GURPS - Compendium 1..
GURPS - Compendium 1..
GURPS - Compendium 1..
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PSIONIC SKILLS<br />
Body Sense (Physical/Hard)<br />
Seep. 131 under Athletic Skills.<br />
Flight (Physical/Average)<br />
See p. 131 under Athletic Skills.<br />
Defaults to DX-6<br />
or Acrobatics-3<br />
Defaults to DX-4<br />
Mind Block (Mental/Average) Defaults to Will-4<br />
Mind Block is the technique of creating a non-psionic mental<br />
block to prevent psis from listening in on thoughts or emotions<br />
with Telereceive or Emotion Sense skills (only). It does not<br />
require psionic ability.<br />
An example of a mental block might be doing complicated<br />
mathematical calculations, or repeating poetry over and over<br />
again. Anyone can do this for a short time (roll vs. IQ or Will+4),<br />
but maintaining a deliberate mental block while doing something<br />
else, under stress, or for more than a minute, requires skill.<br />
The GM may require a Mind Block roll whenever a question<br />
arises about whether someone is or is not thinking about something<br />
important. This procedure is useful even for those who<br />
don't have the skill - roll against the default value. A new roll<br />
may be required each minute that the person does nothing, or<br />
each turn in combat or stressful situations (e.g., when someone is<br />
trying hard not to think about something that concerns him a lot).<br />
SCIENTIFIC SKILLS<br />
Abacus (Mental/Average)<br />
See p. 153 under Professional Skills.<br />
Alchemy/TL (Mental/Very Hard)<br />
See p. 148 under Magical Skills.<br />
No default<br />
No default<br />
Artificial Intelligence/TL (Mental/Hard) Defaults to<br />
Computer Programming-3 or Teaching-S<br />
This skill represents knowledge of the latest AI technology<br />
and the ability to train artificially-intelligent machines, including<br />
expert systems. To teach an AI, the trainer's skill in the area being<br />
taught must be greater than that of the machine. He can work<br />
with an expert in the subject area, but the AI's skill in the subject<br />
area will never be more than two levels above the trainer's, and<br />
will never exceed that of the collaborator.<br />
To determine training time, assume the machine's intelligence<br />
is equal to its tech level, and each equivalent character<br />
point of training takes one month. At the end of each month, the<br />
AI trainer must make a successful Artificial Intelligence roll, or<br />
no character point is gained.<br />
For example, a TL8 expert system is to be trained in the<br />
Zoology skill to level 1<strong>1.</strong> Zoology is a Mental/Hard skill, so a<br />
skill of 11 (IQ+3) will cost 10 points (see p. B44). Training will<br />
take at least ten months, more if any AI rolls are missed.<br />
Cartography/TL (Mental/Average) Defaults to IQ-5<br />
or Surveying-5 or<br />
Navigation-5<br />
This is the ability to create and interpret maps and charts. At<br />
TL7+, it includes knowledge of computer mapping techniques, as<br />
well as automatic map generation from sensor information.<br />
If this skill is used, roll a Contest of Skills between Mind<br />
Block and Telereceive, once per minute. This is separate from<br />
any other roll required to make the skill work or to get through a<br />
Mind Shield. If the subject wins, the peeper will get nothing but<br />
poetry or multiplication tables. If he loses, he is not successfully<br />
blocking; a successful Telereceive will discover part or all of<br />
whatever he is thinking.<br />
If the Mind Block user rolls a critical failure, he thought<br />
about it - in detail - right there in the forefront of his mind!<br />
If someone is doing nothing but concentrating on blocking,<br />
they get a +2. Someone who is mentally or physically stunned<br />
rolls at -3. Rolls to hide emotions rather than thoughts are harder,<br />
and should be made at -2 or more depending on how strong the<br />
GM rules they are. GMs may impose additional penalties for other<br />
circumstances, e.g., trying to mind block your emotions while<br />
sneaking up on your most hated enemy.<br />
Paraphysics/TL (Mental/Very Hard) No default<br />
Prerequisites: Physics and<br />
Biochemistry at 12+<br />
See p. 157 under Scientific Skills.<br />
Psionics/TL (Mental/Very Hard)<br />
See p. 158 under Scientific Skills.<br />
No default<br />
Characters attempting to map a location as they move through it<br />
must make a Cartography roll to determine if the map is accurate.<br />
Computer Hacking/TL (Mental/Very Hard)<br />
Defaults to<br />
Computer Operation-8 or<br />
Computer Programming-4<br />
This skill is used to "hack" into computer systems or<br />
accounts that you don't have legal access to. A successful roll is<br />
required each time you wish to gain surreptitious access to a<br />
new account or system, or to find or change a given item of<br />
information in a computer system. On a critical failure, you not<br />
only fail to gain access, but leave some sort of incriminating<br />
evidence of your attempt.<br />
Very sophisticated computer systems will give a penalty of -1 to<br />
-15 to all Hacking rolls. This modifier is assigned by the GM<br />
according to the sophistication of the system.<br />
Note that no cyberdeck is needed for Hacking - only a regular<br />
terminal with access to the system, whether directly or<br />
through a communications network. However, the skill can be<br />
used in conjunction with a cyberdeck in campaigns where such<br />
equipment is available. See Chapter 4 of <strong>GURPS</strong> Cyberpunk<br />
for more details.<br />
Conspiracy Theory (Mental/Very Hard) Defaults to<br />
History-4 or Occultism-4<br />
This is the study of interlocking networks of conspiracies. A<br />
conspiracy theorist can answer questions about the conspiratorial<br />
view of history - i.e., the various groups thought to be behind the<br />
assassination of President Kennedy, or the French<br />
155