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-   -   [SE] Sanitized Metabolism: how useful is +1 in in 'close confines', like 'elevators'? (https://forums.sjgames.com/showthread.php?t=131174)

Flyndaran 12-22-2014 08:56 PM

Re: [SE] Sanitized Metabolism: how useful is +1 in in 'close confines', like 'elevato
 
Quote:

Originally Posted by Otaku (Post 1850854)
This one isn't even cinematic, it is exotic. So allowing it for a human in even a cinematic campaign wouldn't be the norm. I remember this as a full on Advantage in 3e, first seeing it in Bio-Tech (I think). Doesn't mean that is where it first showed up, just where I first remember seeing it.

Every living thing has an odor. I suppose it's possible to imagine aliens that for some reason never emit particles, but it goes a bit beyond exotic in my opinion. Claws and venom are exotic for humans, but quite mundane compared to excreting small packages of odorless waste.

Keiko 12-22-2014 10:10 PM

Re: [SE] Sanitized Metabolism: how useful is +1 in in 'close confines', like 'elevato
 
As I understood it the Perk doesn't make the character completely odorless. They (and their excretions) don't have a strong and/or unpleasant odor. It is still possible to track them by scent just somewhat more difficult. The Perk probably manifests differently based on what it represents though.

Flyndaran 12-22-2014 10:18 PM

Re: [SE] Sanitized Metabolism: how useful is +1 in in 'close confines', like 'elevato
 
Quote:

Originally Posted by Keiko (Post 1851016)
As I understood it the Perk doesn't make the character completely odorless. They (and their excretions) don't have a strong and/or unpleasant odor. It is still possible to track them by scent just somewhat more difficult. The Perk probably manifests differently based on what it represents though.

Even if it did make one impossibly odorless, it wouldn't stop targets from leaving trackable particulates from or of clothing or grime.

Still much better than perfume, which I would find to be more of an OPH than perk.

simply Nathan 12-22-2014 11:19 PM

Re: [SE] Sanitized Metabolism: how useful is +1 in in 'close confines', like 'elevato
 
Quote:

Originally Posted by Flyndaran (Post 1851018)
Still much better than perfume, which I would find to be more of an OPH than perk.

The Perfume perk means that the scent your body produces is generally accepted as pleasant. Many flowers and fruits would qualify when statted up as characters.

Simply applying perfume I would agree was an OPH. Those chemicals stink, unlike the Perfume perk which gives you a +1 reaction bonus.

vicky_molokh 12-23-2014 01:31 AM

Re: [SE] Sanitized Metabolism: how useful is +1 in in 'close confines', like 'elevato
 
Quote:

Originally Posted by Flyndaran (Post 1851018)
Still much better than perfume, which I would find to be more of an OPH than perk.

You're risking being found on of those munchkins coming up with annoying 'I treat positive reaction modifiers as annoying, and react to them at an equivalent minues'. If you have Unfazeable (Scent Only), and can ignore the +1 from scents that grant a +1 Reaction against almost everyone, that's a somewhat unusual advantage.

Flyndaran 12-23-2014 05:04 AM

Re: [SE] Sanitized Metabolism: how useful is +1 in in 'close confines', like 'elevato
 
Quote:

Originally Posted by Kenneth Latrans (Post 1851035)
The Perfume perk means that the scent your body produces is generally accepted as pleasant. Many flowers and fruits would qualify when statted up as characters.

Simply applying perfume I would agree was an OPH. Those chemicals stink, unlike the Perfume perk which gives you a +1 reaction bonus.

Call me weird, but I dislike the smell of real flowers let alone the almost painful volatiles of synthetic odors. I absolutely loathe the scent of mangoes, and my mom hates bananas.

Flyndaran 12-23-2014 05:11 AM

Re: [SE] Sanitized Metabolism: how useful is +1 in in 'close confines', like 'elevato
 
Quote:

Originally Posted by vicky_molokh (Post 1851054)
You're risking being found on of those munchkins coming up with annoying 'I treat positive reaction modifiers as annoying, and react to them at an equivalent minues'. If you have Unfazeable (Scent Only), and can ignore the +1 from scents that grant a +1 Reaction against almost everyone, that's a somewhat unusual advantage.

My social obliviousness grants me partial immunity to many such reaction modifiers. But PCs are normally allowed to react how they wish, not restrained by mere NPC influence rules.

Flyndaran 12-23-2014 05:16 AM

Re: [SE] Sanitized Metabolism: how useful is +1 in in 'close confines', like 'elevato
 
Quote:

Originally Posted by Kenneth Latrans (Post 1851035)
The Perfume perk means that the scent your body produces is generally accepted as pleasant. Many flowers and fruits would qualify when statted up as characters.

Simply applying perfume I would agree was an OPH. Those chemicals stink, unlike the Perfume perk which gives you a +1 reaction bonus.

I lived most of my life being able to identify most people by scent from feet away. That overwhelms my social phobia. I've found now after having lost that ability, my social phobia is a little easier to deal with. I might rage over those physically incapable of staying scent neutral.

vicky_molokh 12-23-2014 05:25 AM

Re: [SE] Sanitized Metabolism: how useful is +1 in in 'close confines', like 'elevato
 
Quote:

Originally Posted by Flyndaran (Post 1851079)
My social obliviousness grants me partial immunity to many such reaction modifiers. But PCs are normally allowed to react how they wish, not restrained by mere NPC influence rules.

PCs are still affected by Influencing PCs, and it's still bad RP to routinely ignore the setting and its inhabitants.
Also, it doesn't matter what explanation you use for the partial immunity - GURPS cares about effects, not justifications.

Flyndaran 12-23-2014 05:57 AM

Re: [SE] Sanitized Metabolism: how useful is +1 in in 'close confines', like 'elevato
 
Quote:

Originally Posted by vicky_molokh (Post 1851081)
PCs are still affected by Influencing PCs, and it's still bad RP to routinely ignore the setting and its inhabitants.
Also, it doesn't matter what explanation you use for the partial immunity - GURPS cares about effects, not justifications.

It's a spectrum from choice-less automatons to completely ignoring setting influences. PCs generally sit on one side, while NPCs firmly on the other.

And there are things too fiddly to stat out.


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