile creatures. You have knowledge of basic first aid techniques and are able to identify and treat common injuries and illnesses that may occur in alien environments.

Your training has taught you to be aware of your surroundings at all times and to recognize signs of danger or hazards that may be lurking in the environment. You can navigate and travel through difficult terrain and locate the safest routes to your destination.

hostile environments, include extreme temperatures, poisonous atmospheres, radiation, and deadly alien creatures. With Intel - Survival, you are more likely to be prepared for anything that comes your way, and can adapt to any environment to give you the best odds for your survival.

Whether you are exploring uncharted planets or battling in the depths of an asteroid mine, you are the one who will most likely will make it out alive.

Using Survival

Each survival situation will have a difficulty rating based on the hostility of the environment, available resources, and duration of exposure. The more extreme the conditions, the higher the difficulty.

When you attempt to survive in hostile environments, find food and water, create shelter, navigate terrain, or identify hazards, you will make an Intel - Survival skill check against the environment's difficulty rating. The GM may apply Boons or Banes based on factors such as available equipment, weather conditions, your familiarity with the environment type, or time pressure.

  • A Critical Success means you thrive in the harsh environment. You find abundant resources, create exceptional shelter, identify the safest routes, or predict environmental hazards before they occur. You may discover valuable resources (medicinal plants, fresh water, useful materials) that others would miss, or complete survival tasks in half the expected time.
  • A Regular Success allows you to survive adequately. You find sufficient food and water, create functional shelter, navigate safely, or identify obvious hazards. You meet your survival objectives and can sustain yourself or your group.
  • A Failure means your survival efforts fall short. You can't find adequate food or water, your shelter provides insufficient protection, you get lost or take dangerous routes, or you miss warning signs of hazards. You're in danger but not yet in crisis - you may need to try different approaches or seek help.
  • A Critical Failure results in survival disaster: you consume poisonous food or contaminated water (suffering damage or illness), your shelter collapses or fails to protect you from elements, you become hopelessly lost in dangerous terrain, or you walk directly into a deadly hazard (radiation zone, predator territory, unstable ground). Your situation has become life-threatening.

Survival Tricks

Rather than spending skill points to move up skill levels, You may instead spend skill points to purchase any of the following tricks.

Quick Study:

Cost: 2 Skill points
Requires: Tactical Training
Frequency: Once per Lockdown
Effect: You can gain a basic understanding of a new environment within minutes. When entering an unfamiliar hostile environment, spend 10 minutes observing - you automatically identify the primary dangers, potential resources (food, water, shelter), and general survival strategies. Grants +1d4 Boon to all Survival checks in that environment for the rest of the operation.

Scrounger:

Cost: 2 Skill points
Requires: Tactical Training
Frequency: Once per Lockdown
Effect: You make the most of limited resources and can scavenge for materials in even the most barren environments. When searching for resources in hostile environments, you automatically find sufficient supplies for basic survival (food, water, materials) even where others would find nothing.

Firestarter:

Cost: 2 Skill points
Requires: Tactical Training
Frequency: Once per Lockdown
Effect: You know how to start fires with minimal resources. You can create fire in any environment using whatever materials are available - even in rain, wind, or with damp materials. This allows you to stay warm, cook food, purify water, and signal for help. Takes only 1-2 minutes instead of 10-20.

Wilderness First Aid:

Cost: 6 Skill points
Requires: Expert Training
Frequency: Once per Op
Effect: You know how to provide advanced medical care in the field using natural or improvised materials. You can treat injuries, illnesses, poisoning, and infections common in harsh environments. When treating patients in wilderness conditions, you gain +1d8 Boon and can stabilize critical injuries that would normally require a medical facility.

Weatherman:

Cost: 6 Skill points
Requires: Expert Training
Frequency: Once per Op
Effect: You can read environmental signs to predict weather patterns and hazards before they occur. You automatically predict storms, temperature changes, atmospheric shifts, or environmental dangers 2-6 hours before they arrive, giving you time to prepare shelter or seek safety.

Master Tracker:

Cost: 6 Skill points
Requires: Expert Training
Frequency: Once per Op
Effect: You can track prey or avoid predators using environmental factors and behavioral knowledge. You can follow tracks across any terrain (rock, water, urban), determine the exact number and type of creatures, estimate how long ago they passed, and predict where they're heading. You gain +1d8 Boon when tracking or evading pursuit.

