02.11.2014 Views

GURPS - Compendium 1..

GURPS - Compendium 1..

GURPS - Compendium 1..

SHOW MORE
SHOW LESS

You also want an ePaper? Increase the reach of your titles

YUMPU automatically turns print PDFs into web optimized ePapers that Google loves.

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

Hooray! Your file is uploaded and ready to be published.

Saved successfully!

Ooh no, something went wrong!