Survive challenges typically involve enduring some life-threatening risk for a period of time, until the risk passes or your body throws it off. Even if only one person is suffering from the risk, your entire party can get in on the remedy.


  • Your party member suffers from a disease or illness that they are fighting off.
  • Your party is under siege, and needs to shore up the castle walls.
  • Your party is subject to a trap that is attacking them, or a series of traps in a hallway or room.
  • Your party is crossing a hazardous environment, such as a desert or a jungle, and they are at risk simply by going out into it.
  • Your party member is trying to control some explosive power within themselves.

Challenge Flow

At the start of the challenge, the party determines that they want to resist the effect, and the GM declares that resistance requires a Survive Challenge. At that point, the entire party attempts to either resist themselves, or aid in another's resistance, using their Survive skills to achieve victory.

Victory and Failure

Each individual success in a Survive Challenge makes progress. It might dismantle a part of a trap, or break the fever of a plague.

Victory in a Survive challenge means that you successfully endure the suffering. This doesn't mean that it won't come back, but that the danger, for now, has passed.

Each loss in a Survive Challenge risks your health and life first and foremost. In the early stages, you may be subject to penalties and ailments, but in the latter stages, you may die.

Total failure in a Survive challenge means that you fail to survive, and you fail to help others survive. At least one death or disability is a likely result, and even if everyone survives, the condition persists for the rest of the campaign, making the area deadly forever.

The Survive Check

Roll your skill, and compare it to the Difficulty of the Survive Challenge. If you beat the Difficulty, you gain one success. If you don't, you gain one loss, and suffer the Hazard. When the number of your successes meets the Requirements for the challenge, you achieve victory. If the number of your losses ever rises above the Threshold for the challenge, you fail.

Skill Abilities

Instead of making a Survive Check, you could also use one of your Skill Abilities to have a certain outcome result. Skill Abilities may add successes or reduce Requirements, subtract failures or increase the Threshold, add to future Learn checks, or lower the Difficulty, depending on the ability used. Skill Abilities do not require Survive Checks: their effects are automatic, when you decide to use them.


The party must enter the Realm of the Dead to talk with a spirit there. The GM decides that remaining in the realm is draining on their health and well-being, and requests a Survive challenge to endure it. The GM breaks up the Survive challenge with a Persuade challenge when talking with the spirit.

Realm of the Dead
Difficulty: 18 Requirement: 6 Threshold: 3
Hazard: Each failure halves the HP of each party member. Total failure KO's the party, and ends the Dead Spirit Conversation challenge early in a failure. The party cannot return to the Land of the Dead.
Progress: The party grows used to the dismal energies of the Realm of the Dead, growing stronger from exposure. After every 2 checks, have them make two Persuade checks in the Dead Spirit Conversation challenge.
Victory: The party remains immune to the energies of the Realm of the Dead for the duration of the campaign, and can visit it regularly without having to overcome this challenge again.
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