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#41 | |
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Join Date: May 2013
Location: Ellicott City, MD
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#42 |
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Banned
Join Date: Aug 2004
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Is that:
a) 3X14 = 42. 42/2 =21. Temperature range 14F (35-21) to 111 (90+21) or b) 3X14 = 42. Temperature range -7F (35-42) to 90 (90+0) Either way 40-48'F is nicely within their comfort zone, so they should be able to warm up, and regain all their fatigue once they hit land. That will make a massive difference! They're rolling against 16, meaning they should fail 1 time in 54. And Very Fit means they should be rolling every 2 minutes for both swimming and cold, meaning they should lose 1FP every 54 minutes. After 2 hours they should be down 2, maybe 3 FP, which will take 10-15 minutes to regain when they hit dry land. Overnight, assuming being naked [-5 to HT roll] with HT14+Very Fit, 14FP, a) (above), 30+ mile an hour winds and an effective temperature of -40F [-1 to HT roll], over 12 hours they should lose 18 FP, costing them 4 HP, which in the long run will obviously be fatal, but one night won't kill them, even without clothing or shelter. What are their HT based survival scores? |
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#43 |
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Join Date: Mar 2013
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How are these guys seeing land while swimming?
I ask this not knowing anything about the real distances, but I've found while swimming at the beach it's easy for me to get lost if I don't take a few seconds every so often to get my bearings.
__________________
A little learning is a dangerous thing. Warning: Invertebrate Punnster - Spinelessly Unable to Resist a Pun Dangerous Thoughts, my blog about GURPS and life. |
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#44 |
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Join Date: Mar 2008
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With 3 of them I'd drop the -5 for naked to -4 if they huddle together. Maybe -3 if they can find a windbreak of some sort.
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#45 | |
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Join Date: Jul 2012
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No super powers or cinematic skills, perks or techniques. It's a bit like a slightly-toned-down Captain America, Tony Stark and Hawkeye finding themselves dumped in the Baltic. |
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#46 | |
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Join Date: Jul 2012
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I understand on a clear day you can see the coast 7 miles away from sea level, I am told by the inter web. So if they head broadly the right way and the storm clears after half an hour or so, they may see shore soon after that. |
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#47 |
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Banned
Join Date: Aug 2004
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#48 |
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Join Date: Jul 2012
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1/hr; the whole genetic package helps in a metagame way by preventing too much downtime between incidents, which the player group tend not to be very keen on - we like some elements 'crunchy' and others somewhat more 'hand wavy'. Things like long term injury and infection we are not making a very important part of play in this campaign. It's also important in terms of the backstory and in terms of the characters' identities, how they relate to the world, their 'fellow' humans, etc. But none of that relates directly to this thread.
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#49 | ||
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Banned
Join Date: Aug 2004
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Quote:
Ok so we have: 2 guys with HT 14, Very Fit, Regular Regeneration, and a comfort zone of 7F to 104F. For simplicities sake I will assume 12 hours of day within their comfort zone and 12 hours of night below their comfort zone. Assuming we have 30+ mile an hour winds they roll every 20 minutes (10 minutes X 2 for Very Fit), that's 36 rolls over 12 hours. Having HT 14 +2 for very fit and being naked means their based roll is 11. Temperature Tolerance means they roll at a -1 penalty for every 10F below -28F: -28 = -0 -38 = -1 -48 = -2 -58 = -3 -68 = -4 etc... Assuming the temperature is -67F they will be rolling at -3, giving 8. meaning they will fail 74.1% of the time. After about 20 rolls they should be roughly at 0FP, meaning any more FP lost will cost HP as well. The remaining 16 rolls should cost them roughly another 12 FP and 12 HP. those 16 rolls take place over 5.333 hours. After the first hour they regain 1 HP, meaning they regain 4hp in total by the time day comes, at which point they regain the fatigue in just over 2 hours and the HP in just over 8 hours, allowing them to repeat the cycle again the next night! If you use the Frostbite rules from High-Tech then things get nasty! Quote:
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#50 | |
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Join Date: Nov 2008
Location: Yukon, OK
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