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GURPS - Basic Set 3r..

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ing. A successful Telereceive will discover part or all of whatever heis thinking.If the Mind Blocker rolls a critical failure, he thought about it indetail - right there in the forefront of his mind!If someone is doing nothing but concentrating on blocking, hegets a +2. Someone who is mentally or physically stunned rolls at -3.Rolls to hide emotions rather than thoughts are harder, and shouldSCIENTIFIC SKILLSComputer Hacking/TL (Mental/Very Hard)Defaults to Computer Operation-8 orComputer Programming-4This skill is used to "hack" into a computer system. Nocyberdeck is needed - only a regular terminal with access to thesystem (whether directly or through a communications network).However, the skill can be used in conjunction with a cyberdeck, incampaigns where such equipment is available. See Chapter 4 of<strong>GURPS</strong> Cyberpunk for more details.Cryptanalysis/TL (Mental/Hard) Specialdefault; see belowThis skill allow one to invent and break codes. It may be usedin wartime, in espionage, or simply in high-stakes business dealings.It can involve anything from state-of-the-art tactical encryptionsystems to unsophisticated ciphers.There is no default when dealing with modern high-tech encryption,but pre-20th-century ciphers were much simpler. Even in present-dayand future campaigns, simple ciphers can be encountered. Terroristsseldom have access to good encoding equipment. And professionalspies often lack the equipment and training of modern cryptanalysis.Therefore, agents may encounter the same symbol codes,substitution ciphers and other basic deceptions used through out history.When using these simple codes, characters may attempt default rolls,to Mathematics-3 or IQ-5. Alternatively, the GM can actually handout coded messages and let the players try to solve them.Cryptanalysts may also attempt to devise codes and ciphers oftheir own. When they create a hasty cipher, note the amount bywhich they succeed on their Cryptanalysis roll. This equals thepenalty applied to rolls by enemy cryptanalysts trying to read themessage. By rolling at a -2 penalty to Cryptanalysis, one can try todevise a code that appears to be innocent conversation, therebyavoiding attention from eavesdroppers.Those with access to a computer gain a bonus of from +1 to +5when using cryptology. A home computer confers +1, a mini-computerconfers +2, a mainframe confers +3 or +4 and a supercomput eroffers a +5. One must have a trained programmer or a ComputerOperations skill of 15+ to effectively use a computer in cryptanalysis.Appropriate software is also required.When decoding, a sample of the code (with translation) gives a+5. If the message to be decoded is shorter than 25 words, roll at -5.Anyone with the Mathematical Ability advantage may apply it toCryptanalysis rolls.Cryptanalytical training requires a Top Secret/SpecialCompartmentalized Intelligence Clearance in the U.S., and similarclearance in other armies. Therefore, those whose disadvantagespose a security risk may not learn this skill through normal channels.Furthermore, agents with this skill become targets for enemyspies. Superiors may be quite reluctant to let a trained cryptanalystbe made at -2 or more depending on how strong the GM rules theemotions are. GMs may impose additional penalties for other circumstances,e.g., trying to mind block your emotions while sneakingup on your most hated enemy.Flight (Physical/Average)Defaults to DX-4See p. 242 under Athletic Skills.go on risky missions. But spies and criminals may find their wayaround the restrictions. A spy agency with powerful connectionsmight arrange to have some of its members trained through unofficialchannels. Foreign cryptographers may find themselves forced intospying by defection.Planetology/TL (Mental/Average)Defaults to IQ-5, Geology-4,Meteorology-4, other Planetology-3This Scientific skill is the overall study of planetary makeup andconditions - geological, meteorological, climatic, atmospheric,hydrographic and ecologic - of one general planetary type. Pickone skill:Rock/Ice Worlds: Mercury, Pluto types (also most moons, asteroidsand other small, airless planets).Earthlike: Essentially, all habitable worlds.Hostile Terrestrial: Titan types.Gas Giants: Jupiter, Uranus types.Planetology can be used in place of several other skills. Geologyand Meteorology default to it at -3; Botany, Ecology, and Zoology at-4; Survival in that world's major terrain(s) at -5. For detailedinformation about a world, consult an expert in the pertinent scientificskill - Geology, Meteorology and so on. GM may assesspenalties for worlds that differ greatly from the norm for their type.Philosophy (Mental/Hard)Defaults to IQ-6This is the study of a body of beliefs similar to Theology (p. 62).Each different philosophy is a specialization. A student of philosophydoes not necessarily believe in the principles he studies, or, if hebelieves, does not necessarily think they are divinely ordained. Thebeliefs of Philosophy are not necessarily related to a religious orsupernatural concept.This skill is particularly appropriate for a martial-arts campaignin which the character knows combat skills with different (and evenantagonistic) spiritual teachings; by adopting both schools' philosophicalteachings, they may be combined without conflict (notethat in Asia many people combine opposing religions matter-offactly,despite blatant contradictions between them).

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