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Immunity to Metabolic Hazards is a type of Resistant (very common) covers threats that only affect the living. It is included in the Machine meta-trait. Components:

Zombies[]

GURPS Zombies 45 says it renders the issues of electric stun weapons moot, however having the Electrical disadvantage may over-ride this.

Pg 54 also notes it gives a +15 vs freezing

other[]

a form of Resistant / Immunity which is very broad, including disease and poison

special note for the Injury Tolerance of No Blood, there is a Not immune to blood-borne toxins limitations to save points for characters who also have ITMH

vs Fatigue Attack[]

Exempt from all involuntary FP drains mentions

there are effects that cause FP losses that these things canโ€™t prevent, such as attacks that inflict fatigue rather than injury

ITMH is on the list of traits preceding this line.

However using Resistant/Immunity to stop FP damage is basically wrong since Damage Resistance already stops it and you can in theory have DR (Fatigue Only) specifically for that purpose, although it's not clear how to price it.

B46 "Common" however notable omits it from the list of examples:

"standard damage type (one of burning, corrosion, crushing, cutting, impaling, piercing, or toxic)"

Since these are considered "broad categories" it's unclear if Fatigue Attack is VC (extremely broad) or occasional (fairly specific).

It does seem implied DR would, non-limited, stop it. "Energy Attacks" is "Very Common" and includes "Heat and Cold" which have FP and HP effects alike, for example. As might "ranged attacks" or "melee attacks".

B61 "reduces FP, not HP" might just mean initially, since reducing FP below 0 automatically reduces HP too, then converts to HP.

Fatigue Attack needs more examples.

quotes[]

Kromm in 2009[]

http://forums.sjgames.com/showthread.php?p=881005#post881005

ItMH means that no chemical, disease, or similar agent
that alters your metabolism to cause the afflictions on pp. B428-429,
or indirect FP or HP loss,
affects you.
This includes ones that word their afflictions as temporary disadvantages.
The advantage is entirely blind to "intent."
The difference between mental effects from alcohol consumed in a cocktail and very similar ones from exposure to certain toxic gases you might be exposed to as weapons is irrelevant.
If you want to gimp your advantage to have one specific recreational toxin affect you, that seems like a fair quirk.
Likewise, if you want your advantage to be switchable with respect to one specific agent, that seems like a fair perk.

http://forums.sjgames.com/showthread.php?p=881016#post881016

Noxious effects only, defined as being ones that cause
afflictions (pp. B428-429 and temporary disadvantages),
FP loss, and/or HP loss.
If some miracle drug cures cancer, grants 10 bonus HP, and gives you Mind Reading,
but also lowers your ST to 1 and causes Paranoia,
you simply don't suffer the ST loss or Paranoia.
When ItMH occurs as part of the Machine meta-trait, of course, none of the effects apply, as "machine" is a different metabolism from "meat."
Meta-traits can shift your entire class of being as a zero-cost feature, and this tends to be a red herring when trying to decipher ItMH.
Nearly all metabolic hazards target a specific class of metabolisms by default;
you can be immune to one for a different metabolism at zero cost.
For instance, I've never experienced ill health effects from computer viruses.
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