Spells X MP(Resourceful): Survivalists can cast spells costing up to X MP.
Restrictions: Survivalists can only cast Fire, Earth, Wind, Water, Light, and Sound element spells. Survivalists can only summon non-sapient, natural creatures.
Casting Cost: Survivalists must pay one quarter the spell's listed cost in ingredients each time they cast a spell, but they may scrounge for these ingredients. For every hour they spend scrounging, so long as they are on a planet, they may make a Home Ec/Accuracy roll. The result is the dollar value of ingredients they have scrounged. These ingredients have no value outside of their ability to pay the costs of a spell.
Spell Alterations: None.
Casting Actions/Stat/Skill: One hand action and one talk action. Survivalists may use their Home Ec skill with either their Accuracy or Personality stat to overcome the casting difficulty of the spell.
Learning spells: Survivalists create their spells through trial and error with the ingredients they have at hand. Whenever they attempt to learn a spell, they must spend the full cost of the spell in ingredients, then spend one hour attempting to create the spell. At the end of the hour, they make a Home Ec/Personality roll. If the result is higher than the difficulty of the spell, they have successfully learned it. If they fail the roll, they lose the time and the ingredients.
Set Trap +X: By spending ten minutes and 20 MP, a Survivalist may create a trap designed to fool any one particular kind of creature, including a specific race group or subrace. They may choose a specific trap type, such as a covered pit, a net, or a snare, but the trap's mechanics remain the same. The survivalist makes a Home Ec/Intelligence roll. This becomes the difficulty to notice the trap with a Home Ec/Accuracy roll, and this difficulty is raised by +X for the specific creature type chosen by the survivalist for the trap. Unnoticed traps are triggered when they are moved across, though a Survivalist may choose a weight range within 30 pounds to set the trap off. A trapped creature has no move actions and may only spend their hand actions freeing themselves from the trap. The trap itself has 20 times X HP and no soak, but to be able to attack the trap, a trapped creature must successfully make a Gym/Strength or a Home Ec/Intelligence roll equal to the trap's notice difficulty for each attack they make. Failure means they struggle with the net, taking 2d10 of unsoakable MP damage.
Beast Lore X: X times per encounter, the Survivalist may use this ability to glean insight into an animal. In doing so, the player asks the GM a single yes-or-no question pertaining to the beast's physical or mental condition or capabilities. The GM must answer truthfully, though if they believe that a question may not fall inside the constraints of what this ability allows, they may allow the player to change their question. Sample questions include "Is the animal hungry." "Is this animal an adult" and "Does this animal sense the presence of any of the party members".
Hunter +X: The Survivalist gains a +X bonus to attack rolls and damage rolls made against non-sapient living creatures.