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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 />

158

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