Forensics/TL (Mental/Hard)Defaults toCriminology-4This is the general science of "laboratory" criminology . . . computationof bullet paths, microscopic or chemical analysis of clues,etc. Depending on the situation, a GM may allow a default toChemistry or another field of study appropriate to the particularinvestigation.Genetics/TL (Mental/Very Hard) Defaults toBiochemistry-5 or Physiology-5This is the study of heredity. A geneticist could tell how to breedfor desired traits; how to identify genetic diseases; and how to keepthe fruit flies from overrunning your lab. At TL9+, the optionalspecialty of Genetic Engineering becomes available.Geology/TL (Mental/Hard) Defaults to IQ-6or Prospecting-4This is the science of earth study. A geologist knows about oil,rocks, metal ores and minerals; about earthquakes and volcanoes;and about fossils. In the field, he can try to find water by using an"eye for country" as under Survival (p. 57).History (Mental/Hard)Defaults to IQ-6or Archaeology-6This is the study of the recorded past (as opposed to archaeology,which also studies the prehistoric past). A historian wouldbe able to answer questions about history, and might (at theGM's option) be allowed aroll to remember a useful parallel:"Ah, yes. Hannibal faced a situation like this once, and here'swhat he did ..."Linguistics (Mental/Very Hard)No defaultThis is the study of the principles on which languages are based. Alinguist could identify an obscure language from a snatch ofspeech or writing, if he made his skill roll. If you have this skill,add 1/10 of your skill level (round down) to your skill with any languageyou learn.Literature (Mental/Hard)Defaults to IQ-6This is the study of the great writings. A student of literaturewould be knowledgeable in the realms of old poetry, dusty tomes,philosophy, criticism, etc. This can be useful for finding clues tohidden treasure, sunken lands, Secrets Man Was Not Meant toKnow, and the like. The work in question must be available in a languageyou speak. Modifiers: -5 if you're illiterate (oral tradition).Mathematics (Mental/Hard)Defaults to IQ-6This represents general mathematical expertise. While there aredozens of mathematical specialties, the differences are not likelyever to affect the game. A mathematician, for game purposes, canroll to answer any sort of math-related question. If the problem issimply one of calculation or computation, the GM may allow amodifier for the computing facilities (or lack of same) available.Metallurgy/TL (Mental/Hard)Defaults toBlacksmith-8, Jeweler-8,Armoury-8 or Chemistry-5This is the study of metals and their properties. A metallurgistcould identify metals or alloys, or solve a problem concerning metals,their use, mining or refining.SCIENTIFIC SKILLSMeteorology/TL (Mental/Average)Defaults to IQ-5This is the study of the weather and the ability to predict it. TheGM always makes Meteorology rolls for the player; a good rollmeans he tells the truth, while a bad roll means he answers randomly orlies.At low tech levels, this skill may be called Weather Sense.Anyone of TL4 or below gets a +2 for Weather Sense in his homearea.At high tech levels, this skill includes the ability to read instruments,interpret satellite maps, etc. But a high-tech meteorologistcan still function without his instruments; if he can't, he's not ameteorologist, but a meter-reader. Instrumentation becomes useful atTL5 (the barometer). If instruments are available, add (TL-4) toeffective skill. This works only for a trained meteorologist - not on adefault roll.A basic skill roll will predict the weather for tomorrow. 2 days: -1, 3 days:-2, 4 days:-4, 5 days:-6. Another -2 for each further day. Notethat a separate roll is required for each day; a 3-day forecast requires3 rolls, rolling first for tomorrow and again for each following day. Ifone day's roll fails, subsequent ones can't succeed.A Meteorologist will also know, on a successful roll, what sortof general climate to expect from any area he has heard of or visits.Naturalist See Outdoor Skills, p. 57Nuclear Physics/TL (Mental/Very Hard) No defaultPrerequisites: Physics-15+ and Mathematics-15+This is the study of nuclear processes. A nuclear physicist would beable to answer questions about the interior of the sun, nuclearweapons or nuclear power plants.Occultism (Mental/Average)Defaults to IQ-6This is the study of the mysterious and/or supernatural. Anoccultist has a special knowledge of mysticism, primitive magicalbeliefs, ancient rituals, hauntings, etc. Note that an occultist doesnot have to believe in the material he studies. In worlds wheremagic is common, "occultism" is replaced by magicians' profes -sional knowledge!Physics/TL (Mental/Hard)Defaults to IQ-6This is the science of force and motion. A physicist couldanswer questions about the basics of the universe, the behavior ofmoving bodies, and matter and energy.Physiology/TL (Mental/Very Hard) Defaults to IQ-7,or to any medical skill-5*This is the study of the human body and its function. A physiologistknows how the muscles, bones and organs work, and wherethey are located.*Note that this skill cannot default from Hypnotism.
