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Old 09-13-2024, 10:29 PM   #21
Pursuivant
 
Join Date: Apr 2005
Default Re: Naked and Afraid, GURPS Fantasy Edition

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Originally Posted by Whitewings View Post
And the PCs do indeed have conventional skills, but will definitely want access to their magical ones.
Certain spells should reduce the time required for various survival tasks, give big bonuses to Survival skill, or both. E.g., Create Fire, Create Water, Seek Plant.

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Originally Posted by Whitewings View Post
Oh, and the correspondences have to be planetary, zodiacal, or decanic, depending on the spell being cast.
How are the PCs' Astronomy, Navigation and Thaumatology skills?

One of the first things they'll need to do is determine where they are and then determine which correspondences are applicable. For a mage, that's going to be as important a task as finding water and shelter.
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Old 09-13-2024, 11:04 PM   #22
Whitewings
 
Join Date: Jul 2005
Default Re: Naked and Afraid, GURPS Fantasy Edition

Astronomy 14, Deep Astrology 15, Navigation varies. Their curriculum also includes Astrology and Occultism.
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Old 09-14-2024, 09:23 AM   #23
malloyd
 
Join Date: Jun 2006
Default Re: Naked and Afraid, GURPS Fantasy Edition

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Astronomy 14, Deep Astrology 15, Navigation varies. Their curriculum also includes Astrology and Occultism.
Hm, is just having the planet or constellation in view enough of a connection? In the tropics half the zodiac, and thus the decans, and on average half the planets, should be overhead sometime during the night, and almost all of them should be [visible] sometime each night, if you count the ones low on the horizon setting just after the sun or rising just before it.
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Old 09-14-2024, 09:50 AM   #24
Whitewings
 
Join Date: Jul 2005
Default Re: Naked and Afraid, GURPS Fantasy Edition

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Hm, is just having the planet or constellation in view enough of a connection?
It's not. It's helpful to cast a spell on the appropriate day and in the appropriate month, but it's not sufficient.
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