Difference between revisions of "Hunting (sage ability)"

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[[File:Hunting (sage ability).jpg|right|630px]]
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[[File:Hunting (sage ability).jpg|right|525px|thumb]]
'''Hunting''' is an amateur-status [[Sage Ability|sage ability]] that permits the character to effectively locate [[Animal|animals]] so that they can be brought down by weapons, for the purpose of obtaining meat, leather and other products. These animals will occur either in or out of season; the commonality of the animal will determine how many hours the hunter must spend hunting before coming within range, and thereby having a chance to take it down. The amount of ability does not permit first strikes against prey from horseback, though a mount can be used to search for game.
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'''Hunting''' is an [[Knowledge Points|amateur]]-status [[Sage Ability|sage ability]] in the [[Sage Study|study]] of [[Scouting (sage study)|Scouting]] and an authority-status ability in the study of [[Logistics (sage study)|Logistics]]. This ability enables the character to locate and track animals effectively, allowing them to be brought down with weapons for the purpose of obtaining meat, leather and other materials.
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Game may be found in or out of season, with the rarity of the animal determining the number of hours required before the hunter is within range to take a shot. While the ability enhances the character's effectiveness in pursuing and engaging prey, it does not grant the advantage of a first strike when hunting from horseback. However, a mount may be used to cover ground more quickly in the search for game.
  
{| class="wikitable" style="float:right; margin-left: 15px; text-align: center; background-color:#d4f2f2;"
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{| class="wikitable" style="float:right; margin-left: 25px; text-align: center; background-color:#d4f2f2;"
|-
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|+Hunting Chart
 
! rowspan="2"|Animal type<br>(order of likelihood) !! rowspan="2"|Season !! colspan="2"|Hours to find !! rowspan="2"|Distance !! rowspan="2"|Wgt. of<br>meat
 
! rowspan="2"|Animal type<br>(order of likelihood) !! rowspan="2"|Season !! colspan="2"|Hours to find !! rowspan="2"|Distance !! rowspan="2"|Wgt. of<br>meat
 
|-
 
|-
 
!  in season !! out
 
!  in season !! out
 
|-
 
|-
| ground fowl || style="width: 75px|Aug-Dec || style="width: 50px|1-4 || style="width: 50px|3-36 || style="width: 75px|short || style="width: 50px|6-24 oz.
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| style="width: 125px|ground fowl || style="width: 100px|Aug-Dec || style="width: 75px|1-4 || style="width: 75px|3-36 || style="width: 100px|short || style="width: 75px|6-24 oz.
 
|-
 
|-
 
| burrowing mammal || Apr-Nov || style="width: 50px|1-6 || style="width: 50px|2-16 || style="width: 50px|short || style="width: 50px|1-4 lb.
 
| burrowing mammal || Apr-Nov || style="width: 50px|1-6 || style="width: 50px|2-16 || style="width: 50px|short || style="width: 50px|1-4 lb.
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|}
 
|}
  
== Locating ==
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== Locating Game ==
All types of animals may be rolled for on any given day, with the actual species occurring randomly. When finding a herd or burrow of animals, multiple animals may be tried for, once per hour (as the herd will be spooked and must be carefully approached again).  Hours to find new fowl or predators resets after finding.  The weight of meat is given per animal.  Light herd animals weigh up to 300 lbs.; heavy herd animals are larger.
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All types of animals correct for a given [[List of Ranges|range]] may be rolled for each day, with the exact species determined randomly. The availability of game depends on seasonal factors, local ecology and terrain, making some animals more difficult to locate at certain times of the year. If a herd or burrow of animals is found, the hunter may attempt to bring down multiple animals, but only one per hour as the remainder of the group will be spooked and flee, requiring a cautious and patient approach before another attempt can be made.
  
