Wilderness Skills


Also see Aboriginal and Jungle Skills for more skills that are appropriate for this category.

Boat Building: This skill enables the character to build a variety of rafts, small rowboats, large flatbed boats, and canoes. A small raft can be made within 1D6 + 1 hours if the lumber or other suitable materials and tools are readily available. A large raft will take about 4D6 hours, a canoe 2D6 days, a rowboat 4D4 days, and a large flatbed will take 1D4 x 10 days. Time is doubled or tripled if trees must be cut down and wood prepared. Of course, the time can be cut down if more people work on the project. A failed roll means the boat has a leak. Patching will require 4D4 hours and another roll. Base Skill: 25% + 5% per level of experience.

Canoe Building: Using wood and bark, the character is able to build a dependable, durable, lightweight watercraft. With an axe and access to the right kinds of trees and bark (birch is ideal), a character can build a small canoe, large enough for two people plus room for supplies and equipment, in two days (20-24 hours of actual work), along with a couple of paddles, with larger canoes only taking another day or two. It is possible to build canoes more quickly, but the character has to roll against their skill for every 2 horus they cut off construction time. Base Skill: 32% + 4% per level of experience.
After the Bomb

Carpentry: A fundamental knowledge of working with wood. The character knows how to prepare, treat, and preserve wood, recognize quality craftsmanship, can repair damaged or build wood and wood items. Adds +5% to Boat Building if taken. Base Skill: 25% + 5% per level of experience.

Dowsing: This is the ability to locate fresh water whether it be with a divining rod or by more scientific and logical means. For some, it is a mystical ability, while for others, it is done through deductive analysis and knowledge of nature. The percentage number indicates the success ratio of locating fresh water. A person can roll once per melee to sense water, but must roll two consecutive successful rolls to locate the water. Base Skill: 20% + 5% per level of experience.

Fashion Tools/Weapons: Useful tools and weapons can be constructed from readily available material. These crude items are usually made from, wood, stone, vines, and bones, and include making a simple wood and/or stone hammer, club, hand shovel, pick, fishing hook, bone needle, wooden stake, torch, rope, string, fishing line, simple flute, blowgun, staff, wooden spear, bola, throwing stick, arrows, bows, and spear and axe heads made from chipped stone. The ability to fashion tools is a source of pride for wilderness folk. It generally takes about 1D4 hours to make a small, simple item, and 2D4+1 hours to make a larger, more elaborate item. Base Skill: 25% + 5% per level of experience.
Warlords of Russia

Hunting: The skill of killing and preparing an animal for food. Bonuses: +2% to Prowl, +5% to Track Animals, +5% to Skin Animals, +5% to Wilderness Survival, and +5% to Cook the catch only.

Identify Plants & Fruits: Training in the recognition of the many different types of plants and vegetation and where they grow. The emphasis is placed on edible, herbal, and poisonous plants. Base Skill: 25% + 5% per level of experience.

Land Navigation: This skill enables the person to stay on course while travelling over land by means of observation. It includes mentally marking/recognizing geographic landmarks, estimating distance and movement, recognizing sounds, night travel, and other navigational tricks. A player should roll once for approximately every three miles traveled. A failed roll means the character is drifting off course by 2D10x100 yards/meters. Base Skill: 36% + 4% per level of experience.

Preserve Food: Knowledge in the preparation of foods for storage and later consumption. Includes canning fresh fruit and vegetables, making jams and honey, drying fruit, vegetables, and herbs, drying meat and fish, plus various smoking, salting, and pickling methods. Base Skill: 25% + 5% per level of experience.

Skin/Prepare Animal Hides: Training in the methods and techniques in skinning, tanning, stretching, and preserving animal hides as fur or leather. Adds a +5% bonus to Sewing. Base Skill: 25% + 5% per level of experience.

Track Animals: This skill enables the character to identify an animal by its tracks, scent, spoor, and habits. The individual can also follow the animal's tracks and other signs. This means he can also estimate how fresh the tracks are, what direction they are heading, whether the animal is hurt or sick, and guess its age. The habits and habitats of animals and animal behavior are also learned. Tracking humans with this skill is also possible, but is done with a penalty of -20%. Base Skill: 20% + 5% per level of experience.

Track & Hunt Sea Animals: General knowledge of the oceans and seas, with an emphasis on undersea habitats and environments, and the types of fish and animals attracted to such places. Base Skill: 35%/25% + 5% per level of experience. The first number is the general knowledge, second percentile is the character's ability to locate and capture the creature.
Rifts Underseas

Trap Construction: Training in the design and application of traps and mines used in anti-personnel and defense tactics. With readily-available materials and simple tools, including shovels, knives, sticks, wire and rope, the character can build fiendish traps. The greatest drawback of traps is the amount of time it takes to prepare one. Even this can be shortened with help from others; the character with the skill can direct the others during construction. Base Skill: 20% + 4% per level of experience.
Coalition War Campaign

Trap/Mine Detection: Knowledge of the strategic placement of booby traps and mines, the tell-take trademarks and indications of traps and mines, how to avoid them, and the use of mine and explosive detection equipment. The character has been trained to watch for suspicious objects, dirt mounds, trip wires, and camouflaging materials that may denote the presence of a trap. Simple snare traps and trip wires can be easily disarmed by the character, but the Demolitions Disposal skill is needed to disarm mines, explosives, or complex traps. Base Skill: 20% + 5% per level of experience. Add +50% when using special detection equipment to locate mines/ explosives, or +10 to locate other types of traps with detection equipment.
Coalition War Campaign

Trapping: This skill enables the character to "trap" animals by building, using, setting, and disarming snares, clamp traps (like the iron bear trap), pits, nets, and similar traps. Base Skill: 25% + 5% per level. Trapping sentient creatures, like humans, D-Bees, and mutant animals, with this skil is also possible, but is done with a penalty of -20%. Disarming any traps meant for use against intelligent creatures is done at half the trapper's normal skill to set a trap.
After the Bomb

Undersea and Sea Survival: Methods and information for surviving in an underwater environment or lost at sea. Includes a basic knowledge of what sea animals and fish are edible and easiest to find and catch, how to make simple fishing hooks and lines, dangerous predators and D-Bees to avoid, how to protect oneself from the sun, water and food rationing, and fundamental survival techniques. Base Skill: 25% + 5% per level of experience.
Rifts Underseas

Underwater Navigation: This skill is the deep-sea version of Land Navigation. The character can identify his whereabouts, direction, travelling speed, and stay on course by means of observation. The rules listed in Land Navigation apply, except for underwater landmarks. Base Skill: 30% + 4% per level of experience.
Rifts Underseas

Wilderness Survival: Techniques for getting water, food, shelter, and help when stranded in wild forests, deserts, or mountains. Characters without this skill will not be able to stay healthy for more than a few days in the wilderness once their supplies run out. Base Skill: 30% + 5% per level of experience.


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