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GURPS - Compendium 1..

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The GM may give a further +1 bonus for witty or frightening<br />

dialogue, but should apply a penalty if the attempt is clumsy or<br />

inappropriate. Fearlessness (p. 25) counts against intimidation<br />

attempts. The GM may apply any level of penalty if the PCs are<br />

attempting to intimidate somebody who, in his opinion, just<br />

can't be intimidated. This includes anyone with the Unfazeable<br />

advantage (p. 31).<br />

Magical and Psionic Modifiers: Spells and psi talents can be<br />

used to frighten people. If any such ability is used to supplement<br />

an attempt to intimidate, allow +2 for a successful<br />

attempt - +4 for a critical success. A failure has no effect unless<br />

the GM wants to penalize a critical failure in some creative way.<br />

Intimidating a Group: This skill may be used against several<br />

people at once. For every five targets you attempt to intimidate<br />

with a single roll, apply a -1 penalty to your skill - up to a maximum<br />

of -5 (25 people). A single person cannot intimidate a<br />

group of larger than 25 people. A group of characters may<br />

attempt to intimidate a group of larger than 25 - 3 characters<br />

could intimidate up to 75 people! Use the bonuses of the best<br />

intimidator in the group, and the penalties of the toughest target in<br />

the enemy group.<br />

Specious Intimidation: If the PC can make both a Fast-Talk<br />

and an Intimidation roll, and roleplays it well, he can appear to be<br />

intimidating even when he can't back it up. This is the only way<br />

to intimidate some people (martial arts masters, world leaders,<br />

bellicose drunks). Success on both rolls gives a Very Good<br />

reaction. Success on one and failure on the other gives a Poor<br />

reaction. Failure on both gives a Very Bad reaction.<br />

Note that Interrogation skill can default to Intimidation-3. It<br />

will not help you tell a good answer from a bad one, but it can<br />

get people to talk.<br />

Performance/Ritual (Mental/Average)<br />

Defaults to IQ-5, Acting-2, Bard-2<br />

See p. 147 under Knowledge Skills.<br />

THIEF/SPY SKILLS<br />

Brain Hacking (Mental/Very Hard) Defaults to Will-6<br />

Prerequisite: Psychology<br />

This is the skill of using a neural interface for interrogation,<br />

brainwashing and mind control. It is only available in campaigns<br />

where cyberpunk-style "neuro-tech" exists, and only<br />

works on those with neural cyberdeck interfaces.<br />

Brain hacking uses specialized hardware. Any computer or<br />

cyberdeck with a neural interface can be modified by installing<br />

an altered "piggyback" board (originally intended to allow one<br />

netrunner to accompany another on a run through cyberspace).<br />

Preparing the card takes $5,000 and one week, and knowledge<br />

that is not easily available. The number of brain hacking cards<br />

that can be installed is equal to the Complexity of the computer.<br />

The most basic form of brain hacking is based on a Contest of<br />

Brain Hacking skill between the hacker and the victim. Each round of<br />

the Contest takes one-tenth of a second. Each time the hacker wins<br />

the Contest, he learns the answer to one yes/no question.<br />

If ten Contests are won in a row, and the hacker has been<br />

asking about a single subject (GM's discretion as to what constitutes<br />

a single subject), the victim's defenses have completely<br />

collapsed concerning that subject, and the hacker learns everything<br />

the victim knows about it.<br />

Savoir-Faire (Dojo) (Mental/Easy) Defaults to IQ-4<br />

This skill will tell you the correct way to behave in a martial<br />

arts dojo, fencing salle, etc. For Japanese martial arts, this<br />

means removing footwear and bowing on the edge before entering<br />

the wooden mat, when to bow to an opponent, traditional<br />

greetings, etc. Failure to follow these traditions will at best earn a<br />

reaction penalty, and at worst invite violent retribution.<br />

Characters must specialize in the practices of one particular<br />

culture. This skill defaults to any appropriate Tournament Law-3.<br />

Savoir-Faire (Military) (Mental/Easy)<br />

Defaults to IQ-4<br />

Savoir-Faire for a soldier includes a knowledge of the customs,<br />

traditions and regulations of his own service. It also<br />

includes a knowledge of the unwritten rules: what is acceptable<br />

even if not regulation, and what is forbidden although there is<br />

nothing in writing against it.<br />

Savoir-Faire (Servant) (Mental/Easy) Defaults to IQ-4<br />

This is the knowledge of how to serve the upper class. There<br />

are certain procedures that are always done just so (the salad<br />

fork goes outside the dinner fork, the Duke is announced before<br />

the Earl, etc.), and certain attitudes in a servant are unacceptable.<br />

Someone with the regular Savoir-Faire skill is mildly<br />

acquainted with the servant's skills, but most upper-class people<br />

don't know exactly what a servant does - they only notice their<br />

servants when things go wrong.<br />

When the Savoir-Faire skill is taken, it must be labeled<br />

"(Servant)" or it is assumed to be normal Savoir-Faire. They<br />

default to each other at -2. A Savoir-Faire (Servant) roll is<br />

needed to successfully pass as a trained servant, a useful role<br />

for a spy.<br />

Tea Ceremony (Mental/Hard)<br />

See p. 147 under Knowledge Skills.<br />

Defaults to<br />

IQ-6 or Meditation-2<br />

Knowledge gained in this way consists of raw facts, unconnected<br />

by reasoning ability. Hacking a molecular biologist gives<br />

no skill in Biology (Molecular). The hacker would learn the<br />

names of several good reference texts.<br />

The hacker obviously has a tremendous advantage: even if<br />

the victim wins the Contest of Skills, he has only temporarily<br />

held off the assault - he can neither damage the hacker nor learn<br />

anything. He is in serious trouble; it is only a matter of time<br />

before he slips.<br />

This skill can also be used to drive the victim insane, alter his<br />

personality or memories, insert delayed-action viruses that will<br />

trigger and control his actions at a later date, and even use his<br />

brain as a storage medium for sensitive data! Each of these feats<br />

requires a specialized program, preparation time and one or<br />

more Brain Hacking rolls, perhaps at a penalty. The GM can<br />

flesh these out himself, or use the rules on pp. WT114-117.<br />

Computer Hacking (Mental/Very Hard) Defaults to<br />

Computer Operation-8 or<br />

Computer Programming-4<br />

See p. 155 under Scientific Skills.<br />

160

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