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Message no. 1
From: Paul Gettle <RunnerPaul@*****.COM>
Subject: Re: Scent of a Woman [Long] [was: Taking Women Seriously]
Date: Wed, 29 Jul 1998 16:00:04 -0400
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At 10:52 PM 7/28/98 -0400, Nexx wrote:
>> > PhysAd tracked one woman amidst a throng because she was the
only one
>> > menstruating, which made her scent much more distinctive, and
easier to
>> > follow...
>>
>> Kind of hard to believe... Wouldn't somewhere between 20% and 25%
of the
>> women in the "throng" also have been menstruating?
>
>Well, for one thing, the throng wasn't all women, so there would be
less
>confusion... besides, the menstruation (we decided) would make her
scent more
>distinctive, stronger than those around her... even if other women
were
>menstruating, their scents would have been much more "them" as well.

You know, this is a topic I've wanted to get some feedback from the
list on for a while, because I've actually been speculating on it
since Shadowtech came out. No, not that 'not so fresh feeling'.
Enhanced senses of smell, and minute airborne odors and vapors.

There are several ways to boost the sense of smell in Shadowrun.
Olfactory Booster and Gas Spectrometer implants. Physad powers.
Shapeshifting. Hypersenses spells. Live simsense feed broadcast from a
cybered bloodhound implanted with a Sense Link or other ASIST sampling
rig. (Alright, perhaps the last one is a mite suspect, especially
since there's never been anything established about cross species
simsense in either the rules or the background material, but you get
the general idea.)

However, unlike some of the other enhanced senses depicted in
Shadowrun, like thermographic vision, hardly any of us have a frame of
reference to base a character with an enhanced sense of smell on, from
either the role-playing standpoint, or from a purely tactical
standpoint. I would like to have a brainstorming session with the list
about enhanced smell, to get a consensus of what sort of things seem
reasonable.


First of all, how much better of a sense of smell could one get from
the Olfactory Booster? To be honest, I suspect that even with 60 years
of advancement in 'scent sensors', that the olfactory booster, even at
it's highest level, would just barely be a match for a dog with heavy
sinus congestion. To be able to match the canine nose, would require
magic IMO, either physad or detection spell.

The reason I say this, is that dogs (and many other predators too)
have a significantly larger percentage of their cranial cavity
dedicated to sinuses and scent membranes, with enough space for air to
freely circulate through the nasal system. I suppose it's possible to
increase the surface area of metahuman sinuses through bioware, but I
don't think there would be many ways to increase the volume, which is
important for the air circulation. Magic however, would allow
convenient sidestepping of these purely physical limitations.

However, I'd like to focus on the things that any character or even
critter with a superhuman sense of smell would be able to sense. After
all, I imagine that the new world of scent opened up by even the
relatively low powered Olfactory Booster would be quite vast.


Tracking. We all know that personal scents linger in the air and cling
to surfaces long after one passes through an area. Often, the
strongest scent trail is that left by the perspiration off of the
soles of ones feet. Wearing shoes does not help, as through time, the
moisture (with the individual's specific scent) will ooze through the
sole of the shoe, leaving a scent trail stamped into the ground or
floor.

Even in a heavy traffic environment, such as a sidewalk, building
lobby, or transportation depot, if the tracker were familiar with the
individual being tracked, it should be easy enough to pick up an
individual scent. Not only does each individual put out a slightly
different scent to begin with, other factors, such as a favored
perfume, the type of shampoos and soaps an individual washes
themselves and their clothes in, and even a preference for lunching on
a particular menu item from a certain fast food chain, all add up to a
highly specific scent signature.

Studies have shown that scent memory is the strongest of all sensory
memories. A tracker who has experience with the proper use of an
enhanced sense of smell should be able to make note of a stranger's
scent signature upon first encounter, should the tracker want to be
able to track the stranger later. Perhaps this could be handled with
some form of perception test? Allowing of course for the fact that
this is a one time 'snapshot' of a scent signature, and while the
underlying body scent will not change too much over time, the other
scents overlayed on top might vary, if the tracker were to attempt a
tracking at a much later time.


Detecting the unseen. Scent can be a big betrayer of the hidden, as
the existing rules for weapons chem-sniffers have already shown.
Perhaps the chemsniffer rules could be adapted for those with enhanced
senses of smell. It might even be possible to smell the SWAT team
waiting for our runners just on the other side of the door, just from
the smell of their guns.

When enhanced smell comes into play, it's a lot harder to hide. Sure,
you can duck under the desk when the security guard is coming, flip on
your Ruthenium suit, and lay a low radius Darkness manipulation to
enhance the shadows under the desk, but you're still going to be
giving off a scent. It's not really likely that the guard would have
an enhanced sense of smell, but what if he has a security dog with him
on his patrol?

