Steve Jackson Games - Site Navigation
Home General Info Follow Us Search Illuminator Store Forums What's New Other Games Ogre GURPS Munchkin Our Games: Home

Go Back   Steve Jackson Games Forums > Roleplaying > GURPS

Reply
 
Thread Tools Display Modes
Old 10-20-2018, 11:40 AM   #11
Phil Masters
 
Phil Masters's Avatar
 
Join Date: Aug 2004
Location: U.K.
Default Re: [Basic] Disadvantage of the Week: Frightens Animals

Quote:
Originally Posted by Bruno View Post
"Mental" is a technical term here (capital-M Mental). It indicates that when you have a disassociation of your mind and body, the trait goes with your mind. So if you Frighten Animals and swap bodies with me, you will still Frighten Animals in my body, and I won't Frighten Animals in your body. Physical traits are the opposite, and stick with your flesh (Extra Arms don't follow you body swapping, for example).
Social traits are traits that go with your identity: When you are disguised as someone else, you don't have proper access to them, and someone else can impersonate you to "steal" them.
Which reminds us that Frightens Animals is at heart a supernatural trait, associated with vampires and demons and the like. It means that the character is "spiritually wrong", and animals - which are assumed for this purpose to have a more direct perception of things of the spirit than sapient creatures, whose spiritual perceptions are presumably clouded by all that self-awareness stuff - sense the wrongness and shy from it. Or to put it another way, you're unnatural and nature responds accordingly.

But I could certainly see a limited version of Frightens Animals having an entirely materialistic, prosaic explanation. You smell like a predator to herbivores, you give off ultrasound that annoys anything with hearing that can pick it up, whatevs. In which case, the limitation changes the disadvantage's categorisation. It wouldn't be the first character feature to be modified that way, after all.
__________________
--
Phil Masters
My Home Page.
My Self-Publications: On Warehouse 23 and On DriveThruRPG.
Phil Masters is offline   Reply With Quote
Old 10-22-2018, 11:47 AM   #12
Plane
 
Join Date: Aug 2018
Default Re: [Basic] Disadvantage of the Week: Frightens Animals

Is there a corresponding trait (perhaps 0 point feature) we can put on the sheets of creatures who qualify as "animal" to be affected by this? Or is it an inherent bonus/drawback of anything with less than IQ 6?
Plane is offline   Reply With Quote
Old 10-22-2018, 12:04 PM   #13
ericthered
Hero of Democracy
 
ericthered's Avatar
 
Join Date: Mar 2012
Location: far from the ocean
Default Re: [Basic] Disadvantage of the Week: Frightens Animals

Quote:
Originally Posted by Plane View Post
Is there a corresponding trait (perhaps 0 point feature) we can put on the sheets of creatures who qualify as "animal" to be affected by this? Or is it an inherent bonus/drawback of anything with less than IQ 6?

I think its ultimately a fluff call, but its something that the GM should be aware of. I could easily see a setting where monstrous animals aren't effected, and we've mentioned a case for only vertebrates really being bothered, and possibly a few of those being excluded.



In that other game it'd probably be only things with "Animal" as their type, though you may include a few other groups as well.



Generally, the animals don't get the bonus because they're dumb, they get it because they're closer to nature or more innocent, and can sense corruption or evil more easily than us humans with our poor senses and tendency to be complicit with corruption.
__________________
Be helpful, not pedantic

Worlds Beyond Earth -- my blog

Check out the PbP forum! If you don't see a game you'd like, ask me about making one!
ericthered is online now   Reply With Quote
Old 10-22-2018, 12:28 PM   #14
Anthony
 
Join Date: Feb 2005
Location: Berkeley, CA
Default Re: [Basic] Disadvantage of the Week: Frightens Animals

Quote:
Originally Posted by Plane View Post
Is there a corresponding trait (perhaps 0 point feature) we can put on the sheets of creatures who qualify as "animal" to be affected by this? Or is it an inherent bonus/drawback of anything with less than IQ 6?
0 point feature 'animal'.
__________________
My GURPS site and Blog.
Anthony is online now   Reply With Quote
Old 10-22-2018, 01:08 PM   #15
khorboth
 
khorboth's Avatar
 
Join Date: Aug 2007
Location: Denver, CO
Default Re: [Basic] Disadvantage of the Week: Frightens Animals

I have a DF PC with this disadvantage. In his backstory, he was cursed by an ancient god of death. He also has bad smell and a few other disadvantages from the event.

