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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 suspectsโ€”or 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:

  • On improving it from default level [1]
  • As an Everyman skill [2], [3]

See Also[]

References[]

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