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#1 |
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Join Date: Dec 2012
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Not sure of anything you'd break by going for 'by planet type', and GURPS is nice about allowing (or even encouraging) rules adjustments for different settings. that rules adjustment makes a lot of sense for Stargate and Star Trek in particular, since they have all these ancient races moving life-forms from one planet to another, and otherwise terraforming them.
Not sure what the official response will be, but I doubt they'll strongly object.
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Warning, I have the Distractible and Imaginative quirks in real life. "The more corrupt a government, the more it legislates." -- Tacitus Five Earths, All in a Row. Updated 12/17/2022: Apocrypha: Bridges out of Time, Part I has been posted. |
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#2 | |
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Join Date: Apr 2005
Location: France
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Quote:
Since wildcard skills like Sword!, Gun! or Science! (See Basic Set, Characters, page 175) are possible for some settings, Survival! sounds to be a good option for game worlds like Star Trek or Stargate... Especially Stargate, where humans go on other planets exactly as if it was Earth, with not the least illness or even language problem! And if you don't like wildcard skills, you can just decide that such planets are so close from Earth than they are exactly like Earth (and completely drop differences between planets for survival purpose). After all, SG1 team rarely meets strange fauna or flora. |
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#3 |
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Join Date: Dec 2008
Location: Behind You
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Naturalist is per planet.
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| survival |
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