It's been an issue a few times that he can't ride a horse, and villagers rarely trust me. The clerical investment usually stops the pitchforks & torches treatment, though.
khorboth is offline   Reply With Quote
Old 10-22-2018, 02:20 PM   #16
evileeyore
Banned
 
evileeyore's Avatar
 
Join Date: Jul 2006
Location: 100 hurricane swamp
Default Re: [Basic] Disadvantage of the Week: Frightens Animals

I also have a DF CHaracter with Frightens Animals. Has never come up... but then we're in a city atop a megadungeon, so the wildlife is usually already hostile.
evileeyore is offline   Reply With Quote
Old 10-22-2018, 04:47 PM   #17
whswhs
 
Join Date: Jun 2005
Location: Lawrence, KS
Default Re: [Basic] Disadvantage of the Week: Frightens Animals

I allowed FA for one of the original PCs in my current campaign. Not so much because he was a ghoul, and thus a carrion eater (ghouls as a race don't have it), but because he had self-taught Trained by a Master and a number of skills based on it. Animals sensed him as a predator, and even fairly large, ferocious ones will be a bit more cautious in that case; as Jeffers says, "There is game without claws."
__________________
Bill Stoddard

I don't think we're in Oz any more.
whswhs is online now   Reply With Quote
Old 10-22-2018, 05:12 PM   #18
Flyndaran
Untagged
 
Join Date: Oct 2004
Location: Forest Grove, Beaverton, Oregon
Default Re: [Basic] Disadvantage of the Week: Frightens Animals

Some of these examples make it seem like an Intimidation Aura.
__________________
Beware, poor communication skills. No offense intended. If offended, it just means that I failed my writing skill check.
Flyndaran is offline   Reply With Quote
Old 10-24-2018, 08:38 AM   #19
Plane
 
Join Date: Aug 2018
Default Re: [Basic] Disadvantage of the Week: Frightens Animals

Quote:
Originally Posted by Anthony View Post
0 point feature 'animal'.
"driven off by Frightens Animals" sounds like a disadvantage itself, so what advantage would exist in the metatrait to offset it?
Plane is offline   Reply With Quote
Old 10-24-2018, 08:56 AM   #20
MIB.6361
 
MIB.6361's Avatar
 
Join Date: Aug 2004
Location: Phoenix, Arizona, USA, Earth, Sol, Milky Way, Infinity.
Default Re: [Basic] Disadvantage of the Week: Frightens Animals

I'm currently playing a character that has Frightens Animals.
He was struck by lightning as a child for desecrating the storm god's statue.

Now his skin crackles, sparks, and has waves of electricity on occasion. Animals get near him and can feel the storm/smell the ozone/etc. They know he's dangerous so they back off.
He has some other disadvantages that relate as well (Unnatural Feature, Quirk: Sensitive Skin).

So in reference to what Bruno said, this might be a Physical trait and stay with the body since it's a physical effect. OR, since it's a god curse, it might be Spiritual and move with him if he were to change bodies. I'll just wait for the GM's call when/if that happens.
__________________
Jessie/MIB 6361
Arizona Men in Black Cell Leader
MIB.6361 is offline   Reply With Quote
Reply

Tags
disadvantage of the week, frightens animals

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Fnords are Off
[IMG] code is Off
HTML code is Off

Forum Jump


All times are GMT -6. The time now is 04:57 PM.


Powered by vBulletin® Version 3.8.9
Copyright ©2000 - 2024, vBulletin Solutions, Inc.