SCIENTIFIC SKILLSProspecting/TL (Mental/Average) Defaults to IQ-5or Geology-4This is applied geology: the skill of finding valuable minerals byon-site examination. Prospecting from a distance, by instrument ormap readings and extrapolation, requires Geology skill. A prospectorwill be at -1 in a new area of familiar type, -2 or more in anunfamiliar type of area, until he has been there long enough (amonth of work) to gain familiarity.A successful Prospecting roll will also tell good ore or mineralsfrom a small sample, and judge their commercial value.In the field, a prospector can try to find water by using an "eyefor country" as under Survival (p. 57).Psychology (Mental/Hard)Defaults to IQ-6This is the study of behavior. A psychologist deals with thehuman mind (and perhaps other types as well). A successfulPsychology roll can predict, in general, the behavior of an individualor small group in a defined situation, especially a situation of stress.Modifiers: +3 if the psychologist knows the subject well; +3 if thepsychologist has the Empathy advantage and meets the subject; +3 ifthe subject is of a known deviant personality type - i.e., suffers froma phobia or other mental problem.SOCIAL SKILLSActing (Mental/Average) Defaults to IQ-5, Bard-5or Performance-2This is the ability to counterfeit moods, emotions .and voices,and to lie convincingly over a period of time. It is not the same asDisguise or Performance. A successful Acting roll will let you pretendto think or feel something that you do not feel. The GM mayrequire an Acting roll whenever you try to fool someone, lie tothem, etc. Modifiers: +1 for every point of IQ you have over theperson you are trying to fool (or the smartest one in the group), and -1for every point of IQ if your victim is smarter than you.Impersonation of a particular person is a special type of acting.To mimic a particular person, you must first successfully disguiseyourself (see Disguise, p. 65) - unless, of course, your victims cannotsee you! Modifiers for any mimicry: -5 if you are not wellacquaintedwith your subject; -5 if the people you want to fool areacquaintances of the original; and -10 if they are well-acquainted.Administration (Mental/Average) Defaults to IQ-6or Merchant-3This is the skill of running a large organization. Primarily usefulfor earning money or qualifying for high rank. A trainedAdministrator (skill 15+) would also get a +2 reaction bonus whendealing with a bureaucrat, and (on a successful roll) could predictthe best way to go about dealing with a bureaucracy.Area Knowledge (Mental/Easy)Defaults to IQ-4**A default roll is allowed only for an Area Knowledge rollbased on a place where you live or once lived. See the last paragraph.This is the skill of familiarity with the people, politics and geographyof a given area. Normally, a character will have AreaKnowledge only for the area he considers his own "home base,"whether that's a single farm or a solar system. If information aboutResearch (Mental/Average) Defaults to IQ-5or Writing-3Also defaults to any scientific skill-2 if you are researchingmaterial connected with that skill. Research is the general ability todo library and file research. A successful Research roll in an appropriateplace of research will let you find some useful piece of data, ifthat information is to be found.Research skill requires either Literacy or Computer Operations(in a high-tech campaign world).Theology (Mental/Hard)Defaults to IQ-6This is the study of religion. A theologist knows about ancientand modern religious beliefs, history of religion, etc. If your characteris a priest or holy man, you should consider taking this skill,specializing in your own particular religion.Zoology/TL (Mental/Hard) Defaults to IQ-6or any Animal skill-6This is the study of animals. A zoologist can identify animals;make a good guess about their natural diet, habits and habitat; andpredict their behavior.other areas is available, the GM may allow characters to study AreaKnowledge for other places. Spies, for instance, will try to acquiredetailed Area Knowledge of their target areas before going there.The GM should not require an Area Knowledge roll for ordinarysituations - finding the blacksmith, tavern or your own home. Buthe could require a roll to locate a smith to shoe your horse at 3 a.m., orto find the best ambush location along a stretch of road. "Secret" orvery obscure information will carry a penalty, or may not beavailable through Area Knowledge at all. For instance, AreaKnowledge of Washington will give you the location of the RussianEmbassy, but not the KGB's current safe-house.The things that can be known with Area Knowledge overlapStreetwise, Navigation, Naturalist, Politics and more. The differenceis that Area Knowledge works for a single area; you know thehabits of this tiger or gang boss, but this does not give you generalinsight into the species.Area Knowledge can be bought for any sort of area. The largerthe territory, the less "personal" and more general your knowledgebecomes. Almost every character will have Area Knowledge ofsome type. Some examples (the GM may add more for his particularcampaign):
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17. FLIGHT.........................
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Materials Needed for PlayThe GURPS
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WHAT IS ROLEPLAYING?A roleplaying g
