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GURPS - Compendium 1..

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THE GIFT OF TONGUES:<br />

OPTIONAL LANGUAGE RULES<br />

This article (by Steffan O'Sullivan) originally appeared in a slightly different<br />

form in Roleplayer magazine, issue #26.<br />

Have you ever had a run-in with an IQ 15 character who has half a point in<br />

four different languages? He speaks German, Arabic, Russian and Chinese fluently,<br />

can mimic regional accents effortlessly, and can fool any KGB or CIA<br />

man he meets - all for 2 points total! The basic <strong>GURPS</strong> language rules leave a<br />

little to be desired.<br />

Accent vs. Knowledge<br />

Basically, these rules divorce accent from general knowledge of a foreign language.<br />

When implementing these rules, leave knowledge of vocabulary, grammar, syntax,<br />

etc., as it is in the Basic Set. But mastering an accent takes time - or a native ability<br />

represented more by the Language Talent advantage than by IQ. Therefore, these<br />

rules do not tie learning an accent to IQ.<br />

To use these rules, simply follow the table Levels of Language Skill<br />

(p. B55). However, ignore all references to accent in that table, and use<br />

the following simple rule instead:<br />

Any foreign language known at IQ-2 or worse is spoken with a thick<br />

accent.<br />

Any foreign language known at IQ-1 is spoken with a distinct<br />

accent.<br />

Any foreign language known at IQ is spoken with a slight accent.<br />

Any foreign language known at IQ+1 or higher is spoken with no<br />

accent (except for certain M/VH languages that can never be pronounced<br />

properly).<br />

This rule will ensure that if a spy wants to fool Saddam Hussein that<br />

he's an Arab, he will have spent more than 1/2 point in Arabic!<br />

Note that Language Talent, Eidetic Memory and Linguistics all contribute<br />

to learning an accent.<br />

For those who use the Mimicry: Human Speech skill (p. 152), add<br />

1/5 of the Mimicry skill (rounded down) to accent ability - but not to<br />

knowledge of any language.<br />

Mimicking an Accent<br />

This optional rule can be used either with the rules above or with the<br />

existing rules in the Basic Set. An accent in this case refers to regional<br />

accents as well as generic, undefined foreign accents. These rules might be<br />

very useful in a spy campaign, but not come into much use otherwise.<br />

According to the Basic Set, mimicking a regional accent is automatic<br />

once you have skill level 13, and impossible before that. This section<br />

proposes that a skill roll should usually be required, at least the first time<br />

the character attempts to mimic an accent. There will be a penalty to the<br />

speaker's language skill, as defined below.<br />

If the accent being mimicked is fairly close, regionally, there is a -1<br />

penalty. This might be the case when a Virginian is trying to sound like a<br />

Georgian, for example. Where the accent is further apart - a New<br />

Englander and a Texan, for example - there is a -2 or -3 penalty. For foreign<br />

accents of the same language, such as an American trying to sound<br />

Australian, there would be a -3 or -4 penalty. The GM is the final arbiter of<br />

the penalty assessed.<br />

Firearms Specialization<br />

and Familiarity<br />

Specializations are for types of<br />

weapons that are different enough that the<br />

use of each type is a separate skill.<br />

Specializations sometimes default to oneanother.<br />

Familiarity is the degree to which a<br />

shooter knows how to use a particular<br />

firearm. Shooting firearms and maintaining<br />

firearms use slightly different interpretations<br />

of the same skill.<br />

Continued on next page . . .<br />

119

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