Enables the character to trail a being or creature, or any group thereof, through any environment through which a discernible trail may be left. The character must either begin at a site where he personally observed the passage of the quarry, or he must cast about for signs, like spoor, actual tracks, body impressions or prints, scuff marks, beaten down or broken foliage, or other trail-sign.

IF desired, the character may cast about for “spoor” in general, to look for signs of any traffic at all through the vicinity. In this manner, the character may determine whether the area in which he is located has seen any traffic within the past (SL) days. A successful DI00 check for this facet of the character’s skill will tell him whether the traffic (if any signs of such have been found) were animal or humanoid, on foot or mounted, roughly how many (within d10 – 1 per 4 SL’s in accuracy), and in what direction each was travelling (within D5 – 1 per 4 SL’s cardinal + secondary compass points), how many days since their passage (within d10 – 1 per 4 SL’s in accuracy). If humanoid and on foot, his skill will tell him what race the quarry probably was, whether young or adult, male or female, and whether they were heavy folk or light, or burdened by some load. Once the character has assessed these variables accurately, the only time they will hinder the character while on the trail is when a D100 check is failed badly, though at these times the character is unaware of this. The character will also have a chance to pick the single trail he wants out of such soups of trail sign.

Each successful d100 check reveals up to (AWA att. mod. + SL) furlongs of trail. The character may follow a trail no faster than at (1 per 4 SL’s) mph, to a maximum of (1/4 AWA) mph, under ideal conditions. The player need not make a new D100 check for his character every time the terrain or land forms change, as well as every time his quarry changes direction, or takes to some tactic like walking in a creek or taking to a hard rocky surface, or crosses or uses any such barrier to confuse any would-be trackers and throw them off his trail.

This skill can also be used to lay false trails to slow down trackers when one is sure of being pursued, but doing so takes time. This trick will require those on his trail to make a successful Tracker check on d100 vs. a DV equal to the character’s Track AV, plus a bonus based on the character’s Disguise SL (as applicable), in order to be able to distinguish the real trail.

IF the character also has the Conceal skill, the character may attempt to hide his tracks and the traces of his passing and those of his companions, knowing that the more of them and the larger they are, the more difficult the job is. The character’s maximum rate of travel while concealing tracks is restricted to (1 per 4 Conceal or Track SL’s, whichever is lower) mph. Covering one’s tracks will provide a DV for any attempting to follow the character’s trail equal to that defined by the character’s Conceal skill.

The character who also has the Disguise skill can make fittings for shoes or boots that will make the character’s tracks appear as any other sort of track the character desires (within his own personal experience, GM’s discretion), requiring those on his trail to make a successful Track check on DI00 vs. the character’s Disguise A V to pierce the ruse. Tying sticks to the bottom of the boots to simulate bird tracks was a popular traditional American Indian tactic.

The att. mod. for the use of this skill is based upon the character’s AWA score, with a bonus based upon his Perception SL, as applicable.


GM’s Notes: 

The base DV for tracking or casting about for signs of a human(-oid) trail is equal to the AGL att. mod. of the quarry, minus the number of points by which his (modified) STA is greater than 20, or plus the number of points by which it is less than 20. When tracking a group, the lowest DV from among the group should be used as the base and from this should subtracted the number of creatures or beings or objects like wagons or carts which leave a distinctive trail, minus one (the first one provides the base, and does not count towards increasing the amount of trail-sign left as will the others accompanying him).

Magicks applied which make the trail harder to find and also to follow affect the DV according to the directions detailed in their descriptions.

  • IF the quarry is a Huntsman, Woodsman, etc. of the Journeyman LoA or better or is a party led by such a character, the DV is determined according to his Trade ability, as described earlier.

The base DV should be multiplied by the number of times precipitation of any kind has fallen since the quarry made the tracks.

  • IF only once, the base should be increased by 1/2 again. For every full hour elapsed since the quarry made the tracks, up to 10, the DV should be raised by 1. For every full day thereafter the DV should be raised by 5.

Tracks left in snow or mud is easiest to follow, unless obscured by the tracks of others who have followed the same path later (GM’s discretion).

The time required for casting about to find a trail or to determine other trail information, such as the last creature or being to pass that way and roughly how long ago, is equal to the DV, divided by 10 and read in minutes. Once a trail has been found, the character may follow the trail as quickly as his skill allows.

Bumbles of this skill increase the DV for later checks, in the same manner as described for the Pick Locks skill.


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