Short trips between safe havens are one thing. Weeks in hostile wilderness—with dwindling supplies, strange diseases, and domains that actively resist your presence—are another entirely. Extended survival requires systematic resource management, group coordination, and the will to endure when rescue seems impossible.
Extended Survival Overview
Extended survival situations occur when the party is cut off from resupply for extended periods—weeks or months rather than days. This might happen during deep domain expeditions, after portal collapse, or when fleeing hostile territories.
When to Use Extended Survival
Use these rules when:
- Extended Expedition: Planned journey of 2+ weeks through hostile territory
- Stranded: Cut off from normal supply routes or civilization
- Resource Scarcity: Domain or situation makes normal resupply impossible
- Survival Campaign: Party makes extended survival a campaign focus
For short trips (under a week), use standard exploration rules. Extended survival adds detail that would bog down shorter adventures.
Extended Expeditions
Planning makes the difference between successful expedition and desperate survival situation.
Extended Expeditions
Before departure, determine:
- Duration: Expected travel time plus contingency buffer (×1.5 minimum)
- Route: Known paths vs. exploration; resupply points if any
- Load: Each traveler can carry 5-7 Loads; mounts/porters increase capacity
- Specialization: Who handles navigation, foraging, medicine, morale?
- Contingencies: Fallback plans for common problems
Expedition Supplies
| Item | Load | Duration | Cost |
|---|---|---|---|
| Rations (7 days) | 1 | 1 week | 7 silver |
| Water (7 days) | 1 | 1 week | 3 silver |
| Medicine Kit | 1 | 10 uses | 25 silver |
| Shelter Kit (tent) | 2 | Permanent | 30 silver |
| Fuel (7 days) | 1 | 1 week | 5 silver |
| Repair Kit | 1 | 5 uses | 15 silver |
| Emergency Beacon | 0.5 | 1 use | 100 silver |
Resource Management
Track resources weekly during extended survival. Daily tracking creates tedium; weekly provides meaningful decisions.
Weekly Resource Check
Each week, resolve in order:
- Consumption: Deduct 1 week of rations, water, fuel per person
- Foraging: Roll to supplement (see Long-Term Foraging)
- Condition: Check for disease, equipment damage, morale loss
- Progress: Resolve travel or project advancement
- Events: Trickster rolls for encounter or complication
Starvation & Dehydration
| Condition | Week 1 | Week 2 | Week 3+ |
|---|---|---|---|
| No Food | -1 die all checks | 1 Wound, -2 dice | Forma TN 12/week or die |
| Half Rations | No effect | -1 die all checks | 1 Wound per week |
| No Water | 2 Wounds, -2 dice | Forma TN 16 or die each day | |
| Half Water | -1 die all checks | 1 Wound, -2 dice | 2 Wounds per week |
Shelter Construction
Long-term survival requires proper shelter. Sleeping exposed for weeks guarantees illness, exhaustion, and morale collapse.
Shelter Types
Improvised Shelter
Build: Forma + Survival TN 10, 2 hours
Lean-to, debris hut, cave improvement. Provides basic weather protection. Lasts 1-2 weeks before repair needed.
Sturdy Shelter
Build: Forma + Craft TN 14, 1 day
Proper construction with materials. Weather-resistant, concealment from predators. Lasts months with maintenance.
Base Camp
Build: Multiple characters, TN 16, 3-5 days
Semi-permanent installation. Multiple structures, storage, fire pit, defensive perimeter. Counts as safe haven for recovery purposes.
Domain-Adapted Shelter
Build: Anima + Domain Weaving TN 18, 1 day
Shelter that harmonizes with local domain. May gain blessing protection, becomes invisible to domain creatures, or draws sustenance from domain itself.
Shelter Benefits
| Shelter | Rest Bonus | Protection |
|---|---|---|
| None (exposed) | Half recovery | Weather hazards apply |
| Improvised | Normal recovery | Minor weather protection |
| Sturdy | +1 Wound recovery/night | Full weather protection |
| Base Camp | Full rest benefits | Safe haven status |
| Domain-Adapted | +1 Wound, -1 Fracture | Domain may assist |
Long-Term Foraging
Extended foraging sustains groups for weeks or months. Success depends on domain abundance and foraging strategy.
Weekly Foraging
Roll:: Anima + Survival (modified by domain)
| Result | Food Found | Notes |
|---|---|---|
| Critical Failure | None + hazard | Poison, predator encounter, injury |
| Failure | None | Time wasted; try again with -2 |
| Success (10-14) | Half rations for party | Supplements supplies |
| Good (15-19) | Full rations for party | No supply consumption this week |
| Excellent (20+) | Full + surplus | Gain 1 week of extra rations |
Domain Foraging Modifiers
| Domain Type | Modifier | Notes |
|---|---|---|
| Verdant/Forest | +2 | Abundant but may be territorial |
| Plains/Grassland | +0 | Standard foraging |
| Coastal/Aquatic | +1 | Fish, shellfish, seaweed |
| Desert/Wasteland | -4 | Limited; requires specialization |
| Mechanical/Urban | -2 | Must scavenge or trade |
| Death/Decay | -3 | Food often corrupted |
| The Null | Impossible | Nothing grows; bring everything |
Water Sources
Finding and securing water is the most critical survival task. Different domains offer different challenges.
