[Rq-rules] the five senses and base skill scores
Tom Cantine
tcantine at incentre.net
Tue May 15 16:25:05 PDT 2007
Why not treat this as a permanent skill modifier, rather than the base
skill? So, a supertaster would start out with the same basic 5% (which
would apply for skill advancement), but would receive a bonus of +20
percentiles all the time.
Harnmaster, by the way, has traits for Eye, Hearing, Smell/Taste, and
Touch, and they're generated with 3d6 each.
On 15-May-07, at 10:08 AM, Peter Maranci wrote:
> Oooh, this raises an issue I'm quite interested in: supertasters.
>
> http://en.wikipedia.org/wiki/Super_taster
>
> Approximately 25% of the human population (of Earth) are supertasters.
> 50% are medium tasters, and 25% are nontasters.
>
> I happen to be a supertaster (there's a simple test you can perform at
> home to find out if you're one). As a result, my senses of taste and
> smell are unusually keen; if there's a gas leak in a house, I'm the
> first person who's going to know about it. There are, of course, some
> drawbacks as well.
>
> In any case, it seems to me that if the super/medium/non-taster
> phenomenon exists in a game world, it should probably make a rather
> large difference in the base skills for both taste analysis and smell;
> Nontasters might have a 0% base, medium tasters a 5% base, and
> supertasters 25%. On the other hand, this would allow medium tasters
> to gain experience in those skills more rapidly, and that doesn't seem
> right. My understanding is that supertasters can do jobs that others
> simply can't; professional wine tasting, for example, or perfume
> creation.
>
> This would fit in well with a GURPs-like Advantage/Disadvantage
> system, actually.
>
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