Low-Tech Survival Skills
Suppose you’re in the wilderness. It’s the summer solstice, in 160 days there will be the first snow. It’s a temperate environment, Tech-Level is 2, with realistic survival mechanics. For the sake of simplicity, you can assume that you’ll have relevant basic equipment for skills. As well as that, you assume all attributes are 10 and you have 60 points to spend on just skills.
Now, I’m curious; What skills would you take? What are absolutely necessary, what could you need but not require? What could you forgo and what will you ignore entirely? Why? How long do you think you could realistically survive? If you’d like, you can also ask further questions about my little “Scenario”. For me? I’d take Carpentry, Fishing, Gardening, Weather Sense, Cooking (iirc you need it to preserve food), Survival (Woodlands and Plains), and most likely Axe and Bow. I’m eager to see your responses. |
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High levels of Area Knowledge, on the assumption that they'd be complementary to Survival and other useful skills. Area Knowledge tells you where local resources are available.
If you have the ability to quickly clear land and suitable seeds, Farming and Gardening skills become viable for quickly-growing crops, although planting in late June is several months too late for most temperate climate grain crops. Sowing winter wheat or similar crops which overwinter and which can be harvested in June of next year is a more viable option, but that doesn't help you get through the winter. Stealth and Tracking are requirements for most game hunting. Armoury skill is needed to make replacement arrows and weapons. Depending on the terrain, however, Fishing or Traps/Camouflage might be the better option for obtaining protein that resists becoming protein. Naturalist skill might be useful for telling you know details about the natural environment, such as when herd animals migrate, fish spawn or fruits ripen or how prey animals behave. Axe isn't necessarily useful as a craft skill. If you want to turn trees into lumber, Carpentry or Survival might allow decent defaults, especially at TL2, but the proper skill is PS (Lumberjack). Other useful skills are First Aid, Leatherworking (to turn hides into leather and to make leather into shoes, etc.) and Sewing (to turn hides into clothing). Given the long list of skills, it's clear that wilderness survival is a cooperative venture with different specialists needed. A loner would need very good Survival skill, possibly other skills, like Armoury (Bows & Arrows), Stealth and Tracking and some luck, particularly in the matter of finding good, defensible waterproof, wind-proof shelter, like a cave. |
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Interesting. I took Axe, not because of felling trees, but because if I had an axe, I might as well fend off any animals that would mess with me. However, I know it’s not common. PS (Lumberjack) is something I didn’t think about, but Gardening was for after the first winter (if I even made it though).
Now, do you think you could make anything more than clay and thatch huts? Realistically, it wouldn’t be easy, especially with a lack of nails, spending time to make dowels would slow down the process a decent bit. I am not also sure that you can replace nails with dowels in every scenario, either. |
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Area knowledge (Oregon) and Common Sense would tell me,"Walk downhill". Sooner or later you find water (there is always water in Oregon). Water will take you to civilization.
Now if you would rather NOT be near civilization-say you are flying Over the Hump and don't know whether or not you crashed in Japanese held territory, it is different. But in Oregon survival is rather elementary as long as you do not go into actual D.B. Cooper country. |
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I suppose survival in Oregon would be rather simple. Now try rural North Dakota or Wisconsin, maybe even Finland or North Karelia.
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Housekeeping covers basic cooking, sewing etc. So that instead of the seperate skills might be more useful.
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If I'm stuck with the wilderness, well: Survival for whatever the environment is around here is obvious for water purification, foraging, shelter and fire starting, and covers snares too, which are handy. Sling is an easy to make weapon that can use found ammunition, so it's probably a better option than Bow for taking small game. I wouldn't mess with Tracking; hunting large animals you need to search for probably isn't worth the effort required for an individual. Housekeeping/TL2 is actually a pretty good choice for the long term, not just for the cooking and clothing repair but for the absolutely critical long term meal planning and food preservation people don't do so much anymore but which you will need if you want to survive the winter. Machinist/TL0 (aka "Flintknapping") is a nice skill to have for genuinely alone in the wilderness scenarios - it's not just about stone tools, but covers other materials too. If you are sticking with that Bow consider a point in Armoury [missile weapons]/TL0 - that gives you a shot at making functional replacement arrows. Gardening isn't a bad choice for a long term food supply. Basketry is a craft people underestimate a lot. It's pretty nice for alone in the wilderness cases since it works with lots of common raw materials and few or no tools. Containers are vital for collecting stuff, and you can probably take more water produce with basket traps than you would with Fishing. Leatherworking maybe - you're going to need replacement clothing and shoes eventually and are not going to be doing the entire cloth production chain on your own. For a [group] Physician/TL5 and Pharmacy (Herbal)/TL5 would be really nice, but it's actually pretty hard to treat yourself when you are sick or badly injured, so it might not be worth the points for a single person. I assume you picked Carpentry with an eye to building a long term shelter. That's not a terrible idea, but you will need a pretty substantial toolkit to get much use out of it. If you're here with a few friends and a wagonload of supplies, then sure, alone with just your axe, maybe not so much. The Basketry (for thatching and wattle and daub) might be a good option here too. Note BTW GURPS seems to have settled on Forestry rather than PS (Lumberjack) for its tree-cutting skill. And no isn't all that hard to construct wooden buildings (or wooden anything else) without nails - usually with better results; nails are the compromise option when fast and low skill required are major considerations. |
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Hiking will be useful - you'll be doing a lot of walking. I'm not sure if soap-making comes under Housekeeping. If not, Pharmacy (Herbal), perhaps? It'd be useful regardless, but access to soap is hugely beneficial to hygiene and health. |
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For the sake of simplicity then, let’s assume that there is no civilization to rejoin in whatever area. Walking back to civilization is like a cheat code, it makes the challenge too easy.
