Today I’ll be talking about senses. As it stands, we have a few advantages
and disadvantages that work well to describe different ways humans can or could
perceive the world around them, but we start to run into problems when we try
to extend these to animals. And if we can’t even stat up a dog’s senses, what
are we missing out on when we make monsters?
“But senses aren’t what makes a monster deadly!” I hear you yell
angrily at your monitor. That’s not entirely true. If a monster can spot you
before you spot it, it can catch you unawares and unable to defend yourself –
for one round, at least. And that can be enough to put you into a death spiral.
What’s worse is that a monster in its natural environment will probably sense
you just fine, even if you can’t figure out where it is!
“But I have smoke bombs that will block its vision!” you reply.
Well, not all monsters use vision as their primary sense. What about beasts
that smell as well as humans see? Or those with such amazing hearing that they
can fight by sound alone? Maybe they can feel where you are based solely on
your footfalls. See where I’m going with this? An easy way to give a monster an
interesting and substantial advantage
is to give it special(ized) senses. That means we need traits to describe them.
How Much Is a Sense Worth?
First thing to address is simple enough. What is Vision as a
sense worth? What about Hearing? “Wait! These are for monsters, so why do we
care what they are worth?!” Good catch, but for completeness – and use when
making power-ups – this can be useful information to have. If you never intend
to let a PC buy these modifications to their senses, then this bit is pretty
worthless, but if you think they might get access to power-ups or abilities
that could take advantage of these, read on!
So back to the original question: What is a sense worth in
character points? We don’t have advantages or attributes that explicitly tell
us this, but what we do have are disadvantages that tell us what not having a sense is worth. By that
measure, we can infer the value of a sense as being the number of character
points it takes to buy off the disadvantage. There is precedent for this in the
cybernetics builds in GURPS Ultra-Tech.
So cool, let’s see what the basic five senses are worth:
- Vision. Based on Not Blind: 50 points.
- Hearing. Based on No Deafness: 20 points.
- Smell. Based on No No Sense of Smell/Taste (Smell Only, -50%): 2.5 points.
- Taste. Based on Not No Sense of Smell/Taste (Smell Only, -50%): 2.5 points.
- Touch. Based on Not Numb: 20 points.
“But Bill Stoddard addressed all of this in Normal Senses and Modifiers (GURPS Powers – Enhanced Senses, p.
9)!” Yes, you’re right, and thank you for the page reference! We are simply
looking at an alternate way of computing this so we can make an educated
decision on how to approach this. Working his numbers backwards, we see that he
had these priced as follows:
- Vision. Based on 100% enhancement times 1/5: 20 points.
- Hearing. Based on 100% enhancement times 1/10: 10 points.
- Smell. Based on 100% enhancement times 1/50: 2 points.
- Taste. Based on 100% enhancement times 1/50: 2 points.
- Touch. Based on 100% enhancement times 1/10: 10 points.
Sense Modifiers
Now that we know what our base senses cost, let’s take a look at a few useful modifiers and create a few more for good measure. From Enhanced Senses, we have Long, +20% per +1 to SM (p. 9); Microscopic, +25% (p. 9); Nondirectional, -25% (p. 9); Precise, +100% (p. 8); Restricted Arc, Varies (p. 9); Targeting Only, -40% (p. 8); Targeting, +20% (p. 8); and Universal, +50% (p. 8). GURPS Powers has Long-Range, +50% (p. 108-109); Profiling, +50% (p. 47); Short-Range, -10% (p. 112); and Stethoscopic, +50% (p. 73). Lastly, GURPS Basic Set gives us Extended Arc, Varies (p. 82); Precise, +100% (p. 48); and Vague, -50% (p. 48).
We also need one more enhancement: Imaging. We will base this on
Sensitive Touch, which costs 100% of Touch. Thus, Imaging, as defined in The Sensory Hierarchy, (Enhanced
Senses, p. 6-7) will be an enhancement that costs +100%. And with that,
we should be able to create whatever senses we need for our monsters.
Lastly, we need a Nondiscriminatory limitation for vision. Thinking on it, nondiscriminatory vision feels about as useful as standard hearing. You can kind of generally tell where things are, you can kind of tell things apart, but you have a hard time resolving details and you can't really do intricate work by it. This would bake in the general -4 penalty to use nondiscriminatory senses for things that would require discrimination. Considering it usually takes 15 points to make non-discriminatory sense into a discriminatory one, that's [-15]. I think that's a good ballpark cost, possibly being about [-5] shy of reasonable. I'm okay calling "Nondiscriminatory" a -75% limitation that, when applied to Vision comes out to a -15 point disadvantage.
