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Old 09-23-2016, 03:50 PM   #1
johndallman
Night Watchman
 
Join Date: Oct 2010
Location: Cambridge, UK
Default [Basic] Skill of the week: Research

Research is the IQ/A TL skill of finding information in (semi-)organised collections, such as libraries and filing systems. The defaults are IQ-5 or Writing-3, and there are prerequisites of literacy in at least one language, and of Computer Operation at TL8+. Current Affairs and Typing have defaults to Research. Several Expert Skills can also substitute for Research within their fields, and at the GM's option, any mainly book-learned skill can be used at -2 for Research into that skill. Optional specialisation would work for this skill, but doesn't seem to be commonly taken.

With a successful roll, you can find information that exists to be found. Some GMs give you more information on a large margin of success. This is easy to rationalise as following clues and putting information together from several sources. The skill takes language modifiers, and could plausibly take cultural unfamiliarity modifiers. Modifiers for Time Spent are clearly applicable, as are bonuses and penalties for the size and organisation of the material available, and the searching or index tools available. The skull appeared at GURPS 1e, and seems to have been influenced by the Library Use skill in Call of Cthulhu.

Research is an extremely common skill on templates for characters who use information, from academics, detectives and demolitions experts to spies. Action has rules and modifiers for the present day, and Bio-Tech for finding genetic information. DF uses it for getting hints about dungeons in advance, finding the names of things to summon, and checking up on a sponsor's information, while Fantasy has library size modifiers and searches for historical omens. High-Tech has comprehensive library rules and computer-based Research, and Infinite Worlds gives Infinity portable computers with databases that give large skill bonuses -- with a successful Research roll. LTC1 has low-tech library rules and several useful things to research. Monster Hunters makes Research an important skill in preparation for combat, and Mysteries has guidance on its use in criminal investigations. Power-Ups volumes 3, 6 and 7 have examples for this skill, and Powers uses it for Oracle (Digital).

Social Engineering points out the usefulness of Contacts with Research, the need for the skill in verifying foreign credentials, its use as a complementary skill, in finding archives to search, the advantages of finding someone who has already done the research, and in guiding political campaigns. Thaumatology emphasises the importance of Research in summoning, and offers the research-centred campaign structure. Alchemical Baroque reminds us that efficient library catalogues are a fairly modern invention, Ritual Path Magic makes Research important for finding grimoires and sacred sites, and Urban Magics uses it in gem-based magic. THS: Changing Times has uses for the skill in memetics and computer security, and it can help you find out how to fight Zombies.

A question tangentially related to this skill: in GURPS, what skill do you use for doing research work in an experimental or observational science? Not looking stuff up, but trying to extend scientific knowledge? There's a bit of a gap between Research skill, and the invention rules. Some GMs rule that you use Research, but the alternative seems to be the science skill, probably at some kind of penalty.

What have you dug up in a library that changed the game?
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