This skill requires specialization |
I know every engineer on every train
All of the children and all of their names
Every handout in every town
Every lock that ain't locked when no one's around
-- Roger Miller, "King of the Road", 1964
- Default: IQ-4 or Geography (Regional)-3
- IQ/Easy
- Requires Specialization (see below)
Area Knowledge is a skill representing familiarity with the people, places, and politics of a given region. Unless you're playing a recently-unfrozen caveman, your PC is guaranteed to have (and need) Area Knowledge in some form.
Higher Levels[]
People with extensive experience in an area will tend to have Area Knowledge in abundance. Modern London cab drivers, senior scribes who mark the harvests and draw borders[1],
Saving Your Life[]
Area Knowledge can save a character's life during a distaster, as it can tell them the best place to take cover from a blizzard,[2] or what buildings would best survive an earthquake.
Niche Uses and Mentions[]
- A person who's knowledgeable in a region and has Magery 0+ will easily be able to point out if certain areas of that region have higher or lower mana levels.[3]
- An investigator will get a lot out of Area Knowledge, knowing where all the usual hangouts are for possible suspectsโor knowing a key piece of data that tears apart an alibi, like what time the shops close.[4]
GURPS Mysteries, p. 110, on its usefulness to investigators.
Extradimensional Area Knowledge has different rules[5]
Kromm Quotes[]
Sean Punch has commented on Area Knowledge in the following posts to the SJG GURPS Forums:
See Also[]
References[]
- โ GURPS Fantasy, p.80
- โ GURPS Fantasy, p.87
- โ GURPS Fantasy, p.135
- โ GURPS Mysteries, p.110
- โ GURPS Horror p 28
- Basic Set p. 176-177