GURPS SURVIVAL
Original in: http://www.geocities.com/geowars/gurps/Survival.htm
The game mechanics presented here are meant to handle detailed survival rolls and may not coincide with the GURPS basic rules. These mechanics are guidelines only; the GM should feel free to adjust the rolls as needed.
Survival Skill Roll Results
Roll once per day while in the appropriate environment. Typically, results will also include all lower results, i.e. making the roll by 5 also includes all the positive results below 5. Similarly, failing by 5 also encompasses all the negative results below 5. The GM is free to modify the descriptions as needed, or modify the results based on role-playing.
Additionally, in all environments:
Lose 2 HT each day for not drinking.
Lose 3 HT each day after 4 days of not eating.
Beach and Island Survival
Survival roll made by:
-4: The bounty of the sea provides you with edible food
+0: You are able to hunt or fish for food
+1: You are able to find fresh water
+2: You are able to find firewood
Desert Survival
Survival roll made by:
-8: Fall into a cactus patch for 1d-4 damage (armor protects)
-7: You are fooled by a Mirage and lose ½ day in travel (unless traveling by night).
-6: A scorpion crawls into bed with you at night to keep warm (unless traveling by night).
-4: You lose 1 HT from hypothermia at night.
-2: You lose 2 HT from sunstroke (unless traveling by night).
-1: You lose 3 Fatigue and 3 HT from dehydration (unless traveling by night).
+0: You are able to accurately judge long distances visually.
+1: You are able to tap cacti for water.
+2: You are able to find firewood
+4: You are able to find food and water
Critical failure: A Sandstorm hits. It initially appears as brownish haze on the horizon. Roll vs. Survival (Desert) or Meteorology skill to recognize an approaching sandstorm in time to set up shelter. Roll vs. Animal Handling, Packing, Teamster or Riding skill to get animals securely and safely tied down in place before storm hits. Roll vs. Survival (Desert) skill (at -2 if the you have no tent), or take 1 point of damage from blowing sand. After a sandstorm, sand and dust get into everything, delicate equipment might be damaged.
Forest Survival
Survival roll made by:
-6: You are able to find firewood
-5: You set up near an insect nest. Lose ½ nights sleep (3 fatigue)
+0: You are able to find food and water
Critical failure: A wild animal attacks you. Bear, wildcat, skunk etc.
Jungle Survival
Survival roll made by:
-9: A wild animal attacks you. Snake, scorpion, jaguar, crocodile etc.
-8: You lose 1 HT from hypothermia.
-7: You are scratched by thorn bushes for 1d-4 damage (armor protects)
-6: You stumble around at night in the pitch dark. Take 1d-2 damage.
-5: Insects swarm you at night. –1 HT
-4: You lose 1 HT from heat exhaustion.
-3: Your wounds become infected (if you have any).
-2: You are able to find food in the bountiful jungle
-1: Traveling is exhausting. Lose ½ Fatigue.
+0: You are able to find a clearing in order to navigate by the stars.
+1: You are able to find a trail useable for vehicle travel.
+2: You are able to find clean water
+3: You are able to make a fire with the damp wood.
Critical failure: You become ill
Mountain Survival
Survival roll made by:
-7: You lose 3 HT from frostbite.
-5: You lose 1 HT from hypothermia.
-1: Traveling is exhausting. Lose ½ Fatigue.
+0: You are able to find food and waterMountain Climbing
Climbing roll made by:
-7: You fall into an ice cave filled with freezing water. Roll for Drowning and Immersion Shock
-6: You fall into a crevasse. Take 2d damage.
-4: You slide a long ways down the slope. Take 1d-1 damage
-2: You slide a ways down the slope. Take 1d-3 damage
-1: You slide a short ways down the slope. Take 1d-5 damage
+0: You are able to climb the glacier with proper equipment
+2: You are able to climb the glacier without proper equipment
Critical failure: Avalanche or Landslide. Roll DX-1 to dive out of the way, or take 2d crushing and be pinned (1d-3 cold damage each minute).
Ocean Survival
Survival roll made by:
-6: You lose 2 HT from sunstroke
-5: You lose 1 HT from hypothermia at night.
-3: You lose 1 HT from seasickness.
-1: You lose 1 HT from sunburn
+0: You are noticeable by passing ships
+1: You are able to lure birds for food. Roll DX or weapon skill to bag them.
+2: You are able to get food by fishing
+4: You are able to obtain drinkable water
Critical failure: Shark attack. Roll vs. Survival (Ocean), Zoology (Ichthyology), or Naturalist skill to notice the sharks and scare them away before they can attack. Otherwise, take 1d+1 Cutting damage to a random part of your body (roll again for hits to the head).
Plains Survival
Survival roll made by:
-4: You lose 1 HT from heat exhaustion.
-1: You are able to accurately judge long distances visually.
+0: You are able to find firewood
+1: You are able to obtain drinkable water
+2: You are able to make a sod shelter for sleeping
Critical failure: Stampede. A large herd horse, cattle, antelope, buffalo etc. is stampeding (perhaps due to a prairie fire). Roll DX, acrobatics or Riding to get behind cover (or out of the way, or on an animal), or take 1d+1 damage. Repeat until the roll is made.
Urban Survival
Survival roll made by:
-7: You start a fire in an enclosed area. Roll HT or take 1d-2 smoke damage.
-6: You are exposed to a disease or hazard
-5: You are arrested (if possible)
-4: You fall in an abandoned building. Roll DX or take 1d-3 damage
-2: You are able to start a fire
-1: You are able to find safe shelter
+0: You are able to find free food in an occupied city
+1: You are able to find drinkable water in an abandoned city
+4: You are able to find food in an abandoned city
Critical failure: You are attacked (either by humans or animals)*Underwater Survival
Survival roll made by:
-1: You are able to find food
+0: You are able to set up a pre-made survival shelter
+9: You are able to find natural air pockets
+10: You are able to find fresh water from natural springs
Note: Characters without shelter will suffer from the effects of Immersion.