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Old 12-30-2017, 05:54 AM   #1
johndallman
Night Watchman
 
Join Date: Oct 2010
Location: Cambridge, UK
Default [Basic] Disadvantage of the week: Cannot Learn

Cannot Learn [-30] is a mental disadvantage that is theoretically mundane, but implausible for humans. It's most appropriate for automata, such as robots or golems, which have minds that can't absorb new information, or truly mindless undead. It appeared at 3e, but is more tightly defined at 4e.

You cannot add or improve familiarities, techniques, skills, mental advantages, DX or IQ. You are stuck with your initial traits. You can still improve ST or HT, or add physical advantages, with the GM's permission. If you have Modular Abilities, you can acquire the use of skills that way, on a temporary basis, which could represent various kinds of limited AI.

There seems to be scope for limited versions of this disadvantage. One obvious one is that you cannot learn by yourself, but you can be upgraded by someone else, with a better computer, a less restrictive religious scroll, or whatever's appropriate. Limitations that allowed very limited learning ("I'll have to erase my familiarity with operating this ship's life support systems to remove my penalty to repair your blaster [y/n]?") also make sense, but could easily become cheesy. Some societies might consider things that cannot learn not to have "human" rights, but to be mere property.

Cannot Learn shows up in GURPS books on low-grade zombies, gargoyles, and similar monstrous things. Madness Dossier has ways to inflict it, and Powers: The Weird has AIs with it. Back to School clarifies details, and Ultra-Tech has more AIs. Zombies has lots of extra details on this disadvantage and its effects on your servitors.

I've never seen this disadvantage in use, because everything I've played involving AIs has been Transhuman Space. How have you used it?
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