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CLOSE COMBATUsing the Move, Step an
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(adjusted) ST! Note that a shield h
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Ranged Weapon StatsFor each ranged
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second. On the table, this rounds u
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If you are using the "hit location"
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Removing or folding the stock of a
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After the initial "freeze" ends, ea
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ATTACKING INANIMATE OBJECTSThere ar
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This subtraction will mostoften aff
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Psionic healing (p. 175) and magica
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DrowningSee the rules for Swimming,
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protects completely. Toughness prot
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Resolving mounted or vehicular comb
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Using Ranged Weapons From Horseback
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This section covers special rules f
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HT: Health and Hit PointsFor a roug
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Swarm AttacksA group of small creat
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Encumbrance and MovementEncumbrance
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A critical miss means the energy co
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oll will not end the spell, but the
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If the subject makes the resistance
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won't work. If anyone but the caste
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ANIMAL SPELLSThese are the spells r
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If the summoning spell is repeated,
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Cost: 1 for an object up to the siz
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Armor EnchantmentsThese spells work
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AuraInformationShows the caster a g
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Psionics, or "psi" abilities, are p
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GlossaryESP - Extra-Sensory Percept
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Psionics and MagicMagic and psionic
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PSYCHOKINESISThis power covers movi
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Pside EffectsPsi skills can have "s
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Limitations(Continued)Fickle: varia
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Player-Made MapsWhenever the player
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Predetermined ReactionsCertain NPCs
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Dealing with the PlayersArgumentsAs
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Time Use SheetsThe Time Use Sheet (
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Weapons and Armor0. Fists and stone
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Weather(Continued)WindWinds from ga
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Gold and SilverA traditional assump
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JobsThe jobs available in each game
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Job (Prerequisites), Monthly Income
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Sooner or later, every GM wants to
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Features of a GoodAdventureA good a
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World-BuildingA game world is a com
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CRITICAL HIT TABLEAll doublings or
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When the players meet an NPC whose
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Weapons are listed in groups, accor
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MODERN AND ULTRA-TECH WEAPONSWeapon
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ANCIENT/MEDIEVAL ARMORUse this tabl
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FANTASY/MEDIEVAL EQUIPMENTThe follo
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After eight printings of the GURPS
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of Divination should match the "fla
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Minor disadvantage: -5 points. Agai
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Whether through an accident of birt
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Note that this disadvantage is inco
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SKILLSARTISTIC SKILLSVideo Producti
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traders, and chess-like games are c
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If, during an adventure, a philosop
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VITAL ORGANSThese are optional rule
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INSTANT CHARACTERSThis quick refere