06-20-2016, 07:51 AM | #81 | |
Join Date: Oct 2004
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Re: [Basic] Skill of the week: Fishing, Survival and Urban Survival
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06-20-2016, 08:01 AM | #82 | |
Join Date: Jul 2008
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Re: [Basic] Skill of the week: Fishing, Survival and Urban Survival
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The Basic text also pretty strongly suggests that an Earth creature couldn't have such a skill, considering that a land-dwelling critter supposedly can't even have aquatic habitat survival skills. I would reject that if the creature in question has access to technical means of making the environment in question survivable, but the Basic Set doesn't indicate that.
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I don't know any 3e, so there is no chance that I am talking about 3e rules by accident. |
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06-20-2016, 08:14 AM | #83 | |
Join Date: Jun 2005
Location: Lawrence, KS
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Re: [Basic] Skill of the week: Fishing, Survival and Urban Survival
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Per the basic set: You must specialize by terrain type. Land-dwellers may choose from Arctic, Desert, Island/Beach, Jungle, Mountain, Plains, Swampland, and Woolands. They may not take any of the eight aquatic specialties. They get defaults for Tropical Lagoon and River/Stream, but the rules don't allow them to put points into these specialties. If you have survival for a terrain type on a particular planet, you get a default for that terrain type on a different planet; for example, if you have Survival (Desert, Earth), your Survival (Desert, Arrakis) or Survival (Desert, Geta) will default to it at -4. However, this requires that the two planets be of the same planet type. You get no default for Survival (Desert, Mars) in a cosmos where Mars is actually a small rock world with minimal atmosphere. The Basic Set says that there is such a thing as Survival (Radioactive Wasteland), but as Roger points out, it's specifically the skill of knowing how to survive in a radioactive wasteland without special equipment. So, from this, I would take it that a being native to a gas giant could buy Survival for some environment of that gas giant, and then would have Survival for comparable environments on other gas giants as a default at -4. They would not have a default for Survival in any terrestrial environment. Nor would any terrestrial being have a default for Survival in any gas giant environment. The Basic Set doesn't say explicitly that the gas giant dweller can't buy the Survival skill for terrestrial environments; but given that aquatic organisms can't buy land skills, and vice versa, and that gas giant environments are more different from either land or water terrestrial environments than either is from the other (after all, there were water creatures that adapted to life on shore, and vice versa, but there is no credible way for a gas giant creature to adapt to life on Earth), it makes sense that gas giant creatures can't buy Survival for any terrestrial environment. And, mutatis mutandis, terrestrial creatures can't buy it for any gas giant environment.
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Bill Stoddard I don't think we're in Oz any more. |
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06-20-2016, 08:20 AM | #84 |
Join Date: Oct 2004
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Re: [Basic] Skill of the week: Fishing, Survival and Urban Survival
Ok, let's say its Survival (Desert, Gas Giant) or whatever. It says "In settings where it is possible to _visit_ other worlds" which is very clearly the situation for say, space explorers, scouts, astronauts, etc. and not natives on their homeworld and terrain. I'm going to assume the original post, which was about Survival (Desert, Rock World) is answered. But whatever the case, GURPS Space uses Survival on the templates for rangers, colonists, explorers.
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06-20-2016, 08:26 AM | #85 | |
Join Date: Jun 2005
Location: Lawrence, KS
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Re: [Basic] Skill of the week: Fishing, Survival and Urban Survival
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I think that's mostly a GM judgment call. Though I might say that the difference is that if you put on the equipment and can live in the water indefinitely, including eating, excreting, sleeping, and perhaps even reproducing, you've become sufficiently native to buy Survival, but if you put on the equipment for a short-term stay and have to come out to take care of biological needs, you haven't.
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Bill Stoddard I don't think we're in Oz any more. |
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06-20-2016, 08:28 AM | #86 | |
Join Date: Jun 2005
Location: Lawrence, KS
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Re: [Basic] Skill of the week: Fishing, Survival and Urban Survival
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Bill Stoddard I don't think we're in Oz any more. |
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06-20-2016, 09:19 AM | #87 | |
Join Date: Jul 2006
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Re: [Basic] Skill of the week: Fishing, Survival and Urban Survival
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Realistically, this might work if you have a setting where precursors of some kind terraformed lots of planets to the same spec ... otherwise you'll need a new skill for the radically different biota on each planet. |
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06-20-2016, 05:32 PM | #88 | |
Join Date: Oct 2004
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Re: [Basic] Skill of the week: Fishing, Survival and Urban Survival
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Having been to a military survival school (in Panama), and having a held a scuba license and a Hazmat specialist license in the past, I see nothing related between the two. The environment, and the protective gear you wear in it, are totally different issues. Knowing the lay of the land, the hazards in it and how to avoid them, as well as understanding the basic skills necessary to acquire water, food, and shelter, is very different from donning and maintaining protective gear used in a specific environment. It goes without saying that if the environment will kill an unprotected human, then of course you need a protective suit. But if the suit will allow you to go into that environment, you need to learn to survive out there, if for any other reason, than to preserve your suit's protective abilities! The NBC suit the US Army uses has a charcoal filter -- if you sit down on wet grass, you'll compromise the suit's effectiveness. When and where you might encounter such grass is a matter of other training. Jungle saw grass, cactus, black palm, and such will do a number on a MOPP suit, for instance. But whatever the case, GURPS Space 3e says this: Colonist The hardy folk who carve new lives out of the wilderness of a virgin planet. They may be part of a religious or ethnic group, sponsored by a government, part of a commercial venture, or on their own. Survival is the most important skill here. The new specialty types that seem to be confusing everyone came from Transhuman Space, where the extra detail for dolphin characters, etc. made sense. That's really the extent of the mystery there. From 3e: This is the ability to "live off the land," find good food and water, avoid hazards, build shelter, etc. A different Survival skill is required for each type of terrain, including: Desert Woodlands Plains Jungle Arctic Island/Beach Mountains Swampland Radioactive (no default use) One successful roll per day is required to live safely (if not comfortably) in a wilderness situation. One person with this ability can look after up to ten others. A failed roll means each member of the party takes 1 die of injury. Modifiers: -2 on an unfamiliar continent or planet; up to -5 for extreme weather conditions; -5 if you are wholly without equipment. This skill also gives an "eye for country." It can be used to pick the best direction of travel to find flowing water, a mountain pass, or whatever other terrain feature is desired - assuming that it exists. This is also the skill used to trap wild animals. (A city-bred thief could use his Traps ability, but he's used to different game . . . so the roll would be at a -5.) Make one roll for each trap set. It takes about 30 minutes to improvise a trap from ordinary materials, or 10 minutes to set and hide a commercial steel trap. Pit traps for large game, of course, take several hours to dig. |
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area knowledge, basic, fishing, skill of the week, streetwise, survival, urban survival |
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