Language

GURPS assumes that most characters can read and write their “native” language. This ability costs no points, but you should note your native language on your character sheet; e.g., “English (Native) [0].”

The rest of this section is only important if you can communicate in more than one language (an advantage) or have difficulty with your native tongue (a disadvantage).

Sapience and Language

The Language rules are for sapient characters. You must have at least IQ 6 to receive a native tongue for free and be able to learn new languages. Sapience does not guarantee the physical capacity for speech, though – you might need to rely on sign language.

Those with IQ 5 or less do not get a native tongue for free and cannot learn languages. They can only communicate basic concepts. They can be taught a few commands, however – see Chapter 16.

Comprehension Levels

The point cost to learn an additional language depends on your “comprehension level”: a measure of how well you function in that language overall. There are four comprehension levels:

Exceptional Competence and Incompetence

Great orators, writers, and other masters of the language should start with Native-level comprehension, then learn skills such as Public Speaking and Writing at very high levels.

Poorly educated individuals who can barely get by in their native tongue should take the point difference between their actual level and Native level as a disadvantage. For instance, someone who has his native tongue at Broken level has a -4-point disadvantage.

Spoken vs. Written Language

The point costs above assume that you read/write and speak the language equally well. If your written and spoken ability differ, select separate spoken and written comprehension levels and pay half cost for each. For instance, if you learned to write French from a book, you might have “French: Spoken (None)/Written (Native) [3].”

Literacy

Your written comprehension level determines your degree of literacy in that language:

At TL4 and below, it is quite possible to go all your life without needing to read. In settings like this, illiteracy or semi-literacy is the norm. Most people have a spoken comprehension level of Native, but their written comprehension is Broken or None.

Illiteracy in your native tongue – Spoken (Native)/Written (None) – is a disadvantage worth -3 points. Semi-literacy – Spoken (Native)/Written (Broken) – is worth -2 points. The GM should not count these points against the disadvantage limit if illiteracy is the norm in the game world.

Sign Language

A true sign language – e.g., American Sign Language – is complex, stylized, and can communicate almost any concept. Treat it as any other language, with one important difference: a sign language has one form (signed) instead of two (spoken and written). As a result, sign languages cost half as much: 1 point for Broken, 2 points for Accented, and 3 points for Native comprehension.

Characters with the Deafness (p. 129) or Mute (p. 125) disadvantages start with one sign language and written ability in one regular language – both at Native level – instead of spoken and written ability in one language. Those who are illiterate, or incompetent at sign language, can buy down their language abilities using the usual rules.

Learning Languages

To learn a new language, use the rules for learning skills (p. 292): 200 hours of learning gives you one point to spend. Note that language study is four times as hard without a teacher!

If you live in another country and speak its language at all times, that is the automatic equivalent of 4 hours/day of training; there is no need to allocate specific study time unless you want to get more than this default. Thus, every 50 days, you get a character point to spend in that language.