If the number of hours to find an animal is greater than 10, the hunter must participate in a [[Forced March|forced march]] to continue searching. Otherwise, the number of hours to find any animal the next day resets and must be rolled again.  There is therefore often not enough time in a day to find some of these animals, particularly when out of season.
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Predators and fowl, being solitary or widely scattered, require an entirely new search once one has been located. The amount of meat harvested depends on the type of animal; light herd animals weigh up to 300 lbs., while heavy herd animals are significantly larger and provide greater yields of meat, leather and other useful materials.
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If the number of hours required to locate a specific animal exceeds 10, the hunter must engage in a [[Forced March|forced march]] to continue searching, pushing themselves beyond normal exertion. Otherwise, the effort to find game resets at the start of the next day, requiring a new roll to determine available animals. This time limitation often prevents hunters from locating certain species, particularly those that are out of season, elusive or found only in remote environments.
  
 
== Ambushing ==
 
== Ambushing ==
Once locating a type of animal, the distance at which an [[Attacking in Combat|attack]] may be made is randomly determined as follows: Short, 1-12 [[Combat Hex|hexes]] (d12); Medium, 13-24 hexes (d12+12); Long, 25-47 hexes (2d12+23). Adjustment to [[Weapons List#Missile Ranges|missile ranges]] depends upon the weapon being used.
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Once the hunter has located an animal, the distance at which an attack may be made is determined randomly, representing the unpredictable conditions of the wild. This is categorised into short, medium or long range. If the animal is encountered at short range, it will be 1–12 hexes away, determined by rolling a d12. If the distance is medium range, the animal will be 13–24 hexes away, determined by rolling d12+12. At long range, the animal is 25–47 hexes away, determined by rolling 2d12+23.
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The ability to effectively strike at these distances depends on the hunter's weapon, as each missile weapon has its own effective range. If the hunter wishes to close the distance, they may attempt to approach using [[Stealth (sage ability)|stealth]], reducing the risk of startling the prey before making an attack.
  
The hunter is always presumed to have initiative. A hit that results in a [[Stun Lock|stun]] may allow the hunter a second attack; otherwise, the animal will move away at its [[Movement (stride)|maximum stride]] — which in many cases will put it far out of range.
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Regardless of distance, the hunter always has initiative when making the first attack, as the prey is unaware of their presence. If the attack results in a [[Stun Lock|stun]], the hunter may make an immediate second attack before the animal can react. However, if the attack fails to stun or kill, the animal will immediately flee at its [[Movement (stride)|maximum stride]], often moving well beyond effective range within moments, forcing the hunter to either give chase or abandon the attempt.
  
==== Hurt & Wounded Animals ====
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=== Hurt & Wounded Animals ===
If the hunter has skill in [[Tracking (sage ability)|tracking]], a hurt or [[Wounds|wounded]] animal may be followed so that it may be finished off. Animals that have been struck for more than 5 or more [[Damage (hit points)|damage]] are considered hurt; those struck for 11 or more are considered wounded.  '''Hurt''' animals will continue moving for 4-10 hours before resting.  Following a day's rest, they will try to rejoin their herd and will probably steadily regain their [[Hit Points|hit points]], resting intermittently, over the following three weeks.
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If the hunter possesses skill in [[Tracking (sage ability)|tracking]], they may follow a hurt or [[Wound|wounded]] animal to finish it off. Animals are classified as hurt if they have taken 5 or more [[Damage (hit points)|damage]], while those that have suffered 11 or more damage are considered wounded.
  
'''Wounded''' animals will move for one round at maximum stride, and then at their best run (half their maximum stride) until they have less than 8 hit points.  They will then move at stride-1 until collapsing and dying.
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A hurt animal will continue fleeing for 4–10 hours before coming to rest. If left undisturbed, it will begin recovering the next day, attempting to rejoin its herd while steadily regaining its lost [[Hit Points|hit points]] over the course of three weeks, resting intermittently until fully healed.  A wounded animal will react with immediate desperation, sprinting at its maximum stride for one full round before slowing to half of its maximum stride as it struggles to escape. Once its hit points drop below 8, its movement slows further, reducing to stride -1 until it collapses and dies.
  
In all cases, the resolution of killing an animal with hit dice is played out like any other [[Combat|combat]].
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Regardless of the state of the prey, the final confrontation is resolved as standard [[Combat|combat]], with the hunter needing to finish off the animal through direct engagement once it has been successfully tracked and located.
  
