GURPS - Compendium 1..
GURPS - Compendium 1..
GURPS - Compendium 1..
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Planetology can be used in place of several other skills.<br />
Geology and Meteorology default to it at -3; Botany, Ecology,<br />
and Zoology at -4; Survival in that world's major terrain(s) at -5.<br />
For detailed information about a world, consult an expert in the<br />
pertinent scientific skill - Geology, Meteorology and so on. GM<br />
may assess penalties for worlds that differ greatly from the norm<br />
for their type.<br />
Probability Physics/TL (Mental/Very Hard)<br />
No default<br />
Prerequisites: Mathematics,<br />
Physics and Nuclear Physics, all at 15+<br />
An extremely complex field that delves into the very nature<br />
of reality. Applied probability physics results in "magical" technology<br />
like antigrav generators, probability weapons and reality<br />
anchors. Probability physics is closely related to Hyperspace<br />
Physics, but is so convoluted that it must be studied as a separate<br />
field.<br />
Psionics/TL (Mental/Very Hard) No default<br />
The science of psi abilities. In worlds where the scientific<br />
basis of psionics is well known, study of this skill does not<br />
require the user to be psionic. Psionics is closely related to<br />
Probability physics.<br />
Science! (Mental/Very Hard)<br />
No default<br />
Prerequisites: see below<br />
Science! is a cinematic skill, and is inappropriate for use in<br />
realistic campaigns. It is intended to simulate the movie scientist<br />
who knows a little - or a lot! - about everything.<br />
You have a general acquaintance with the fundamental techniques<br />
and theories of virtually every branch of laboratory and<br />
theoretical science. You're equally at home monitoring a chemistry<br />
experiment, excavating an archaeological dig or expounding<br />
on a sociological theory. You're "Mr. Know It All."<br />
Science! skill will not allow you to create a new theory,<br />
invention or experiment, but on a successful roll you will know<br />
about any theory, invention or experiment that anyone else has<br />
published, in any branch of science, and be able to reconstruct it<br />
with the proper equipment. The GM can allow this to become as<br />
much or as little of a deus ex machina as he wishes. "You recall<br />
an interesting experiment your colleague, Dr. Juntz, once performed<br />
with paramecia. Of course, the paramecia he was experimenting<br />
on weren't the size of Buicks, but the theory should<br />
still apply."<br />
In order to take Science! skill, you must first purchase the<br />
Research skill at 13 or higher. Then you must buy two skills<br />
(investing at least 2 points each, or 4 total) from the following:<br />
Agronomy, Alchemy, Anthropology, Archaeology, Astrogation<br />
(if applicable), Astronomy, Biochemistry, Botany, Chemistry,<br />
Computer Programming, Diagnosis, Ecology, Economics,<br />
Electronics, Engineer, Forens ics, Genetics, Geology,<br />
Linguistics, Mathematics, Metallurgy, Meteorology, Naturalist,<br />
Nuclear Physics, Physician, Physics, Physiology, Psychology,<br />
Surgery, Veterinary, Weird Science, Zoology, or any other M/H or<br />
M/VH skill drawn from the "hard" or "soft" sciences (but not from<br />
the liberal arts). Your skill in Science! can never be more than 2<br />
less than your skill in the lowest prerequisite science. For<br />
example, if your prerequisite skills are Biochemistry-16 and<br />
Botany-14, you cannot take Science! at more than 12.<br />
Any character with a Science! skill of 13 or more is entitled<br />
to use the title "Professor," regardless of whether or not he's<br />
affiliated with any institution of higher learning.<br />
Examples of characters from fiction with the Science! skill<br />
include Buckaroo Banzai, Prof. Challenger, Dr. Van Helsing,<br />
the Professor from Gilligan's Island and Dr. Quest from the cartoon<br />
Jonny Quest.<br />
For the corresponding magical skill, see Thaumatology, p.<br />
149.<br />
Speed-Reading (Mental/Average) No default<br />
Prerequisite: Literacy<br />
You have trained yourself to read two to three times faster<br />
than normal. Normally, reading speed is proportional to IQ (the<br />
exact rate depends on the script); a character with this skill may<br />
add his skill level to IQ for calculating reading speed. The actual<br />
skill roll determines how much you retain. If you fail a<br />
Speed-Reading roll, you must make a roll vs. (IQ minus the<br />
amount you failed the Speed-Reading roll by) every time you<br />
want to remember or use what you read. You can later go back<br />
and re-read the material to eliminate the retention problem.<br />
Characters with Eidetic Memory still have to make their<br />
Speed-Reading rolls, but add +5 to retention rolls if they fail.<br />
Surveying/TL (Mental/Average) Defaults to IQ-5,<br />
Cartography-5 or Navigation-5<br />
Prerequisite: Mathematics<br />
This represents general expertise in surveying and mapping<br />
geographical areas. Specifically, it is a specialized branch of<br />
mathematics which teaches the art of determining the area of<br />
any portion of the Earth's surface, the lengths and directions of<br />
the bounding lines and the contour of the surface as well as of<br />
accurately depicting the whole on paper.<br />
Temporal Electronics/TL (Mental/Hard) Defaults to<br />
Temporal Operation-6 or other Electronics-5<br />
Prerequisite: Temporal Physics<br />
This is an Electronics skill specialty (see p. B43) that deals<br />
with building and repairing time machines. Its practitioners are<br />
usually called "temporal engineers," just because "electronicist" is<br />
such an obnoxious word, but this is not an Engineering skill.<br />
There is no default for persons from cultures without time<br />
travel - and in some campaigns, the PCs may have invented the<br />
machine, making them the only Temporal Engineers available.<br />
For a cross-time campaign, this is "Parachronic Electronics."<br />
Temporal Physics/TL (Mental/Very Hard)<br />
Defaults to Temporal Electronics-6,<br />
or Physics/TL9+-4<br />
Prerequisite: Physics/TL9+<br />
This is the theoretical science of time travel, as the campaign<br />
defines it. Its primary use in the game is to stretch the abilities of<br />
the equipment, effectively "bending the rules." While engineers<br />
and operators are able to do this as well, they will be able to<br />
work faster and with a greater chance of success if a physicist<br />
has worked out the principles of the attempt. (Of course, if the<br />
physicist's theory is flawed, the people trying to implement it<br />
may notice, or they may make for an even bigger disaster.)<br />
For a cross-time campaign, this is "Parachronic Physics."<br />
Thanatology (Mental/Hard)<br />
Defaults to<br />
Diagnosis, Psychology or<br />
Sociology at -5,<br />
or Professional Skill: Mortician-3<br />
This is the esoteric study of death in all its aspects. It<br />
includes pathology and embalming, as well as the study of death<br />
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