Naturalist: Difference between revisions

From gurps
Jump to navigation Jump to search
mNo edit summary
mNo edit summary
Line 1: Line 1:
{{Skill}}{{Specialty}}{{Animal Skill}}
{{Skill}}{{Specialty}}{{Animal Skill}}{{Natural Sciences Skill}}


{{IQ/Hard}}
{{IQ/Hard}}

Revision as of 07:00, 17 January 2014


IQ/Hard

Defaults: IQ-6 or Biology-3.

This skill – crucial for fantasy druids and rangers – represents practical (as opposed to scientific) knowledge of nature in its many forms. It includes just enough Biology to tell dangerous plants and animals from benign ones; just enough Geology to locate a cave to shelter in; and just enough Meteorology to know when to take shelter. Roll vs. skill to do any of these things.

In settings where it is possible to visit other worlds, you must specialize by planet. The specialties for planets of the same type (see Planet Types) default to one another at -4. Any larger difference results in no default.