Survival in GammaFinder
One of the core concepts of any post-apocalypse RPG is survival. This is definitely true in GammaFinder, as the world is full of poison earth, acid rain, toxic water, deadly environmental effects, baked earth, rusted, twisted metal… it’s harsh. Just traveling beyond a settlement, even if nothing rises to the level of an encounter, is dangerous.
And, as it happens, Starfinder has a Survival skill.
But making Survival rolls daily, and making people think about where their character sleep, find water, hunt, how they avoid heatstroke, dodge poison ivy, and so on gets boring.
So GammaFinder has a Weekly Survival Check.
Weekly Survival Check
Each group makes a Survival check each week. The DC is equal to 15 + 1.5 x the average CR of hazards and monsters in the area, +1 per person in the group. (When in double, if there is a titan nearby, the GM can assume the average CR is within the Titans range. Otherwise if the area is not known to be particularly hazardous, assume an average CR of 2. Yes, 2. GammaFinder World is rough).
If multiple people make Survival checks, the highest check result is treated as the primary result, and each character in the group after the first who succeeds adds one to that highest result. The following additional factors modify the roll, as can previous rolls (see results, below).
Weekly Survival Check Modifiers
Group begins week out of food and water: -5
Group has no wilderness gear: -2
Group has at least 1 piece of survival gear for each member: bonus equal to the highest item level of such gear every character has. (For example, if 4 people have a piece of 5th level survival gear, but one person only has a 1st-level piece of gear, the bonus is +1. If six people all have a piece of 3rd level gear, the bonus is +3).
Results
You not only need to know if the group succeeded or failed, but by how much.
Success by 5 or More: Things went very well! You slept in protected spots, avoided unpleasant allergens and minor hazards, and found plentiful and quality food and water. You do not use up any of your carried food or water resources, and everyone in your group gains a +2 bonus to the next week’s Weekly Survival Check.
Success by 4 or less: You use up resources (such as food and water) normally, but manage to avoid being run down by the constant dangers of the GammaFinder World.
Fail by 5 or less: You didn’t manage ideal conditions, but it’s livable. You might be sleeping in a cold, cramped space under a large rock, eating grubs, drinking water that’s slimy but not poisonous, or just dealing with gnat bites, rough terrain, sunburn, weariness, and so on.
Everyone in the party takes a -1 penalty to skill checks, including next week’s survival, until you succeed at a weekly survival check or you get a good night’s sleep and food in a settlement. This is cumulative if you fail by this amount in consecutive weeks.
Fail by 6- or more: Why did you ever leave your hovel?
Everyone in the party takes a -2 penalty to skill checks, including next week’s survival, until you succeed at a weekly survival check or you get a good night’s sleep and food in a settlement. This is cumulative if you fail by this amount in consecutive weeks.
Everyone temporarily has their maximum Stamina Points reduced by 1 per character level. This lasts until the group succeeds at a Weekly Survival Check by 5 or more, or get 2 good night’s sleep and food at a settlement.
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Posted on April 3, 2020, in Adventure Design, Adventure Sketch, Game Design, Starfinder Development and tagged gaming, GammaFinder, Geekery, Post-Apocalypse, Skills, Starfinder, Worldbuilding. Bookmark the permalink. Leave a comment.
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