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GURPS - Basic Set 3r..

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Starvation andDehydrationWhen the party buys equipment, theyshouldn't forget food! The traveler's rationslisted in the equipment table are theminimum necessary to keep you healthyon the road; missing even one meal willweaken you.For each meal that you miss, lose 1point of ST. Treat this as fatigue, exceptthat "starvation" fatigue can be recoveredonly by a day of rest - no fighting or travel,and three full meals. Each day of restwill make up for three skipped meals.When your ST reaches 3 due to "starvation"fatigue, you start losing HT instead,at the same rate. This HT loss is regainedin the normal fashion.Water: In temperate areas, where wateris easy to come by, just assume that sup -plies are renewed as needed. But if water isin short supply, watch out! A person(human, elf, dwarf, etc.) needs 2 quarts ofwater a day - 3 in hot climates, 5 in theheat of the desert! If you get less than youneed, you lose a fatigue point and a HTpoint each day. If you drink less than aquart a day, you lose 2 fatigue and HTpoints a day. If ST or HT goes to 0 fromlack of water (even if that is not the onlycause) you become delirious and - if in thedesert - die within a day if no help arrives.Fatigue lost due to lack of water isregained after a day of rest with amplewater supplies. Lost HT is regained in thenormal fashion.Foraging: In hospitable terrain, youcan supplement your supplies by foragingfor food. On any day, each character can"forage" as the party travels. A successfulSurvival or Naturalist roll will collectenough edible plants and berries for onemeal. (A roll of 17 means you poisonedyourself; make your HT roll. Lose 1 hit ifyou make the roll, 1d hits otherwise. A rollof 18 means you shared with your friendsand the whole party suffers likewise.)In the right terrain, a successful skillroll with a missile weapon (at -4) will baga rabbit, providing enough meat for twomeals. Each character gets oneSurvivalist/Naturalist roll and one missileroll each day.Alternatively, the party can take sometime off from travel and do some seriousforaging. Each character can make fiveSurvivalist/Naturalist rolls and five missile-weaponskill rolls per day. Meat canbe smoked over a fire and added to the regularstore of rations.Game Masters: If keeping up with theparty's meals doesn't sound like fun, feelfree to ignore this whole section. Travel ismuch more hazardous if you have to keeptrack of food and water!Technological level 0 (Stone Age): No First Time per victimAid skill exists. Use bandaging only.Hits restored1 (Bronze Age) 30 minutes ld-42, 3 (Roman/medieval) 30 minutes ld-34 (up to U.S. Civil War)5 (Civil War - WWI)30 minutes20 minutesld-2ld-26, 7 (WWII/modern) 20 minutes8 (near future) 10 minutesld-11d9 and up: As for TL8, with the addition of various special healing drugs and devices.See science-fiction game-world books.First aid (a successful First Aid skill or default roll) will restore a variable number ofhit points, depending on the tech level of the First Aid skill and the degree of success. Aminimum of one 1 point is always restored. This is not cumulative with simple bandaging- i.e., sometimes the first aid is no more effective than plain bandaging.Great Success or Failure: On a critical success, the victim regains the maxi mumpossible HT. On a critical failure, the victim loses 2 hit points, and bandaging will nothelp.Natural RecoveryGradual recovery will cure any number of hits, unless the victim gets sick (seeIllness). At the end of each day of rest and decent food, the victim may roll against hisbasic HT. A successful roll results in the recovery of one hit point. The GM may modifythe roll downward if conditions are bad, or upward if conditions are very good.Medical CareIf the victim is under the care of a competent Physician (skill level 12 or better) thevictim gets a +1 on all healing rolls. The healer may also roll against his Physician skill tocure the patient. Frequency of this roll depends on the tech level of his skill (seebelow). Medieval-level Physicians, for instance, roll once per week. A successful rolllets the patient recover 1 extra hit point; a critical success gives 2. A badly-failed rollcosts the patient 1 hit point.Exotic methods of healing are available in some game worlds.MedicalTLFrequencyof rollPatients perdoctorMedical TL Frequencyof roll0 There are no physicians. Get well by yourself.1-3 Weekly 104 Every 3 days 10 10 3xdaily 505 Every 2 days 15 11 4xdaily 1006 Daily 20 12 5xdaily 1007 Daily 25 13 6xdaily 1008 Daily 50 14 8xdaily 2009 Twice daily 50 15+ l0xdaily 200Patients perdoctorPhysicians at high tech levels depend heavily on equipment, but are still given goodbasic training in med school. Therefore, a physician above TL6 performs as though hewere TL6 if he has to make do without the gadgetry to which he is accustomed, as long asthe surroundings are clean.Only one physician per patient may roll (no, 20 doctors can't cure you in a day).However, one doctor can be responsible for up to 200 patients at a time, depending on thetech level of his skill and whether he has assistance.

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