12-13-2014, 04:19 PM | #1 |
Join Date: Oct 2009
Location: Harlem, New York
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teratology skill
I'd like to figure out what skill lets you identify beholder's diets, malathropes' mating habits or the geographic distribution of lamp-efts. This skill might default to Naturalist or Occultism but it seems like something distinct (fair enough, depending on the provenance of magical monsters in your world). My thought is that it would be an expert skill, Teratology (IQ/Hard). But I have this sense that I might just be overlooking something very obvious in Dungeon Fantasy or Monster Hunters. Any thoughts? Thanks as always!
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12-13-2014, 05:06 PM | #2 |
Join Date: Nov 2004
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Re: teratology skill
Depending on the provenance and distribution of the monsters in question, it might be, Naturalist, Occultism, a relevant Hidden Lore specialty, or indeed a separate skill as you suggest.
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12-13-2014, 05:21 PM | #3 |
Join Date: Aug 2004
Location: Auckland, New Zealand
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Re: teratology skill
DF uses Psychology (Monster Type)
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12-13-2014, 09:03 PM | #4 | |
Join Date: Jun 2006
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Re: teratology skill
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But sure, in a Dungeon Fantasy type world that Naturalist specialty in "things that will probably attack you" might very well have a formal name and be taught with a standard curriculum, or an Expert skill might exist to cover both the animals and the sentient things.
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12-14-2014, 06:44 PM | #5 |
Join Date: Oct 2011
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Re: teratology skill
If the monster situation (and the political situation) have been stable enough long enough for it to become a real body of knowledge that you can study academically, I'd use Hidden Lore. If there's a lot of experimentation and inductive reasoning going on and it's a pretty new field (with many monsters being unique or apparently so), I would indeed make a new skill, perhaps allowing a default to Occultism, Naturalism or Thaumatology at -6, depending on what sort of monsters we're talking about.
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12-14-2014, 07:23 PM | #6 |
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Join Date: Oct 2004
Location: Forest Grove, Beaverton, Oregon
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Re: teratology skill
Monster isn't really a very biologically valid term. I imagine any "realistic" body of knowledge focused on such a topic would include dangerous beasts common to our world.
Tigers, stealthy jaguars and leopards, sharks, and drunk elephants in musth are all pretty darn monstrous to us let alone sword wielding dungeon delvers.
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12-15-2014, 12:54 AM | #7 | |
Join Date: Mar 2010
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Re: teratology skill
Quote:
I would use Hidden Lore if the information was in some way limited to certain groups and access was difficult. I would second using Naturalist (non-sentient) and Anthropology (sentient) if the knowledge was generally available. That having been said, there is a lot of overlap in the various skills in GURPS, and it is likely that some parts of this knowledge could be rolled into numerous skills already existing as well as supporting a new dedicated skill - probably Expert Skill (Teratology). |
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12-15-2014, 01:06 AM | #8 | |
Join Date: Nov 2004
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Re: teratology skill
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12-15-2014, 09:25 AM | #9 |
Join Date: Jun 2006
Location: On the road again...
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Re: teratology skill
If this knowledge is available for anyone who seeks for it in a library (public or a patron's), then I'd go with a required Occultism specialty (distinct from the "optional Specialty" clause; normally a GM's ruling on a very broad Average skill - like Occultism - that lacks specialties), possibly by monster type (beholders and illithids under Occultism (Aberrations), etc.). If it's stuff that's guarded under lock and key by Powers That Exist Behind Closed Doors, then I'd go with a Hidden Lore specialty.
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12-15-2014, 12:10 PM | #10 | |
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Join Date: Oct 2004
Location: Forest Grove, Beaverton, Oregon
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Re: teratology skill
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Demigods, or just messed up babies of a super prolific begetter like Zeus could be an entire skill itself. Even with amazing slaying heroes, you'll never run out of monsters.
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Beware, poor communication skills. No offense intended. If offended, it just means that I failed my writing skill check. |
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