 
== Unskilled Hunting ==
 
== Unskilled Hunting ==
For those characters without hunting skill, who nevertheless would like to hunt for [[Food|food]], '''first''' increase the number of hours to find an animal type by 1 die of the type normally used. For example, to find a heavy herd animal in season requires 4d4-1 (3-15 hours). An unskilled hunter would roll 5d4-1 (4-19 hours). '''Second''', increase the range in hexes by 50%. Apart from these adjustments, attacking is resolved as above.
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For characters without hunting skill, but who still wish to hunt for [[Food|food]], adjustments must be made to account for their lack of expertise.
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First, the time required to locate an animal is increased, requiring the unskilled hunter to roll one additional die of the same type normally used. For example, locating a heavy herd animal in season typically requires 4d4-1 hours (ranging from 3 to 15 hours). An unskilled hunter would instead roll 5d4-1 hours (ranging from 4 to 19 hours), reflecting their inefficiency in recognising signs of animal presence and their tendency to search in unproductive areas.
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Second, the range at which the attack must be made is increased by 50%, representing the unskilled hunter's lack of fieldcraft and their inability to approach game without alarming it. With less ability to read an animal's movements, anticipate its reactions or move undetected, an unskilled hunter is far more likely to startle prey at a greater distance, making an accurate shot more difficult.
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If a skilled hunter is working alongside an unskilled hunter, the time required to find game remains based on the skilled hunter's ability. However, the range adjustment still applies, as the presence of the unskilled hunter increases the likelihood of making noise or moving in a way that disturbs the prey. Even if the unskilled individual is a [[Thief (class)|thief]] or [[Assassin (class)|assassin]], their expertise in stealth does not extend to the specialised tracking, positioning and patience required for hunting wild animals.
  
If a skilled hunter is acting '''with''' an unskilled hunter, the number of hours needed to find an animal type will conform to the skilled hunter's ability — but the increased range adjustment is used on account of the unskilled hunter's inability to move quietly and warily (even if they are a [[Thief (class)|thief]] or [[Assassin (class)|assassin]], as this is still outside their experience).
 
  
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See also,<br>
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[[Foraging (sage ability)]]<br>
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[[Hunting (technology)]]<br>
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[[Leadership (sage field)]]<br>
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[[Reality (sage field)]]<br>
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[[Wilderland (sage field)]]
  
See Also,<br>
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[[Category: Sage Abilities]][[Category: Reviewed]]
[[Logistics (sage study)|Logistics]]<br>
 
[[Scouting (sage study)|Scouting]]
 

Latest revision as of 15:54, 12 March 2025

Hunting (sage ability).jpg

Hunting is an amateur-status sage ability in the study of Scouting and an authority-status ability in the study of Logistics. This ability enables the character to locate and track animals effectively, allowing them to be brought down with weapons for the purpose of obtaining meat, leather and other materials.

Game may be found in or out of season, with the rarity of the animal determining the number of hours required before the hunter is within range to take a shot. While the ability enhances the character's effectiveness in pursuing and engaging prey, it does not grant the advantage of a first strike when hunting from horseback. However, a mount may be used to cover ground more quickly in the search for game.

Hunting Chart
Animal type
(order of likelihood)
Season Hours to find Distance Wgt. of
meat
in season out
ground fowl Aug-Dec 1-4 3-36 short 6-24 oz.
burrowing mammal Apr-Nov 1-6 2-16 short 1-4 lb.
waterfowl May-Nov 2-7 3-18 medium/long 2-5 lb.
light herd animal Apr-Oct
(dry season)
2-12 3-18 long 51-110 lb.
heavy herd animal Mar-Oct
(dry season)
3-18 5-20 long 200+ lb.
predator Apr-Oct
(dry season)
2-20 4-24 medium 81-100 lb.

