09-03-2010, 11:52 PM | #21 |
GURPS FAQ Keeper
Join Date: Mar 2006
Location: Kyïv, Ukraine
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Re: Cultural and Technological Consequences of Racial Daredevil trait
If 'Pacifist, but only wrt Elves' is okay for -20%, then so is 'Honest in own country and against own race, but usually elsewhere too' is okay too.
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09-04-2010, 12:28 AM | #22 |
Wielder of Smart Pants
Join Date: Aug 2004
Location: Ventura CA
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Re: Cultural and Technological Consequences of Racial Daredevil trait
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09-04-2010, 06:41 AM | #23 |
Banned
Join Date: Apr 2008
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Re: Cultural and Technological Consequences of Racial Daredevil trait
Shouldn't the pricing of traits such as this depend on where the adventures take place? e.g. It's hardly disadvantageous to be 'Honest at Home' if the adventure is all about participating in a far-flung quest.
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09-04-2010, 06:47 AM | #24 |
Banned
Join Date: Apr 2008
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Re: Cultural and Technological Consequences of Racial Daredevil trait
Regarding the OP, I think an interesting question would be whether a skewed relationship with personal risks would alter the race's perceptions (one way or another) toward systemic or environmental risks that the Daredevil bonus would not affect.
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09-04-2010, 09:55 AM | #25 |
Join Date: Mar 2009
Location: Detroit
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Re: Cultural and Technological Consequences of Racial Daredevil trait
I would think, on the mental issue, that this race would be more likely to follow their own laws, no matter the locale. Which brings me to my other point, nice segway...
Their laws would not have the over-reliance on taking care of the populace like a moronic child. Warnings on cigarettes, lawsuits for baby cribs with widely-spaced bars, and a gamut of other things I consider totally annoying would not exist there. (Can I emigrate? :P ) Taking it a step further, I can see every vehicle driven regularly by these people to be modified. All of the safety overrides and governors and useless things like seat belts and airbags might be completely removed. The only reason things like seat belts would be used is for when the G-forces interfere with control, and keep you from sliding out of the seat. Craft, or other things, manufactured by this race would probably need extensive re-work after purchase, to install these things for 'normal' races to use. Can you see a motorcycle with no 'off' switch? (I mean, aside from something like a side-mounted one that you couldn't even use if it fell over.) Further, depending on the laws, they could be, or have been, sued to paupers for this tendency when they started selling to other races. Or get a reputation for building extremely effective, but very dangerous, equipment, to such a point that no one (at least NPCs) without the daredevil mentality (not necessarily the advantage, just the outlook) would even touch their gear. "Back up air? It's a spaceship, not a hospital bed!" Oh- and I'd certainly expect a much higher fecundity. The whole race just might do whoopee like rabbits, and families of 10 kids could be the norm, to offset the mortality rate. |
09-04-2010, 10:14 AM | #26 |
Join Date: Jun 2006
Location: Portsmouth, VA, USA
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Re: Cultural and Technological Consequences of Racial Daredevil trait
GURPS Space pg. 222 under the Pacifism heading. It lists "Own species only, -20%"
BUT, GURPS Psionic Campaigns lists Large Groups (like a nation or religion, or everyone you know personally) as -60%, and a Small Group (like close friends, adventuring companions, or teammates) as -80%. So I would say that a Entire Race would probably be -40% (in keeping with the progression) not -20%; so your Honesty (Race X only, -40%) would be [6*]. This of course assumes a fairly large spread race; if they were smaller (like your typical fantasy elf) I would reduce the limitation further using the above guidelines. Just my two cents. Ghostdancer
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09-04-2010, 10:33 AM | #27 | |
GURPS FAQ Keeper
Join Date: Mar 2006
Location: Kyïv, Ukraine
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Re: Cultural and Technological Consequences of Racial Daredevil trait
Quote:
Either way, please remember that Daredevil is an Advantage granting bonuses in risky situations, and not a Compulsive Behavior. So it's not like they can't behave safe, it's just that they can afford to take more risks because they're protected from a lot of their negative consequences. Additional disclaimer: I'm not dead-set on keeping all of the listed traits. The race is in the process of a major rehaul. |
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09-04-2010, 11:44 AM | #28 | ||
Wielder of Smart Pants
Join Date: Aug 2004
Location: Ventura CA
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Re: Cultural and Technological Consequences of Racial Daredevil trait
Quote:
Quote:
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09-04-2010, 11:58 AM | #29 | |
Join Date: Jun 2006
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Re: Cultural and Technological Consequences of Racial Daredevil trait
Quote:
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09-04-2010, 12:28 PM | #30 |
GURPS FAQ Keeper
Join Date: Mar 2006
Location: Kyïv, Ukraine
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Re: Cultural and Technological Consequences of Racial Daredevil trait
Actually, it conflicts with the way other traits work, while Space more-or-less matches the other traits. Compare:
Appearance is basically ±4pts per ±1 reaction. Appearance normally affects own race (or the major race of the setting). Making appearance Universal is +25%, resulting in a ±5pts per ±1 reaction. The species-limited version costs 80% of the Universal version. Charisma which only affects humans costs 80% of the normal cost. Telesend normally affects all sapients, but you can make it species-limited for -20%. A Xenophiliac who has Lecherousness only against aliens has a -20% discount on the latter trait. GURPS seems to consistently treat Aliens Only/Not Aliens Only as an equivalent to a -20% Acessibility. |
Tags |
daredevil, racial template, world building, world development |
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