03-08-2011, 02:03 PM | #41 |
Join Date: Oct 2005
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Re: GURPS On Killing: The Psychological Cost of Learning to Kill in War and Society
I'd say someone without Reluctant Killer or other relevant disadvantages would generally not be affected by committing "ordinary" violence, which is to say in-combat killings of armed adults. That's the focus on "adventurer-normal" rather than normal-normal.
If you accidentally shoot a 5-year kid who wanders into your Wait, that's different. That's outside "adventurer-normal", and so Fright Check territory (barring something else relevant, like Callous). And the 5-year old kid is an extreme example. Finding out that the (adult) person you just shot was actually unarmed might trigger a Fright Check, as could shooting a child soldier even if they were an actual threat. |
03-08-2011, 02:19 PM | #42 | |
Join Date: Mar 2006
Location: Iceland*
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Re: GURPS On Killing: The Psychological Cost of Learning to Kill in War and Society
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Callous is a Disadvantage because it gives you a -3 to two skills, one of which is a fairly important one, a -1 to reaction rolls from a fairly large group of people* and because if you are in a situation where it would be appropriate to show sympathy, you have to use skills like Acting to avoid suffering a further reaction penalty for an inappropriate approach. It does net you a few incidental benefits, such as a bonus to Intimidation and Interrogation. And, as the Fright Check rules already assume that they are modified for Advantages and Disadvantages**, it is entirely appropriate to rule that Callous people receive a bonus for Fright Checks caused by the shock of committing violent acts against others. Or even waive the roll entirely. If a character can elect to have the Disadvantage apply only when he wants it, he effectively has an Advantage, yes. Which is why the trait I clearly mentioned is a Perk, not a [-5] Disadvantage. *You interact more than once with a lot of people. **For example, Xenophilia gives a +1 to +4 to Fright Check against monsters.
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03-08-2011, 03:21 PM | #43 | ||
Wielder of Smart Pants
Join Date: Aug 2004
Location: Ventura CA
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Re: GURPS On Killing: The Psychological Cost of Learning to Kill in War and Society
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EDIT: Quote:
Last edited by sir_pudding; 06-10-2011 at 03:31 AM. |
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03-08-2011, 04:00 PM | #44 | |
Join Date: Feb 2008
Location: The Athens of America
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Re: GURPS On Killing: The Psychological Cost of Learning to Kill in War and Society
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Now if a player wants to play a normal person I might suggest some disads such as Reluctant Killer etc. But most PC backround stories are such that they are well outside the mainstream... The example in my post is a "trouble shooter" in a TL 8/9 work with many analogs to the current world...except society is more a roman parallel and GODS are more manifestly real and meddlesome. His backround is former paratrooper (combat vet with a rough WWII US paratrooper career track/experience) who was with the Imperial Investigative Service (FBI more or less) til a head bump with a major religious order caused him to resign for the good of the service. He kills when he has to...if he can "apprehend" rather than kill he will...but if the target has a gun out and is shooting it is center mass and the hack with yelling halt. If I get the drop on him I will give him the chance to be intelligent otherwise... Havent had the OP's scenario come up but with his backround I would expect he would do his very best to hold it together so that his personal screw up/problem would not jam up a team member...once he has covered those obligations he would allow himself to look in the mirror and see the horror he had become...doing so before would just make him an even worse excuse for a human being...IN HIS OPINION. He is not in a Chambara Gun Fu over the top campaign, he is not para normal, he is "normal" but he is far from average...what you are describing is more average than normal. There are certainly normal people who could shoot a kid by accident in combat, realize it, wall of the feelings, continue the combat op and fall to pieces later. Unless the PC's say otherwise with disads I give them the room to play what they have chosen. Further note my 2nd GURPS PC was a healer/martial artist with Vow Use no Weapons Pacifism Cannot Kill and SOD Humanity. He was a whale of fun and I would have no problem running him again...but he to was normal but not average. No critisism intended...I understand our campaigns/concepts are on different wavelengths..just wanted to clarify.
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My center is giving way, my right is in retreat; situation excellent. I shall attack.-Foch America is not perfect, but I will hold her hand until she gets well.-unk Tuskegee Airman Last edited by Witchking; 03-08-2011 at 04:10 PM. |
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03-08-2011, 04:07 PM | #45 |
Banned
Join Date: Jun 2005
Location: Bristol
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Re: GURPS On Killing: The Psychological Cost of Learning to Kill in War and Society
Reluctant killer may be a good rule of thumb.
If you were in the armed forces/police you may choose to have it or not. But the uni professor, librarian, school teacher, firefighter etc should have it. The question is should it be a disadvantage because nearly everyone has it. |
03-08-2011, 04:13 PM | #46 | |
Join Date: Jul 2008
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Re: GURPS On Killing: The Psychological Cost of Learning to Kill in War and Society
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03-08-2011, 04:14 PM | #47 | |
Join Date: Feb 2008
Location: The Athens of America
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Re: GURPS On Killing: The Psychological Cost of Learning to Kill in War and Society
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Hmm will have to let that perk a bit...was cranking up something to GM anyhoo
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My center is giving way, my right is in retreat; situation excellent. I shall attack.-Foch America is not perfect, but I will hold her hand until she gets well.-unk Tuskegee Airman |
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03-08-2011, 04:39 PM | #48 |
Doctor of GURPS Ballistics
Join Date: Sep 2004
Location: Lakeville, MN
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Re: GURPS On Killing: The Psychological Cost of Learning to Kill in War and Society
It's absolutely a disadvantage because it limits the PC's range of choices. Whether such a disad counts against the campaign disad limit, if there is one, is another matter.
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03-08-2011, 05:46 PM | #49 | |
Join Date: Nov 2010
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Re: GURPS On Killing: The Psychological Cost of Learning to Kill in War and Society
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And even if someone can function through such stressful situations even in the midst of such social horror--perk level at least--he shouldn't be off scot-free from negative effects. Reactions should be applied liberally at first, to represent others learning about how he killed a man in cold blood, etc. If the person recognizes these reactions, he should probably make some sort of check. On a success, he has the sense to question what he did, but rationalizes it to his satisfaction. On a failure, the shame that others put on him makes him wonder 'what have I become?' at which point he might start to qualify for PTSD effects in non-combat situations but that he shunts away when his killer instinct is in charge. Or something.
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03-09-2011, 12:14 AM | #50 |
MIB
Join Date: Sep 2004
Location: Melbourne, Australia
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Re: GURPS On Killing: The Psychological Cost of Learning to Kill in War and Society
Generation Kill will be useful to watch for anyone with an interest in this topic. In this series we see a variety of characters with a variety of reactions to a variety of combat situations and killing.
The last scene sums it up well.
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Tags |
fright check, fright checks, men against fire, on killing, psychology, realism, realistic, sla marshall |
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