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05-13-2016, 01:49 PM | #1 |
Night Watchman
Join Date: Oct 2010
Location: Cambridge, UK
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[Basic] Skill of the week: Naturalist
Naturalist is the IQ/H skill of practical knowledge about the natural environment. It includes some practical Biology, Geology and Meteorology, and defaults to IQ-6 or Biology-3. It provides defaults for Biology, Mimicry (Animal Sounds) or (Bird Calls), Pharmacy (Herbal), Survival and Tracking, assists with Disguise (Animals), and is a prerequisite for Herb Lore and Pharmacy (Herbal). The Green Thumb and Outdoorsman talents boost it, and it is included in the Science! wildcard skill. If it’s relevant, specialisation by an individual planet is required, with a default at -4 to other planets of the same type. Naturalist is usable in place of Survival for foraging, and is useful in dealing with injuries from animals, such as knowing if the snake that bit you is venomous.
The skill dates from GURPS 1e, which describes it as "the sort of knowledge you would expect from a good 20th-century biology teacher" which seems to make more sense if you qualify it with "on a nature walk." Its role in GURPS seems to be as "the core skill for characters who have a lot of insight into nature, without being scientists." The skill being Hard, and covering all environments of a planet, seem to be linked: an optional specialisation in a type of environment, using the list from Survival, seems like a skill that a lot of ordinary people might have. Naturalist is commonplace on templates for outdoors types, and as an option for medics. It’s important in After the End, especially in combination with Plant Empathy. Dungeon Fantasy lacks science skills, which makes Naturalist the key to exploiting the natural world, and DF16 is full of applications for it. Infinite Worlds allows for the skill to be used in spotting natural gates. Low-Tech has several specific uses for Naturalist, and LTC3 has more, as does Magic. Death Spells has an application not convenient to describe (Eeww...) and the skill is on a surprising number of Martial Arts: Yrth Fighting Styles templates. It can be used against Monster Hunters skin-changers, and appears in six Talents and six Wildcard skills in the relevant Power-Ups books. Powers and Enhanced Senses have abilities to boost it, and Thaumatology has lots of magical applications. Alchemical Baroque, Chinese Elemental Powers and Magical Styles have uses for the skill, as does Underground Adventures. I've seen this on fantasy characters, but never in any other kind of setting. What have you done with it in a game? |
05-13-2016, 01:57 PM | #2 | |
Join Date: Dec 2006
Location: Eindhoven, the Netherlands
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Re: [Basic] Skill of the week: Naturalist
Naturalist is in GURPS Action. Page 12 of GURPS Action 4: Specialists
Quote:
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My Blog: Mailanka's Musing. Currently Playing: Psi-Wars, a step-by-step exploration of building your own Space Opera setting, inspired by Star Wars. |
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05-13-2016, 02:10 PM | #3 |
Join Date: Feb 2009
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Re: [Basic] Skill of the week: Naturalist
I'd always considered it the skill for telling the difference between a normal tree and a whomping willow etc
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05-13-2016, 02:49 PM | #4 |
Join Date: Jul 2014
Location: New Zealand.
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Re: [Basic] Skill of the week: Naturalist
Building off that idea, naturalist could be used for identifying what undergrowth you are going through with involved in a chase. Poison ivy, blackberry, bush lawyer etc.
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Waiting for inspiration to strike...... And spending too much time thinking about farming for RPGs Contributor to Citadel at Nordvörn |
05-13-2016, 03:14 PM | #5 |
Join Date: Sep 2007
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Re: [Basic] Skill of the week: Naturalist
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05-14-2016, 04:47 AM | #6 |
Join Date: Jul 2012
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Re: [Basic] Skill of the week: Naturalist
Fantasy character. Sorry for not being terribly original.
Naturalist served as a tertiary skill for ritual magic: Pyramid 28 has Ceremonial Magic Made Easy, which gives bonuses for Magical Materials (listed on the table on GURPS Magic p. 222). On the table most of the list has many herbs or types of wood there; these would be common or simple materials (for only a +1 bonus for reusable and another +1 bonus for consumable materials), although relatively easy to gather; if you have the Naturalist skill to know what you are looking for. That makes a cheap and easy +2 bonus to Ceremonial Magic, which can instead be traded for 2 energy towards the cost of the spell. Not terribly exciting, alas, but it is an easy way to reduce the energy cost of ritual magic, and make spells like Skull-Spirit or Final Rest (both with energy costs of 20) more accessible to relatively low-powered characters. One thing I would be interested in is seeing how far Naturalist could go towards reducing the cost of Herb Lore. |
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basic, naturalist, skill of the week |
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