Intuition

#advantage #character_option #rules_analogue
15 points, mental

You usually guess right. When faced with a number of alternatives, and no logical way to choose among them, you can ask the GM to let you use your Intuition. The GM makes a secret IQ roll, with a bonus equal to the number of “good” choices and a penalty equal to the number of “bad” choices.

The GM should never allow Intuition to short-circuit an adventure – for instance, by letting the intuitive detective walk into a room, slap the cuffs on the guilty party, and close the case. At the most, Intuition would point the detective in the direction of a good clue. GMs who don’t think they can control Intuition should not allow it in their games.

Source: GURPS 4th - Basic Set - Combined, page 65