09-04-2010, 02:33 PM | #31 | |
Join Date: Mar 2009
Location: Detroit
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Re: Cultural and Technological Consequences of Racial Daredevil trait
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Unmodified honesty does not do this. You follow the laws, which include jurisdictional changes to the laws. There are certain issues regarding whether you know them and such, but granted the power to know all of the laws and jurisdictional considertions, you follow the local ones, not your home ones. Basic set- "In an area with little or no law, you do not "go wild" - you act as though the laws of your own home were in force." I believe this was what you were thinking of. This race could perhaps follow their own laws no matter the jurisdiction- a sort of honesty where they believe only their laws have jurisdiction over them. We have RL examples of this, but perhaps some sort of Diplomatic Immunity would be best to model this in GURPS *if and only if* the local jurisdictions respect this point of view. |
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09-04-2010, 02:47 PM | #32 | ||
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Join Date: Mar 2006
Location: Kyïv, Ukraine
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Re: Cultural and Technological Consequences of Racial Daredevil trait
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09-07-2010, 08:25 AM | #33 | |
Join Date: Jan 2010
Location: New York
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Re: Cultural and Technological Consequences of Racial Daredevil trait
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09-07-2010, 08:40 AM | #34 | |
Join Date: Sep 2004
Location: Canada
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Re: Cultural and Technological Consequences of Racial Daredevil trait
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EDIT: I'm modifying this for my game, explicitly breaking out the "Visual" limitation and the "Species that share senses of aesthetics" limitation. Note also that the basic Appearance advantage assumes a 50/50 split (or thereabouts between two genders - species with a different ratio or a different gender arrangement (most likely is no genders and hermaphroditism of some sort but Scifi is funky) will want to adjust costs. If you're female, and your species is 90% female, getting an additional +4 reaction from males vs the +2 from females isn't nearly as useful as a human would get.
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09-07-2010, 09:01 AM | #35 |
Join Date: Mar 2009
Location: Detroit
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Re: Cultural and Technological Consequences of Racial Daredevil trait
One thing I thought of- these folk would, in theory, limit their risks to the same averages as other normally, sane people. Their risks however, would be much more flamboyant- they would be routinely doing things considered suicidal by other races. Their averages for failure would be lower, and their averages for critical failure- where most of the fatalities would be- are exponetially lower.
Their average risk, of say, a normal human with a 12 skill in some death-defying task, would be similar to comparing a normal human flying a plane, to one jumping out of a plane with one of those surf-board things instead of a parachute. People think flying small planes is somewhat dangerous (I don't agree). People think jumping out of one is risky, and without a parachute insane. This race's 'insanity threshold' would begin where ours leaves off. With this in mind, I can see all sorts of daredevil hobbies being invented. Jumping into live volcanoes while wearing a fire-proof suit, or rock-climbing with explosives. And I can see similar professions. Oil-well firefighters are around the edges of our professions; these folk might just put on that fireproof suit to go swim in lava for research. And that paragraph leads to the assumption that this race would tend to be hired for such dangerous and... er, 'crazy'... work. Red Adair was always called for the worst oil fires... Imagine a whole race of people like that. And then give them the keys to new experimental aircraft and see if they'll do a test flight... Anyone else might crash to death, while they tend to crash and survive. |
09-07-2010, 11:52 AM | #36 | |
Join Date: Aug 2004
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Re: Cultural and Technological Consequences of Racial Daredevil trait
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09-16-2010, 05:40 PM | #37 | |
Join Date: Aug 2005
Location: Portland, Oregon
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Re: Cultural and Technological Consequences of Racial Daredevil trait
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As a result, this race would also have a larger breeding capacity, and a greater proportion of Combat Reflexes. They are ruled by an aristocracy called The Survivors who earned this title from surviving enough daredevilish feats to be allowed to relax. One of the jobs of a Survivor is to hold the high-strung nature of the younger one's in check. As a side note, the word Survivor in their language has two connotations and a visitor must know the difference. In certain contexts and tones of voice, it can mean, "coward."
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09-17-2010, 02:18 AM | #38 |
Join Date: Mar 2009
Location: Detroit
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Re: Cultural and Technological Consequences of Racial Daredevil trait
Perhaps this isn't so much daredevil, as something else. I could see unfazeable with impulsive doing pretty much what you want, without being daredevils. While both ads are 15 points, one is much more a mental trait than meta-gaming sort of thing. Throw in the disad, and the package is worth a lot less. I tend to think racial templates should be done with the minimum cost possible, but that's just me. (And no I don't tend to actually *do* all that work, it's just my opinion of how I *should* if I weren't lazy.)
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09-17-2010, 02:30 AM | #39 | |
GURPS FAQ Keeper
Join Date: Mar 2006
Location: Kyïv, Ukraine
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Re: Cultural and Technological Consequences of Racial Daredevil trait
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09-17-2010, 10:44 AM | #40 |
Join Date: Aug 2005
Location: Portland, Oregon
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Re: Cultural and Technological Consequences of Racial Daredevil trait
I still like the back story I gave. It is a compelling explanation of how this trait was bred into the race.
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Tags |
daredevil, racial template, world building, world development |
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