Tracking
The character with this ability can follow the trail of creatures in almost any environment. To use tracking, the creature must leave tracks or marks of its passage. A flying creature, for example, is almost impossible to track.
A first roll is done when the tracks are first found. Then, a new roll is required when the conditions change or worsen (change of terrain, rain, night, etc.), if other tracks are found or when the tracker resume her pursuit after a break of 15 minutes or more.
If the tracker missed a roll, she looses the trail. Another roll can be done after 30 minutes of looking for new signs. After 2 misses, the pursuit is lost for good. On a critical fail, the tracker starts to follow the wrong tracks. Another roll is done after an hour. A success means the tracker realizes her error. Another failure means the tracker continues on the wrong trail for another hour before another roll.
A tracker can also try to identify the creatures in the group. Other abilities might help (such as Mythology or animal knowledge).
When tracking, one must slow down his movement speed, usually to half its normal speed.
The following adjustments apply:
- +15 Muddy ground
- +10 Shrubs, lianas or dense reed
- +5 Occasional signs, dust
- +5 For each additional tracker in the group
- +5 For each 3 creatures in the group tracked
- 0 Normal ground, wooden floor, etc.
- -5 For each 12 hours elapsed
- -5 If the group tracked tries to hide their tracks (can vary depending on expertise of group)
- -5 For each hour of rain, snow or hail
- -10 Poor light (moon or stars at night)
- -10 If someone in the group tracked has tracking and is hiding the tracks
- -15 Rock terrain or shallow waters
Note: Most adjustments are cumulative.