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away_teams_progression [2025/05/30 17:56] elindos |
away_teams_progression [2025/05/30 19:00] (current) elindos |
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Then for every unit found, you test your Team Gathering this time against the ingredient difficulty to be collected. Results on this test can impact your Gathering Limit and events. ((''If you have three successes on your Team Gathering test, you can collect the ingredient without hitting on your total Gathering Limit. If you have two successes, you collect the unit normally and lose 1 Gathering Limit. If you have one success, you collect the unit but add one possible minor negative event to the Gathering Event Table. If you do not have any success, you do not take this unit, you add a chance for an average negative event and lose 2 Gathering Limit.'')) You can only try to gather a unit once. | Then for every unit found, you test your Team Gathering this time against the ingredient difficulty to be collected. Results on this test can impact your Gathering Limit and events. ((''If you have three successes on your Team Gathering test, you can collect the ingredient without hitting on your total Gathering Limit. If you have two successes, you collect the unit normally and lose 1 Gathering Limit. If you have one success, you collect the unit but add one possible minor negative event to the Gathering Event Table. If you do not have any success, you do not take this unit, you add a chance for an average negative event and lose 2 Gathering Limit.'')) You can only try to gather a unit once. | ||
- | Gathering is complete once all detected units have been attempted, or your Gathering Limit reaches 0, whichever will come first. | + | Gathering is completed once all detected units have been attempted, or your Gathering Limit reaches 0, whichever will come first. |
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+ | === Away Teams: Team Profile === | ||
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+ | **Scouting** teams receive +1d6 in Team Speed, Stealth and Detection.((''This Detection bonus is not added for Gathering activities.'')) | ||
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+ | **Gathering** teams receive +2d6 in Team Gathering and Detection (but only for Gathering activities). | ||
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+ | **Hunting** teams receive +2d6 in Team Defense, and Detection against wildlife only (this can prevent wildlife ambushes). | ||
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+ | **Engineering** teams receive +2d6 in Team Construction. | ||
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+ | **Escort** teams receive +2d6 in Team Defense and have their Guard character class receiving a +30% bonus to their efficiency. | ||
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+ | **Scientific** teams receive +2d6 in Team Research. | ||
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+ | **Tactical** teams receive +2d6 in Team Defense, Team Detection (but not for Gathering detection) and Team Stealth. | ||
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+ | **Ark** teams receive +2d6 in Team Research. They also reduce difficulty of collecting wildlife and plantlife by 1. | ||
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+ | **Secret** teams receive +3d6 in Team Detection (but not for Gathering detection) and Team Stealth. | ||
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+ | To validate these profile bonuses you need to have at least 60 remaining Team Efficiency and have at least one Leader and one Member who are not exhausted (they must have some Stamina left). | ||
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+ | //We may change this system later. Here we add xd6 but we may instead add a percentage value and convert that into a dice pool.// | ||