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GURPS - Compendium 1..

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Revolution. It does not automatically impart knowledge about<br />

how any given conspiracy works today, however. Conspiracy<br />

theorists can sometimes determine whether a certain strange<br />

occurrence is truly a coincidence or a result of a given conspiracy.<br />

There may be a penalty of -1 to -5 depending on circumstances<br />

(GM's option). Only a critical success will give insight about<br />

what group caused the occurrence, or why.<br />

Remember that even without Conspiracy Theory skill, one<br />

may sometimes detect the workings of a conspiracy. Depending<br />

on the situation, the skills of Criminology, Forensics, Occultism<br />

or any of the sciences might be as good as Conspiracy Theory to<br />

let you realize that something is wrong here.<br />

See History: Esoteric, p. 157.<br />

Cryptanalysis/TL (Mental/Hard) Special default;<br />

see below<br />

This is the ability to break codes and to recognize, analyze<br />

and break into encryption systems. It may be used in wartime, in<br />

espionage, or simply in high-stakes business dealings. It can<br />

involve anything from state-of-the-art tactical encryption sys tems<br />

to unsophisticated substitution ciphers.<br />

There is no default when dealing with modern, high-tech<br />

encryption. However, pre-20th-century ciphers were much simpler,<br />

and even in present-day and futuristic campaigns, simple<br />

ciphers can be encountered - terrorists seldom have access to<br />

good encoding equipment, and professional spies often lack the<br />

equipment and training of modern cryptographers. Thus, agents<br />

may encounter the same symbol codes, substitution ciphers and<br />

other basic deceptions used throughout history. When attempting<br />

to crack these simple codes, characters may attempt a<br />

default roll at Mathematics-3, IQ-5, Cryptography-5 or<br />

Cryptology-5. Alternatively, the GM can actually hand out<br />

coded messages and let the players try to solve them.<br />

Those with access to a computer gain a bonus of +1 to +5<br />

when using Cryptanalysis. A home computer confers +1, a minicomputer<br />

confers +2, a mainframe confers +3 or +4 and a supercomputer<br />

offers a +5. One must have a trained programmer, or a<br />

Computer Operation skill of 15+, to effectively use a computer in<br />

Cryptanalysis. Appropriate software is also required.<br />

When decoding, a sample of the code (with translation) gives a<br />

+5. If the message to be decoded is shorter than 25 words, roll at -<br />

5. Anyone with a Mathematical Ability advantage gets +3 to<br />

Cryptanalysis rolls.<br />

Note that some codes will be effectively unbreakable; the<br />

NSA has had Cray supercomputers working full-time for years<br />

on some high-level diplomatic systems, without success.<br />

Cryptanalytical training requires a Top Secret/Special<br />

Compartmentalized Intelligence Clearance in the U.S., and similar<br />

clearance in other nations (see Security Clearance, p. 29).<br />

Therefore, those whose disadvantages pose a security risk may<br />

not learn this skill through normal channels.<br />

Furthermore, agents with this skill become targets for enemy<br />

spies, and superiors may be quite reluctant to let a trained cryptanalyst<br />

go on risky missions. Spies and criminals may find their<br />

way around such restrictions ... An intelligence agency with<br />

powerful connections might arrange to have some of its members<br />

trained through unofficial channels. Foreign cryptanalysts may<br />

find themselves forced into spying by defection.<br />

Cryptography/TL (Mental/Hard) Special default;<br />

see below<br />

This skill allows one to encode information. It is the exact<br />

opposite of Cryptanalysis (above), and like that skill, covers the<br />

use of all varieties of encryption systems, codes and ciphers.<br />

The difficulty modifier for encryption should be based on the<br />

complexity of the procedure and how commonly known it is.<br />

Cryptographers may also devise codes and ciphers of their<br />

own. When they create a hasty cipher, note the amount by<br />

which they succeed on their Cryptography roll. This equals the<br />

penalty applied to rolls by enemy cryptanalysts trying to read<br />

the message. By rolling at -2, one can try to devise a code that<br />

appears to be innocent conversation, thereby avoiding attention<br />

from eavesdroppers. Anyone can attempt to devise a trivial code<br />

or cipher on an IQ-5 roll, but such schemes never have any<br />

Cryptanalysis penalty, no matter what the roll.<br />

To create a more effective code requires 3d days of work,<br />

plus an additional day for each failed roll. The penalty to break<br />

such a code is equal to twice the amount by which the<br />

Cryptography roll was made. This means that a master cryptographer<br />

(skill of 20-25) can easily create codes which can only be<br />

solved at -20 to -30! If the penalty to solve the code reduces the<br />

effective Cryptanalysis skill of the code-breaker to less than 3,<br />

then that code is considered completely unsolvable by the analyst,<br />

even with a critical success.<br />

Cryptographers are subject to the same security measures and<br />

career restrictions as cryptanalysts. Previous <strong>GURPS</strong> supplements<br />

have confused this skill with Cryptanalysis (above) and<br />

Cryptology (below), but they are not the same thing. In a campaign<br />

where all three skills are being used, Cryptography<br />

defaults to either of these other skills (and vice versa) at -5.<br />

Cryptology/TL (Mental/Hard) Special default;<br />

see below<br />

This is the scientific study of codes and ciphers. A cryptologist<br />

has a theoretical understanding of encryption schemes,<br />

including how they change with TL and why some schemes are<br />

more effective than others. He can try to apply his knowledge<br />

practically, to create or break codes, but this not his forte - he is a<br />

scientist, not a technician, and such attempts should always be<br />

made at -5 or worse.<br />

Previous <strong>GURPS</strong> supplements have confused this skill with<br />

Cryptanalysis and Cryptography (above), but they are not the<br />

same thing. In a campaign where all three skills are being used,<br />

Cryptology defaults to either of these other skills (and vice<br />

versa) at -5.<br />

Cyphering (Mental/Easy)<br />

Defaults to IQ-2<br />

This is the ability to do simple mathematical manipulations -<br />

add, subtract, multiply and divide. In any society where illiteracy is<br />

the norm, this skill must be specifically learned. It is necessary<br />

to any but the most primitive merchant or administrator, and is<br />

a prerequisite to Accounting and Mathematics. One who has<br />

Mathematics skill need not roll against Cyphering.<br />

Most peasants never need this skill, and many others - even<br />

nobles - never bothered to learn their cyphering. Default use of<br />

this skill is "counting on fingers," feasible only for adding and<br />

subtracting numbers below 20.<br />

Mathematical Ability adds directly to Cyphering skill. The<br />

Lightning Calculator ability makes this skill unnecessary.<br />

Herbalist (Mental/Hard) Defaults to Naturalist-6<br />

See p. 150 under Medical Skills.<br />

Herbary (Mental/Average)<br />

See p. 150 under Medical Skills.<br />

No default<br />

Prerequisite: Botany-12+<br />

156

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