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GURPS - Compendium 1..

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Hidden Lore (Mental/Average)<br />

No default;<br />

must specialize<br />

You have acquired some secret or mystical knowledge not<br />

commonly known by the public at large. Hidden Lore is much<br />

like Area Knowledge in that you must specialize in this skill,<br />

and in that different specialties do not default to one another.<br />

Because it's by definition secret, starting characters will seldom<br />

have any Hidden Lore skills. If they do, the GM should, at a<br />

minimum, require them to account for their unusual knowledge<br />

somewhere in their character story. He may also require an<br />

Unusual Background from a starting character who wants to<br />

know a Hidden Lore, or simply rule that certain Hidden Lore<br />

skills are completely unavailable to starting characters, period.<br />

Likewise, earned character points should only be spent on<br />

Hidden Lore if the character has, through play, discovered some<br />

reliable source of information on the relevant Hidden Lore. The<br />

GM can also place an arbitrary cap on the amount of Hidden<br />

Lore any given source can provide.<br />

Example: An ancient manuscript might give any student up to<br />

4 points to spend on Hidden Lore, and no more. The student<br />

must earn and spend the points normally, but if he has 6 points<br />

available, he can only spend 4 of them on Hidden Lore after<br />

reading the tome.<br />

It should be remembered that most Hidden Lore is secret<br />

because somebody powerful wants it kept that way. Thus discussing<br />

your Hidden Lore or revealing your knowledge in any<br />

way can be extremely hazardous.<br />

Some possible Hidden Lore specialities include:<br />

City Secrets: You know many secrets about a single city.<br />

These might include hidden or illicit refuges, social or economic<br />

weaknesses, and various power struggles and alliances among<br />

the city's rulers. This skill must be bought separately for each<br />

city.<br />

Demon Lore: You know secrets of the infernal hierarchies<br />

and their goals and plans here on Earth.<br />

Faerie Lore: You know about the faeries and their secret<br />

kingdom.<br />

Sewer Lore: Before he can take any level in this skill, a character<br />

must first have Area Knowledge: Local Sewers-14 or bet ter.<br />

This represents a acquaintance with the inhabitants of the city<br />

sewers, their dwelling places, activities and alliances. As with<br />

City Secrets, this skill must be bought separately for each city.<br />

Spirit Lore: You know about ghosts and other spirit creatures.<br />

Performance/Ritual (Mental/Average)<br />

Defaults to IQ-5, Acting-2 or Bard-2<br />

The ability to perform a specific religious ritual (holiday celebration,<br />

wedding, funeral, etc.) before a congregation. It<br />

includes precise knowledge of the appropriate trappings,<br />

motions and prayers, etc., as well as the performance skill necessary<br />

to capture and hold the attention of those participating. A<br />

particular ritual may have a Theology specialization as a prerequisite.<br />

Each ritual is a separate skill.<br />

Rituals and Ceremonies (Mental/Hard) Defaults to<br />

IQ-6<br />

This is the TL0 version of Theology (see p. B62). It includes<br />

complete knowledge of not only a tribe's religious beliefs, but<br />

how to conduct its ceremonies as well. This skill is very useful<br />

for shamans, even if they aren't the tribal religious leaders. This is<br />

a Knowledge skill and not a Scientific skill - comparative<br />

religion and religious debate are not TL0 concepts!<br />

Ritual Magic (Mental/Very Hard)<br />

See p. 144 under Esoteric Skills.<br />

No default;<br />

must specialize<br />

Sacrifice (Mental/Hard)<br />

No default<br />

Prerequisite: Theology<br />

This is the knowledge of the tools and methods to use when<br />

sacrificing blood, objects, animals and people to the gods. Higher<br />

Sacrifice skill levels allow the sacrifice of more valuable offerings. A<br />

different skill is required for each religion, and one still needs<br />

Theology to know the appropriate prayers, rituals and feast days<br />

for a sacrifice. Depending on the society, a sacrifice may bring<br />

good fortune, avert disaster or produce other magical effects.<br />

Skaldic Lore (Mental/Hard) Defaults to IQ-6<br />

A skald, or storyteller, has a broad base in Norse history,<br />

sagas and mythology, which were a single body of knowledge. A<br />

skald will know many sagas and poems, long and short, memorized<br />

word for word. This skill is otherwise identical to the<br />

Bardic Lore skill (146).<br />

Note that a hall full of drunken warriors might not notice a<br />

dozen mistakes, if the skald is loud and has a good, table-pounding<br />

cadence. A fellow skald would be far more impressed by accuracy.<br />

Symbol Drawing (Mental/Hard) Defaults to<br />

appropriate Ritual Magic-4<br />

This is the art of drawing the symbols used in magical rituals.<br />

Such symbols are usually made with ceremonial powders,<br />

paints, tiles, et cetera, on the ground, floor, wall or appropriate<br />

scroll or parchment. This skill determines both the character's<br />

knowledge of the symbols and his ability to draw them; people<br />

with the appropriate Ritual Magic skill will know the symbols<br />

for their tradition, but may find it hard to draw them properly.<br />

Symbol Drawing is a separate skill for each magical tradition.<br />

These symbols help in conducting rituals. For every 2 points<br />

by which the celebrant makes his Symbol Drawing roll, add +1 to<br />

the ritual conducted over it. A symbol must be redrawn each time<br />

it is used for another ritual. Symbols can be drawn with<br />

nontraditional powders or materials, but they are usually less<br />

effective: the bonus becomes +1 for every 3 points of success.<br />

Example: Vever Drawing, the skill of drawing the magical<br />

symbols called vevers used in the Voodoo tradition, defaults to<br />

Ritual Magic (Voodoo)-4. See <strong>GURPS</strong> Voodoo for details.<br />

Tea Ceremony (Mental/Hard) Defaults to IQ-6 or<br />

Meditation-2<br />

This is the skill of making tea as a meditative art - a mark of<br />

status and breeding in many Asian cultures. It requires pure<br />

water, special powdered tea and a number of imp lements,<br />

including a teacup.<br />

Tournament Law (Mental/Easy) Defaults to IQ-6;<br />

must specialize<br />

This is the study of the history and rules of athletic competition.<br />

A roll on Tournament Law might be required to detect a<br />

subtle foul, for instance. This is also the skill to roll against<br />

when the GM must test a character's knowledge of the history,<br />

personalities, etc., of a given sport.<br />

Users must specialize in one specific type of tournament;<br />

rules can vary widely between different sports, so there is no<br />

default between them, unless the GM determines otherwise.<br />

However, a roll against Tournament Law-3 can be used in place of<br />

a Savoir-Faire roll when dealing with any tournament judge in<br />

his official capacity, regardless of the event.<br />

147

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