Locating Game

All types of animals correct for a given range may be rolled for each day, with the exact species determined randomly. The availability of game depends on seasonal factors, local ecology and terrain, making some animals more difficult to locate at certain times of the year. If a herd or burrow of animals is found, the hunter may attempt to bring down multiple animals, but only one per hour — as the remainder of the group will be spooked and flee, requiring a cautious and patient approach before another attempt can be made.

Predators and fowl, being solitary or widely scattered, require an entirely new search once one has been located. The amount of meat harvested depends on the type of animal; light herd animals weigh up to 300 lbs., while heavy herd animals are significantly larger and provide greater yields of meat, leather and other useful materials.

If the number of hours required to locate a specific animal exceeds 10, the hunter must engage in a forced march to continue searching, pushing themselves beyond normal exertion. Otherwise, the effort to find game resets at the start of the next day, requiring a new roll to determine available animals. This time limitation often prevents hunters from locating certain species, particularly those that are out of season, elusive or found only in remote environments.

Ambushing

Once the hunter has located an animal, the distance at which an attack may be made is determined randomly, representing the unpredictable conditions of the wild. This is categorised into short, medium or long range. If the animal is encountered at short range, it will be 1–12 hexes away, determined by rolling a d12. If the distance is medium range, the animal will be 13–24 hexes away, determined by rolling d12+12. At long range, the animal is 25–47 hexes away, determined by rolling 2d12+23.

The ability to effectively strike at these distances depends on the hunter's weapon, as each missile weapon has its own effective range. If the hunter wishes to close the distance, they may attempt to approach using stealth, reducing the risk of startling the prey before making an attack.

Regardless of distance, the hunter always has initiative when making the first attack, as the prey is unaware of their presence. If the attack results in a stun, the hunter may make an immediate second attack before the animal can react. However, if the attack fails to stun or kill, the animal will immediately flee at its maximum stride, often moving well beyond effective range within moments, forcing the hunter to either give chase or abandon the attempt.

Hurt & Wounded Animals

If the hunter possesses skill in tracking, they may follow a hurt or wounded animal to finish it off. Animals are classified as hurt if they have taken 5 or more damage, while those that have suffered 11 or more damage are considered wounded.

A hurt animal will continue fleeing for 4–10 hours before coming to rest. If left undisturbed, it will begin recovering the next day, attempting to rejoin its herd while steadily regaining its lost hit points over the course of three weeks, resting intermittently until fully healed. A wounded animal will react with immediate desperation, sprinting at its maximum stride for one full round before slowing to half of its maximum stride as it struggles to escape. Once its hit points drop below 8, its movement slows further, reducing to stride -1 until it collapses and dies.

Regardless of the state of the prey, the final confrontation is resolved as standard combat, with the hunter needing to finish off the animal through direct engagement once it has been successfully tracked and located.

Unskilled Hunting

For characters without hunting skill, but who still wish to hunt for food, adjustments must be made to account for their lack of expertise.

First, the time required to locate an animal is increased, requiring the unskilled hunter to roll one additional die of the same type normally used. For example, locating a heavy herd animal in season typically requires 4d4-1 hours (ranging from 3 to 15 hours). An unskilled hunter would instead roll 5d4-1 hours (ranging from 4 to 19 hours), reflecting their inefficiency in recognising signs of animal presence and their tendency to search in unproductive areas.

Second, the range at which the attack must be made is increased by 50%, representing the unskilled hunter's lack of fieldcraft and their inability to approach game without alarming it. With less ability to read an animal's movements, anticipate its reactions or move undetected, an unskilled hunter is far more likely to startle prey at a greater distance, making an accurate shot more difficult.

If a skilled hunter is working alongside an unskilled hunter, the time required to find game remains based on the skilled hunter's ability. However, the range adjustment still applies, as the presence of the unskilled hunter increases the likelihood of making noise or moving in a way that disturbs the prey. Even if the unskilled individual is a thief or assassin, their expertise in stealth does not extend to the specialised tracking, positioning and patience required for hunting wild animals.


See also,
Foraging (sage ability)
Hunting (technology)
Leadership (sage field)
Reality (sage field)
Wilderland (sage field)