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Old 04-16-2011, 02:46 AM   #1
kirbwarrior
 
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Default Disease and Poison

So I noticed that many things that are priced on Poison are more expensive than disease. Which made me think to look it up online. Apparently disease is considered a type of poison. Is this assumed in GURPS?
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While I do not think that GURPS is perfect I do think that it is more balanced than what I am likely to create by GM fiat.
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Old 04-16-2011, 03:35 AM   #2
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Default Re: Disease and Poison

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Originally Posted by kirbwarrior View Post
So I noticed that many things that are priced on Poison are more expensive than disease. Which made me think to look it up online. Apparently disease is considered a type of poison. Is this assumed in GURPS?
I don't think so. Even if one is defined as a subset of the other in the real world (I wasn't aware of anything like that) in GURPS they are separate phenomenon, only linked by being subsets of Metabolic Hazard. I think the pricing difference may be due to the assumption that Disease is a passive hazard, existing in the environment, and proper precaution can defend against it. Poisons tend to be hazards used actively as part of an attack.
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Old 04-16-2011, 04:53 AM   #3
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Default Re: Disease and Poison

Okay, that makes perfect sense. Thank you. On that note, how much would Immune to both be?
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Old 04-16-2011, 05:31 AM   #4
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Default Re: Disease and Poison

I'd say 25 points. One each of Immunity (Poison) [15] and Immunity (Disease) [10], pp. B80-81.

Edit: or 30 points, with Immunity (Sickness), so even non-environmental biological hazards are avoided. Not sure what else this covers, but it'd help a hypochondriac :P
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Old 04-16-2011, 05:49 AM   #5
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Default Re: Disease and Poison

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IEdit: or 30 points, with Immunity (Sickness), so even non-environmental biological hazards are avoided. Not sure what else this covers, but it'd help a hypochondriac :P
I think the RAW name for that is Immunity to Metabolic Hazards.
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Old 04-16-2011, 08:26 AM   #6
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Default Re: Disease and Poison

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Originally Posted by vierasmarius View Post
I don't think so. Even if one is defined as a subset of the other in the real world (I wasn't aware of anything like that) in GURPS they are separate phenomenon, only linked by being subsets of Metabolic Hazard. I think the pricing difference may be due to the assumption that Disease is a passive hazard, existing in the environment, and proper precaution can defend against it. Poisons tend to be hazards used actively as part of an attack.
Both are subsets of Metabolic Hazards. Poison is a direct subset, and Disease is a subset of Sickness which is itself a direct subset of Metabolic Hazards.

Although the frustrating thing is that they're placed on the same level for the purposes of Susceptible. That is, for that disadvantage, Poison and Disease are both listed as "Very Common". What that means for pricing of Susceptible to Sickness, or Susceptible to Metabolic Hazards is... unclear.

I believe this is the one place in the system where the two are priced on the same level (Susceptible). I've always suspected it was an error.
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Old 04-16-2011, 08:52 AM   #7
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Default Re: Disease and Poison

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Originally Posted by kirbwarrior View Post
So I noticed that many things that are priced on Poison are more expensive than disease. Which made me think to look it up online. Apparently disease is considered a type of poison. Is this assumed in GURPS?
Some disease organisms produce poisons (endotoxins I think they are called) and it is the poison that makes you sick directly. However you treat it by killing the disease ornganisms.

Not all diseaes work by producing endotoxins and not all poisons offer Resitance Rolls to which Resitant to Poison would add. You would defintiely add Ressitant to Disease to your HT roll to avoid contracting the disease in either case.

None of the diseaes writtne up in Campaigns or Bio-tech give any benefit to Resistant to Poison. If some GM out there thinks he knows enough about Pathology to say which would in his campaign, more power to him.

Right now, ruleswise in Gurps Disease and Poison are completey separate categories.except in the overall scheme others have noted.
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Old 04-16-2011, 09:16 AM   #8
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Default Re: Disease and Poison

Disease is not the same as infection.

There are a lot of different causes for diseases.
For instance: bacteria, fungi, viruses, prions, poisons and other noxious substances, stress, radiation, your very own genes, bad habits ...
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Old 04-17-2011, 01:31 AM   #9
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Default Re: Disease and Poison

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Originally Posted by vierasmarius View Post
I don't think so. Even if one is defined as a subset of the other in the real world (I wasn't aware of anything like that) in GURPS they are separate phenomenon, only linked by being subsets of Metabolic Hazard. I think the pricing difference may be due to the assumption that Disease is a passive hazard, existing in the environment, and proper precaution can defend against it. Poisons tend to be hazards used actively as part of an attack.
That's my thinking too.

Another is that poisons tend to work faster, on the scale of minutes, whereas diseases work on the scale of days.

The OP might also benefit from being told that GURPS in some cases operates with a "mixed" category called sickness, which I can't remember exactly what is. It's used in MH1, but I'm sure I've also seen it before in another supplement (or possibly the core book?).`
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Old 04-17-2011, 04:48 AM   #10
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Default Re: Disease and Poison

Basic, pg 81

Sickness (all diseases and environmental syndromes) is a Common Resistance. [15*]
Poison (all toxins, but not asphyxiants or corrosives) is also a Common Resistance. [15*]
Disease (all bacteria, viruses, fungus infections, etc) is an Occasional Resistance. [10*]
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