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all 60 points in Survival. With Survival 25 I can survive forever.
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Wooden "treenails" were pretty much the norm at TL2. If you have access to reasonably straight saplings, you don't need to whittle or turn dowels. Someone living solo in the wilderness with just a few months before Autumn would do better to create a small, weatherproof shelter like an improved lean-to, however, and spend the bulk of their time foraging and preserving food. Access to a reliable, clean, defensible water source and a defensible, windproof, waterproof shelter are the first priorities, however. Machinist/TL0, as others have mentioned, is also a handy skill, since it covers things like flint, horn and bone-working. Since metal is going to be scarce and you lack the tools, forge and fuel to do metalworking, it will be hard to keep TL2 hardened bronze or copper or unalloyed iron tools in good condition. That makes stone and bone tools a more available option. Masonry is also a potentially useful skill if you have access to clay and the ability to make mud bricks. Do like the Anasazi did and build a mud brick building under a rock outcropping. |
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Assuming that you're staying in the wilderness:
Survival [8] Area Knowledge [4] Carpentry [4] Fishing [4] Cooking [4] Sewing [4] Knife [4] Stealth [4] Machinist [4] Tracking [4] Traps [4] Spear Throwing (Atlatl) [4) Spear [4] Climbing [4] |
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That’s pretty solid! Masonry might also be a safe bet.
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In the interest of catchall shortcuts:
Survival!-12 [Anything+2 / 60 points] |
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I would really strongly recommend First Aid. I'm torn on Naturalist as it has a lot of overlap with Survival. However, I think a bit of it to help with things like predicting the weather and things like finding caves, useful plants, and so on is worthwhile.
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Predicting the weather is Weather Sense/TL if I remember correctly
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I actually do think you might get more out of Pharmacy (Herbal), which you can prepare in advance and in the absence of other people to give you the most horrible contagious diseases is mostly helping with less debilitating stuff you probably can function with. Quote:
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I just realized I forgot Camoflage, so I'd put [2] from Knife on that rather than Swimming. |
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Lack of Swimming skill has ended many an adventurer's life, but if you're confident you won't be needing it (you'll just be staying on the shore/bank and won't be trying to ford any rivers), you could probably get away with not having it. |
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Knife isn't about using knife as a tool: its about using it as a weapon. I think survival will cover all uses of it that aren't stabbing large animals to death, and you have have spear for that.
Armory to make the spear and atlatl might be a good idea though. I'm not sure how useful climbing really is here either. Is it for running away from bears and wolves? I doubt there will be much fruit. |
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Sewing I would probably change to leather working, for tanning and making boots If you want you can take tactics, maybe even optional specialization (hunting) but for me it's too much And bow is better than spears throwing. Accuracy, range, damage and ammo weight at least. And most crafting rolls would be with a bonus for easy task. So, something like that Survival [12] Area Knowledge [4] Carpentry [4] Fishing [4] Housekeeping [4] Leatherworking [4] Knife [1] Stealth [2] Machinist [4] Tracking [4] Bow [4] + Armoury missile weapons [2] Spear [2] Climbing [2] Swimming [1] Gardening [2] Artist (pottery) [2] First Aid [2] |
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Because if you have to make them then Machinist/TL0 might be needed just to start. And then, yes, Carpentry, or even better Armoury (Missile Weapons). Slings are damned easy to make. I have made them out of jute cord. But you need Survival to make cordage. Trapping is also the most energy efficient way to get protein, and I think that Survival covers trapping, but if not then Traps. But if you have Armoury then go for a Bow instead of a sling- they are better, though they take more work to make. Probably Axe, yes. You can use it with a one-handed club, too. Knives are probably more useful than an ax, but you don't actually need Knife skill for survival uses of a knife. Throwing Stick might be handy. First Aid (or something that defaults to it like Physician) is a must, no matter what. Then Navigation or Area Knowledge, obviously, to get back home. But if you get to start with equipment then you don't need much more than Guns (Shotgun)/TL8 and Survival/TL8. The latter would probably come with a GPS. :) Edit-- I see now that you mean for long-term survival, and it seems to be implied that you do not start with equipment. In fact, you might be plopped down naked. I'll also assume that you are dropped into unfamiliar surroundings so that Area Knowledge is not available.
Of course, I'm also tempted to just put all 60 points into Survival, since almost anything else I might need could arguably default from it, especially if Survival covers trapping. Survival-25 has to be pretty awesome. |
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Tanner isn't covered but defaults to leatherworking -3 |
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