Water Acquisition
Surface Water (Rivers, Lakes)
Usually visible and accessible. May require purification. Hazards: predators, pollution, territorial creatures.
Groundwater (Wells, Springs)
Test Survival TN 14 to locate. Often cleaner than surface water. May require digging or negotiation with domain.
Precipitation Collection
Collect rain, snow, dew. Requires containers and patience. Amount depends on weather: 1-4 days of water per storm.
Plant Sources
Some plants store water. Test Survival TN 12 to identify safe sources. Yields 1-2 days of water per successful harvest.
Domain Sources
Some domains generate water from strange sources—condensation from concept crystals, tears of stone guardians. Requires Domain Lore to find.
Disease & Ailments
Extended survival exposes travelers to illness, infection, and domain-specific ailments. Prevention is easier than cure.
Common Survival Ailments
| Ailment | Onset | Effect | Treatment |
|---|---|---|---|
| Exposure | 2-3 days | -1 Forma, fatigue | Warmth, rest, shelter |
| Gut Illness | 1-2 days | 1 Wound/day, dehydration | Rest, clean water, herbs |
| Infection | 3-5 days | 1 Wound/day, fever | Medicine, rest, amputation? |
| Parasites | 1-2 weeks | -1 to all, food needs ×2 | Purgative herbs, fasting |
| Domain Sickness | Varies | Domain-specific effects | Leave domain or adapt |
Disease Resistance
When exposed to disease:
Roll: Forma + Survival (TN varies by severity): Forma + Survival (TN varies by severity)
- Minor Disease (TN 10):: Contaminated water, mild exposure
- Moderate Disease (TN 14):: Untreated wounds, prolonged exposure
- Severe Disease (TN 18):: Domain plague, supernatural infection
Success:: Resist infection. Failure:: Contract disease; effects begin after onset period.
Morale & Sanity
Extended survival erodes mental health. Isolation, danger, and monotony take their toll even on the strongest minds.
Morale System
Track party Morale from 0 to 10 (start at 5):
- 10: Euphoric. +1 to all checks. May take foolish risks.
- 7-9: Good spirits. Normal operation.
- 4-6: Stressed. Tempers fray. Arguments more likely.
- 2-3: Despairing. -1 to all checks. Must test Anima to take risks.
- 0-1: Broken. -2 to all checks. May refuse to continue, self-harm, or desert.
Morale Modifiers
| Event | Change |
|---|---|
| Victory/major success | +2 |
| Find abundant resources | +1 |
| Rest in safety | +1 |
| Good news/hope | +1 |
| Each week of scarcity | -1 |
| Party member seriously injured | -1 |
| Party member death | -3 |
| Major setback/disaster | -2 |
| Hostile domain attention | -1 |
Domain Adaptation
Extended time in a domain changes you. Adaptation can be beneficial or horrifying—but it's inevitable.
Adaptation Stages
After extended time in a domain, adaptation occurs:
Acclimation (1-2 weeks)
Physical adjustment. -2 to all checks initially, improving to normal. May develop minor immunity to domain hazards.
Attunement (1-2 months)
Domain recognizes you. May gain minor blessing, or attract unwanted attention. Navigation and foraging +1.
Integration (3+ months)
You become part of the domain. Significant blessing likely, but leaving causes withdrawal effects. Domain creatures treat you differently.
Transformation (1+ year)
Physical or mental changes reflecting domain. May lose connection to origin; may become permanent resident. Some never leave.
Group Survival
Survival groups work best with clear roles and responsibilities. Larger groups consume more but accomplish more.
Survival Roles
Leader
Makes final decisions, settles disputes, maintains morale. Test Umbra + Command weekly to prevent morale loss.
Provider
Handles foraging, hunting, resource acquisition. Primary Survival specialist.
Medic
Treats injuries, prevents disease, manages health. Medicine kit lasts 50% longer in their hands.
Scout
Explores ahead, finds safe routes, watches for danger. Party cannot be surprised while scout is active.
Craftsperson
Builds shelter, repairs equipment, creates tools. +2 to construction and repair.
Group Size Effects
| Size | Advantages | Challenges |
|---|---|---|
| Solo | Stealth, speed, independence | No backup, limited skills, morale risk |
| Pair (2) | Watch rotation, skill coverage | Single point of failure if one falls |
| Team (3-5) | Good balance, role specialization | Requires coordination, more resources |
| Group (6-10) | Security, redundancy, labor force | Hard to hide, political dynamics |
| Expedition (10+) | Massive capability, specialization | Logistics nightmare, faction splits |
Rescue & Recovery
When survival situations end—through rescue, reaching safety, or finally escaping—recovery takes time.
Post-Survival Recovery
After extended survival ends:
- Physical Recovery: 1 week per month of extended survival to fully recover. Wounds heal normally; chronic conditions may persist.
- Mental Recovery: Test Anima weekly. Success = +1 Morale recovered. Low morale may cause flashbacks, nightmares, behavioral changes.
- Equipment: Most gear needs replacement or major repair after extended use. Budget 50%+ of original cost.
- Relationships: Time away strains connections. Contacts may have moved on, forgotten you, or assumed you dead.
