07-29-2016, 12:58 PM | #1 |
Night Watchman
Join Date: Oct 2010
Location: Cambridge, UK
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[Basic] Skill of the week: Physics
Physics is the IQ/VH TL study of the properties of matter and energy. The only default is IQ-6, there is a prerequisite of Mathematics (Applied) at TL5+, and that skill also defaults to Physics. Physics is a prerequisite for several Engineering specialisations, and I'd suggest expanding the list to all forms of Engineering that appear at the current TL. For example, it's probably a prerequisite for Engineering (Electronic) at TL6. The skill dates from GURPS 1e.
While Physics never requires a specialisation, it's very common for physicists to have an optional specialisation from TL6 onwards. It can be fun to avoid this: when designing a scientist character for a game of the first interstellar expedition, having Physics-17 with no specialisation did mean I could have a decent go at anything. Realistic physicists often have a Hyper-specialisation perk for the exact subject of their research. Physics is an option on many templates for generic scientists, and is often required for using scientific equipment. The weirdness of game setting leads to situations where Physics starts to overlap with magic, such as dealing with the Chronochaotic spiders of Creatures of the Night, or Pneumatology in Horror. Meltdown and Fallout has more on (Nuclear), while Infinite Worlds has plenty of uses for (Parachronic), with excursions into (Acoustics) and (Temporal) and Monster Hunters uses (Paraphysics). Power-Ups volumes 2, 3, 6 and 7 have examples for this skill. Powers has abilities that can be improved with Physics, Enhanced Senses has abilities that help with the skill and The Weird has lots of powers with Physics specialisations as prerequisites. The Psi series has several uses for (Paraphysics), and Supers uses the skill to analyse superpowers that have Physics-flavoured explanations. Tales of the Solar Patrol has penalties for cross-world travellers' understanding of the rather individual local physics. Thaumatology has this skill as an alternative core for ritual magic and Alchemical Baroque, Magical Styles and Ritual Path Magic all have further uses. And you can make electric Zombies with it... For me, Physics on a character sheet isn't so much a skill I roll as a license for the character to think in particular ways, and to understand particular things. Mind you, the most crucial use I've made of it in a game was in understanding Einstein's notes when I'd broken into his office on board the USS Eldridge, and that needed a success at penalties. What have you done with it?
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The Path of Cunning. Indexes: DFRPG Characters, Advantage of the Week, Disadvantage of the Week, Skill of the Week, Techniques. Last edited by johndallman; 07-30-2016 at 12:59 AM. Reason: Corrected default |
07-29-2016, 07:52 PM | #2 |
Join Date: Aug 2005
Location: Portland, Oregon
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Re: [Basic] Skill of the week: Physics
Some thoughts occur:
Starship engineer Specialist being transported to some project-somewhere/rescued in commando op/ whatever. Basically Live Action Escort Mission. Dissenter within evil empire. Builder of Dr Evil's Earth-destroying machine. Creator of phlebotanium that makes PC a superhero.
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07-29-2016, 08:00 PM | #3 |
Join Date: Jun 2007
Location: USA, Arizona, Mesa
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Re: [Basic] Skill of the week: Physics
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07-30-2016, 12:25 AM | #4 |
Untagged
Join Date: Oct 2004
Location: Forest Grove, Beaverton, Oregon
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Re: [Basic] Skill of the week: Physics
Either way for any vaguely human character the answer to that default is simply, "no.", or "You know nothing, Jon Snow."
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07-30-2016, 01:00 AM | #5 |
Night Watchman
Join Date: Oct 2010
Location: Cambridge, UK
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Re: [Basic] Skill of the week: Physics
You're correct; my typo, I think.
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The Path of Cunning. Indexes: DFRPG Characters, Advantage of the Week, Disadvantage of the Week, Skill of the Week, Techniques. |
07-30-2016, 02:27 AM | #6 |
Night Watchman
Join Date: Oct 2010
Location: Cambridge, UK
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Re: [Basic] Skill of the week: Physics
However, positive TDMs may get you somewhere, which can't happen for skills with no default.
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The Path of Cunning. Indexes: DFRPG Characters, Advantage of the Week, Disadvantage of the Week, Skill of the Week, Techniques. |
07-30-2016, 04:58 AM | #7 |
Untagged
Join Date: Oct 2004
Location: Forest Grove, Beaverton, Oregon
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Re: [Basic] Skill of the week: Physics
They would have to be enormously generous. Perhaps like bases neutralize acids, even if the defaulting character doesn't know what that means. I retract my objection.
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Beware, poor communication skills. No offense intended. If offended, it just means that I failed my writing skill check. |
07-30-2016, 09:16 AM | #8 | |
Join Date: Nov 2008
Location: Yukon, OK
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Re: [Basic] Skill of the week: Physics
Quote:
What does E=MC squared stand for? What is gravity? Is radiation harmful? Are X-rays radiation? Mind you that default answer is probably very limited and only partly accurate but I bet more people get it then your Chemistry example. Physics is just so much a part of our world now it deserves a default.
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07-30-2016, 10:13 AM | #9 |
Join Date: Jul 2016
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Re: [Basic] Skill of the week: Physics
There are some parts of early physics study that can be intuited by an untrained person. Specifically, projectile motion comes to mind. Anyone who's thrown a ball or fired a bow on a regular occasion will develop some basic understanding. Will they know equations and terminology? Nope, but they can answer some really simple questions...like Physics+6 type questions. So a default isn't completely out of line.
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07-30-2016, 10:31 AM | #10 | |
Join Date: Jun 2005
Location: Lawrence, KS
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Re: [Basic] Skill of the week: Physics
Quote:
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