Extreme Environment Specialist:

Cost: 10 Skill points
Requires: Master Training
Frequency: Once per Mission
Effect: You can survive in environments that would kill others. For one mission, you can operate in extreme conditions (vacuum, toxic atmosphere, extreme radiation, crushing pressure, etc.) for extended periods with minimal protection. Your body adapts rapidly, and you know exactly how to extend survival gear beyond its normal limits.

Master Shelter Builder:

Cost: 10 Skill points
Requires: Master Training
Frequency: Once per Mission
Effect: You can construct exceptional shelters from whatever materials are available. Given 1 hour and any environment, you can create shelter that protects your entire squad from the elements, provides warmth, is defensible, and is virtually undetectable from outside. The shelter remains stable for weeks and can be reused.

Wilderness Savant:

Cost: 10 Skill points
Requires: Master Training
Frequency: Once per Mission
Effect: Your survival mastery borders on supernatural. For one operation in hostile wilderness, you and your squad automatically succeed on all basic survival checks (food, water, shelter, navigation). You can lead your team through deadly environments without losses, finding safe routes that shouldn't exist and resources in impossible locations.

Crafting

Two-Stage Creation Process

Stage 1: Scout and Plan (Blueprint)

  • Requires: Intel - Survival check (DC varies by environment)
    • Simple Cache (DC Easy): Basic supplies in accessible terrain
    • Advanced Cache (DC Medium): Weatherproof cache in challenging terrain
    • Elite Cache (DC Hard): Heavily concealed cache in extreme environment
  • Time: 1-2 days of scouting location and planning contents
  • Resources: Understanding of local environment, weather patterns, and threats

Stage 2: Gather and Hide Cache (Crafting)

  • Requires: Supplies + proper concealment and protection
  • Time: 1-3 days depending on cache size and location
  • Materials:
    • Supplies: Food, water, medical supplies, tools (Cheap to Moderate)
    • Container: Weatherproof storage (Cheap to Moderate)
    • Concealment: Camouflage, burial, or hidden location (Free to Cheap)
  • Workshop: The wilderness or hostile environment itself

Benefits: Stacking Boons and Emergency Resources

Each supply cache grants a stacking Boon to Intel - Survival rolls in that region:

  • 1 Cache: +1d4 Boon
  • 2 Caches: +1d6 Boon
  • 3 Caches: +1d8 Boon
  • 4 Caches: +1d10 Boon
  • 5+ Caches: +1d12 Boon (then +1d4 for each additional)

Boons apply when:

  • Operating in the region where cache is located
  • Surviving in that environment for extended periods
  • Recovering from injuries or emergencies in that area
  • Navigating through hostile terrain near the cache

Emergency Resources

Supply caches provide material assistance during missions:

  • Food & Water: 3-7 days of supplies for one person
  • Medical Supplies: Basic first aid and emergency medication
  • Tools: Rope, knife, fire-starting kit, basic survival gear
  • Shelter: Emergency tent or tarp
  • Communication: Backup comm device or signal flares
  • Ammunition: Limited resupply for weapons (if included)

GM Note: Cache contents depend on what was stored during creation. Supplies can be depleted and need replenishment.

Maintenance Requirements

Supply caches require periodic maintenance:

  • Inspection: Check cache every 3-6 months
  • Replenishment: Replace used, expired, or damaged supplies (Cheap to Moderate)
  • Risk: Caches can be discovered by others, damaged by weather, or raided by wildlife
  • Duration: Permanent location, but supplies require rotation

Example: Ranger's Safety Network

Kara establishes emergency caches in the Badlands:

  1. Scout Locations (DC Medium): Kara spends 2 days identifying safe cache locations, rolls Intel - Survival (success)
  2. Create Caches: Over 5 days, she establishes 3 hidden supply points:
    • Canyon cache: Water, rope, climbing gear
    • Desert cache: Food, shelter, medical supplies
    • Mountain cache: Cold weather gear, fuel, tools
  3. Cost: Moderate per cache for initial supplies
  4. Benefit: When operating in the Badlands, Kara gains +1d8 Boon to Survival rolls (3 caches)
  5. Duration: Permanent locations; quarterly resupply trips needed

GM Notes

  • Limit to 5 per region to prevent excessive preparation
  • Real Risks: Caches can be found, looted, or destroyed
  • Supply Limits: Each cache has finite supplies that must be managed
  • Strategic Placement: Caches work best along planned routes or near mission areas
  • Sharing: Teammates can be told cache locations, creating team resources