Survival Games – Swamp

For an explanation on how to use these stats, check out the original Survival Games post.

Swamp
Water soaked ground, small islands, shallow water, along with plant and animal life all make survival in a swamp hazardous. Although there is plenty of water around, it’s unlikely that it’s drinkable without treatment.

Surmount Method: Slogging through mud and mire, mapping out safer paths, travel by boat.
Surmounting Attribute: Constitution

Full 1/2 1/4 1/8
1 2 3 4

Surmounting Attribute: IQ (for mapping)

Full 1/2 1/4 1/8
1 1 1 2

SP 1 per Km

Hazards

Exertion
For every failed Constitution roll the characters face an exertion hazard. While moving through mud the character has to exert themselves this leads to muscles getting tired. They get a -2 CDF to Str and a -2 CDF to Con (or 5-6% of the attribute).  CDF penalties accumulate until the characters can recover for a period of time. While recovering, the player rolls for the character’s Con. A Full result means 1 point of Str and Con are recovered. A 1/2 result means that 2 points are recovered. A 1/4 result means 3 points and a 1/8 result means 4 points recovered. If the CDF penalties exceed their Con the character must be rescued off the rock face or fall if they fail another Str roll.

Exposure
When using Con as a Surmount attribute, the characters are charging through water and mud. Boots and cloths become heavy and wet making travel more difficult -2 CDF to Str and a -2 CDF to Con. Being exposed to the contaminated water also exposes the character to disease (see disease rules The Artifact RPG).

Random Hazard

For every survival round the GM should roll once on the following table.

Roll 1D100

1-25 none
26-40 Insect Bites
41-60 Poisonous insect Bites
61-70 Animal encounter
71-80 Confusion
81-90 Animal path
91-100 Rain

Insect Bites
Biting insects swarm the characters. They may just be a nuisance (CDF -1 PSY per bite) or they may carry disease 5% chance. Each character can roll against Reflex to avoid or swat the bugs. On a failed roll 2d10 insects bite the character. On a full success roll 1d10 insects bite the character. For a 1/2 column the character gets 1d6 bites. For 1/4 and 1/8 rolls the character gets no bites. Specially designed clothing with netting over exposed skin or vac-suits will protect against bites.

Poisonous insect Bites
Venom usually causes irritation and pain at first (CDFs -1 PSY -1 CON per bite) but if bitten repeatedly can cause illness or death (CON CDF drops CON to zero) and they may carry disease 5% chance.  Each character can roll against Reflex to avoid or swat the bugs. On a failed roll 2d10 insects bite the character. On a full success roll 1d10 insects bite the character. For a 1/2 column the character gets 1d6 bites. For 1/4 and 1/8 rolls the character gets no bites. Specially designed clothing with netting over exposed skin will protect against bites.

Animal Encounter
The characters are traveling toward an animal that is sleeping or hiding so does not hear them coming. The startled animal may attack. GM’s choice of animal.

Confusion
The lead character must make a Land Navigation skill roll or the party is thrown off course for a period of time. Add 2d6 to the remaining SP of the obstacle.

Animal path
A number of animals travel through the undergrowth and have cleared a path. All characters get to reduce twice the SP this survival round.

Rain
Rain makes surfaces slick, makes clothing heavy, makes soil muddy and may damage unprotected equipment causing rust and corrosion. Characters get a CDF of -5 to PSY and -1 to CON.  Characters can protect against this by making shelter.

Defenses and Weaknesses
30% Chance Weakness: Boat
Using a boat doubles the SP that can be reduced per roll when using IQ as the Surmount Attribute.

Defenses: Land Vehicles
Moving a land vehicle through dense undergrowth requires 10 x the number of SP.

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