Nature skills
Animal Lore
Use: Mimicry
Check: COU/COU/CHA
Applications: Domesticated Animals, Monsters, Wild Animals
Encumbrance: Yes
Quality: the hero gains more information about an animal
Failed Check: the hero has no idea.
Critical Success: the hero has extensive knowledge of that type of animal.
Botch: you feel confident, but everything you think you know about the animal is wrong (you think an animal isn’t dangerous even though it is highly poisonous, or you believe it is herbivorous when it is actually carnivorous).
Improvement Cost: C
Fishing
Check: DEX/AGI/CON
Applications: Saltwater Animals, Freshwater Animals, Water Monsters
Encumbrance: Yes (spearfishing) or No (fishing with weirs, nets, or hooks)
Tools: net, weir, spear, fishing line with hook
Quality: the fish are tastier than the average catch.
Failed Check: the fish don’t bite, or avoid the net.
Critical Success: the number of rations obtained is very high. For QL, competitive checks, and cumulative checks, SP = 2xSR.
Botch: the fisher falls into the water and loses some fishing equipment.
Improvement Cost: A
Orienting
Check: SGC/INT/INT
Applications: Below Ground, Position of the Sun, Night Sky
Encumbrance: No
Quality: the heroes learn their direction of movement more quickly.
Failed Check: the heroes don’t know their direction of movement.
Critical Success: the heroes find their way without trouble, even under the worst conditions.
Botch: the heroes lose their way and move unknowingly in the wrong direction.
Improvement Cost: B
Plant Lore
Check: SGC/DEX/CON
Applications: Crops, Healing Plants, Poisonous Plants, Plantbased Dyes
Encumbrance: Yes (for agriculture and gathering food) or No (for identifying plants)
Quality: gain more information about a plant
Failed Check: the hero doesn’t recognize the plant.
Critical Success: the hero knows everything about the plant, including special properties, and can preserve it to last double the usual amount of time.
Botch: the hero mistakes the plant for another plant, possibly one that is poisonous.
Improvement Cost: C
Ropes
Check: SGC/DEX/STR
Applications: Bindings, Knots, Tie Nets, Splice Ropes
Encumbrance: No (maybe with a helmet or gauntlets)
Tools: rope
Quality: the bindings hold better and are more difficult to escape.
Failed Check: the hero’s knots are poor quality and easier to escape than usual.
Critical Success: the hero ties a very robust knot. For QL, competitive checks, and cumulative checks, SP = 2xSR.
Botch: the hero ties a knot that slips open in any situation. It won't keep anything secured.
Improvement Cost: A
Survival
New Application: Predict Weather
Check: COU/AGI/CON
Applications: Build Campsite, Find Campsite, Make Fire
Encumbrance: Yes
Tools: survival gear, maybe a tent
Quality: the hero doesn’t need as much time to find or build a campsite.
Failed Check: the hero chooses a poor campsite. Regeneration Phases suffer a penalty of -1.
Critical Success: the hero finds a great resting place! Increase regeneration by 1.
Botch: the campsite floods or swarms with vermin.
Improvement Cost: C
Tracking
Check: COU/INT/AGI
Applications: Animal Tracks, Conceal Tracks, Humanoid Tracks
Encumbrance: Yes
Quality: perceive more details on the trail.
Failed Check: the hero cannot find a trail or doesn’t learn
anything new.
Critical Success: as long as a trail hasn’t been completely destroyed, the hero can follow it to its end and receive more information than usual, spotting deceptions (such as covered-up tracks) at once.
Botch: the hero mistakes the tracks and follows the wrong trail, perhaps meeting a dangerous creature or finding the wrong people.
Improvement Cost: C
Core Rules page 198