Lastly, we need a Nondiscriminatory limitation for vision. Thinking on it, nondiscriminatory vision feels about as useful as standard hearing. You can kind of generally tell where things are, you can kind of tell things apart, but you have a hard time resolving details and you can't really do intricate work by it. This would bake in the general -4 penalty to use nondiscriminatory senses for things that would require discrimination. Considering it usually takes 15 points to make non-discriminatory sense into a discriminatory one, that's [-15]. I think that's a good ballpark cost, possibly being about [-5] shy of reasonable. I'm okay calling "Nondiscriminatory" a -75% limitation that, when applied to Vision comes out to a -15 point disadvantage.
Some New Advantages
A few particular new advantages are worth defining here. One
group is based on See Invisible, and the others will just see a fair amount of
use in monster templates.
Long-Range Smell
1 point
Your sense of smell uses the range penalties from the Speed/Range Table (p. B215) instead
of the usual penalties.
Precise Hearing
10 points
Your sense of hearing is sufficiently precise to target opponent
in combat by sound alone. This means you no longer must rely on vision – or take
Vision penalties – on your combat skills. This does not include any form of echolocation, but you can use other people’s echolocation to find them at twice its
normal range!Sense the Unsensable
Varies
The first thing we will do to create a handful of new traits based
on See Invisible. This advantage costs 15 character points and lets the user
visually perceive one class of invisible things. There are plenty of examples
of things “invisible” to hearing, smell, and touch – e.g., anything with Insubstantiality.
Considering that See Invisible is 75% the cost of Vision as we determined
above, we can use this to Hear Silent [8], Smell Ordorless [2], and Feel
Intangible [8]. These can all take True Sight, +50% as described in Powers,
p. 73.Whiskers
10 points
You can feel your surroundings within one yard. Your tactile sense
still too vague to distinguish fine detail, but you can navigate without
running into things and fight just fine. You must choose whether your whiskers
work in air or in water upon taking this advantage. Air whiskers take penalties
for strong winds and don’t work while immersed in liquids; water whiskers take
penalties for strong currents and don’t work while in air.
This is built as Vibration Sense (Air; Melee Attack, -35%) [10].
Some New Disadvantages
If we are to model most mammals’ vision, we will need a finer
gradation to Bad Sight than currently exists. And while we are at it, we can go
ahead and create new versions for every sense.
Bad Sight
-5 points / level
You have unusually poor vision. Each level of Bad Sight gives a
-1 penalty to Vision rolls.Limitations
Mitigator. Some device
corrects your vision sufficiently to see normally. A typical pair of glasses or
contact lenses is -60%.
Near-Sighted. This half
your penalty to all Vision-dependent activities from 1 to 2 yards away and full
penalty beyond that. This means you can’t read small print at more than a foot
away or signs more than about ten paces. This effectively results in taking half
your penalty to melee attacks and full penalty to ranged attacks. -50%.
Far-Sighted. You take
your full penalty to all Vision-dependent tasks within one yard, reduced to
half your penalty if you would be aided by another sense, like your sense of Touch
– e.g., woodworking, close combat, etc. You also have difficulty reading any
small text; triple time requirements, if it matters. -50%.
Motion-Sensitive. You
have difficulty distinguishing between the foreground and background. This
penalty only applies to stationary objects; you can still easily see anything
that is moving. -50%.
Bad Hearing
-2 points / level
Your hearing is unusually poor. Each level of Bad Hearing gives a
-1 penalty to Hearing rolls.Bad Sense of Smell
-1 points / level
You have a particularly difficulty time noticing and
distinguishing odors. Each level of this disadvantage gives -1 to Smell rolls.Bad Sense of Taste
-1 points / level
You have an especially unrefined pallet. You are at -1 to all
taste rolls.
Bad Sense of Touch
-2 points / level
Your tactile sense is surprisingly poor. You are at -1 to all
Touch rolls.So What Was the Point?
Now we have a group of sensory traits and modifiers we can use to more fully flesh out beasts and monsters in a way that makes them feel different than just another human-with-abilities. GMs who play up the enemy’s ability to detect and track the PCs will create more memorable and terrifying encounters, and that’s what we want!
As I begin to post creatures for Starfall, I will use these
traits and modifiers and link back to this post as a reference. I’m also
looking at modifying the standard monster block from Dungeon Fantasy to flow
better for GMs. I’ll post more on this later, but if I go through with it,
parsing out these traits will have been more than worth the effort.
Did I miss anything major here? How have you used senses in your
games? Leave your thoughts and comments below!
One thing from my recent work is that a monster’s senses may be better or worse than a human’s, but then not being the same makes them seem even more monstrous.
ReplyDeleteThis is true and exactly why I included ways to reduce individual sense scores; we needed an inverse of Acute (Sense). The other modifiers further let us shape monster senses up and down from the human norm, too.
DeleteOne thing worth saying, though, is that any predatory or prey monster will likely have at least one sense that is as good as human vision and probably at least another that is as good as human hearing. This is because predatory mammals exist. In a non-ecological way, it is because it's kind of easy to fight a monster that doesn't know you're there. Of course, some monster concepts justify this, but those are generally few in my experience.
I'm curious to see how your recent work uses senses to shape interactions with your monsters.