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Old 09-10-2019, 08:02 PM   #1
David Johnston2
 
Join Date: Dec 2007
Default A Certain Sense of Detachment

Assume you've got a race whose hat is patience. It's not that they are prone to tardiness, but given the physical necessities of life they can outwait anyone and anything. They simply don't feel boredom and only feel urgency when lives are in immediate danger. They can wait for trees to grow and mountains to erode. And yes, they are Immune to Aging, thanks for asking. What's their psychological trait?
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Old 09-10-2019, 08:13 PM   #2
Refplace
 
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Default Re: A Certain Sense of Detachment

Patience og Job perk.
Might have to build a reverse Impulsiveness disad
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Old 09-10-2019, 08:30 PM   #3
AlexanderHowl
 
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Default Re: A Certain Sense of Detachment

It is just a quirk unless it provides any bonuses. If it is supposed to give a bonus, I would model it as Will+4 [20] and Visualization (Based on Will, +20%; Immediate Preparation Required, 1 hour, -75%; Reliable, +10, +50%) [10]. The patience of the race is rewarded if they spend enough time examining the issue. Younger members of the race have less patience, represented by lower levels of Preparation Required and Reliable.
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Old 09-11-2019, 07:36 AM   #4
Michele
 
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Default Re: A Certain Sense of Detachment

A bonus to Will, with an Accessibility limitation. They have a stronger Will - but only when it comes to waiting without getting bored or becoming otherwise unable to keep waiting. Probably, given that Will serves for facing a long list of other mental difficulties, it's a -80% adjustment (the maximum discount). That means each additional point in Will, for this purpose only, costs 1 CP.

You may package Single-Minded with it, or just list it as a common trait for these guys.
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Old 09-11-2019, 08:54 AM   #5
NineDaysDead
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Default Re: A Certain Sense of Detachment

GURPS Discworld has
Quote:
Originally Posted by BOREDOM IMMUNITY page 93
You’re absolutely and completely immune to boredom. If your basic requirements (if any) for food, drink, air, and exercise are met, you can sit in the same place for millennia without your mind going. You also get +3 on any rolls required to ignore distractions while working on some task.
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Old 09-11-2019, 09:33 AM   #6
David Johnston2
 
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Default Re: A Certain Sense of Detachment

Ah. So that's exactly what I was looking for. Too bad I don't know Discworld.
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Old 09-11-2019, 10:04 AM   #7
Stormcrow
 
Join Date: Aug 2004
Location: Ronkonkoma, NY
Default Re: A Certain Sense of Detachment

Doesn't seem right. Most of the time, a distraction has to do with stopping someone from completing a magic ritual, and so forth. These aren't about you trying not to become interested in something more attractive than what you're doing, they're about your ability to ignore something else that's important. For example, in the Explosives skill, "swarms of biting ants" is an example distraction. Being smugly immortal wouldn't protect you from this, even if it's not life-threatening.

I think the needed trait might grant bonuses to long tasks, a sort of opposite to Short Attention Span. That makes me think that the desired trait is just Single-Minded, with a bit of flavor text to explain its origin. Maybe rename it to make it suitable.
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Old 09-12-2019, 02:27 PM   #8
Gold & Appel Inc
 
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Default Re: A Certain Sense of Detachment

Sounds like Single-Minded + Patience of Job [Net Cost 6] or Patience of Job + Attentive [Net Cost 0] to me.
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Old 09-13-2019, 11:28 AM   #9
Phil Masters
 
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Default Re: A Certain Sense of Detachment

I put Boredom Immunity into Discworld because it was specifically needed there, but the fundamental problem is that GURPS, like most RPGs, doesn’t actually have rules for boredom — ironically, I guess, because saying that a character failed some task because they got antsy and fidgety is, well, boring.

If you had such rules, and they were sufficiently savage and applied often enough, it’d be worth more than a perk.
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Old 09-13-2019, 11:33 AM   #10
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Default Re: A Certain Sense of Detachment

Quote:
Originally Posted by Phil Masters View Post
I put Boredom Immunity into Discworld because it was specifically needed there, but the fundamental problem is that GURPS, like most RPGs, doesn’t actually have rules for boredom — ironically, I guess, because saying that a character failed some task because they got antsy and fidgety is, well, boring.

If you had such rules, and they were sufficiently savage and applied often enough, it’d be worth more than a perk.
GURPS has Distractible and Short Attention Span. Don't those count?
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