Secrets would also be harder to keep around an enhanced sense of
smell. The polymer used in cyberlimb synthskin probably gives off a
faint but unique odor. Other cyber and bio, at least those that cause
systemic changes to the body (wires, suprathyroids, and the like)
probably alter body chemistry enough to cause a change in scent.
Active magic use, IMO, also affects the body on a systemic level, so
if a mystic is sustaining or just about to cast a spell, there might
be a faint scent change. Fetishes, especially if enchanted from herbal
materials would also have recognizable scents.

If the GM still uses paper money, and the runners find themselves in a
situation where they're making an exchange of some merchandise for a
briefcase full of bills, an enhanced sense of smell could tell the
difference between the crisp scent of Mint (i.e. the UCAS Mint) and
the smell of cheap pulp-grade paper, without even opening the
briefcase. Or say the team has been hired by a Johnson who says he's
from MCT, and wants them to pull a run against Renraku. The team's
Sniffer could tip them off to the fact that the Johnson reeks of the
scent of processed arcology air, and the run might be some kind of
setup.


The smell of fear. I hinted at this above; changes in bodily state
will change the scent one gives off. Emotional swings, illness, recent
exertion, and countless other factors should all tweak a personal
scent slightly differently. With experience, a trained Sniffer might
be able to pick up on the subtle stresses that the body goes through
when lying, and become a walking lie detector.



The problem with integrating these ideas into game play is in keeping
play balance. If a GM is too liberal in letting players take advantage
of enhanced sense of smell, then the players can get an unfair
advantage in the sheer quantity of information that can be gained.
However, this is a problem merely because there is so much info to be
learned just beyond the threshold of the metahuman sense of smell;
Attempts to limit the usefulness of an olfactory booster can also keep
it from accurately portraying the wealth of tricks possible for that
humble piece of ware. Then of course, are the GMs who allow PC
shapeshifters; Shapeshifters would literally live in a world awash
with scents, since smell would be at least as important to them as
sight, and their primary sense while in animal form.

There are always the curbing effects of roleplaying and social
interaction. Someone with enhanced sense of smell could be very
unnerving, especially if he went around asking strangers "How long
have you been pregnant anyway? 2 months?" or telling his friends
"Don't tell me you had a little vodka in your coffee this morning,
because I know you didn't have coffee this morning" (5 bonus points to
whoever can tell me the source of that second quote.) A GM should feel
free to add modifiers to either the social backlash vs. cyberware (or
bestial nature in the case of shapeshifters) if a PC is constantly
pulling stunts with his nose.

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--
-- Paul Gettle (RunnerPaul@*****.com)
PGP Fingerprint, Key ID:0x48F3AACD (RSA 1024, created 98/06/26)
C260 94B3 6722 6A25 63F8 0690 9EA2 3344

You dare defy my whims?!?
I am the game master; you are my pawns!
I created the world you see before you!
I control your fate!"
-- Dexter, Dexter's Laboratory.
Message no. 2
From: Erik Jameson <erikj@****.COM>
Subject: Re: Scent of a Woman [Long] [was: Taking Women Seriously]
Date: Wed, 29 Jul 1998 17:09:19 -0400
You do not know how timely this is...I've got a player with a physad who
"follows" the Dog Totem and so took Enhanced Smell as a power...it hasn't
come up very much at all yet, but I *know* that since he's a player and I'm
a GM, he'll end up using this power in some way I'm not prepared for. This
helps so much.

At 04:00 PM 7/29/98 -0400, you wrote:

>Tracking. We all know that personal scents linger in the air and cling
>to surfaces long after one passes through an area. Often, the
>strongest scent trail is that left by the perspiration off of the
>soles of ones feet. Wearing shoes does not help, as through time, the
>moisture (with the individual's specific scent) will ooze through the
>sole of the shoe, leaving a scent trail stamped into the ground or
>floor.

Even through rubber soles? I find that difficult to believe.

>Detecting the unseen. Scent can be a big betrayer of the hidden, as
>the existing rules for weapons chem-sniffers have already shown.
>Perhaps the chemsniffer rules could be adapted for those with enhanced
>senses of smell. It might even be possible to smell the SWAT team
>waiting for our runners just on the other side of the door, just from
>the smell of their guns.

If the air current is right, yeah, this would work. You can sneak up on
animals out in the wild, right up and touch them before they notice you, IF
you're scent is blowing away from them. If it's blowing right at them,
well, some critters can pick up other animals miles away.

>Secrets would also be harder to keep around an enhanced sense of
>smell. The polymer used in cyberlimb synthskin probably gives off a
>faint but unique odor. Other cyber and bio, at least those that cause
>systemic changes to the body (wires, suprathyroids, and the like)
>probably alter body chemistry enough to cause a change in scent.

Probably would be able to tell that cyber is there, and perhaps even a very
*rough* estimate on Essence based on how much cyber is smelled. Clonal
bioware I think would be clearly exempted.

>Active magic use, IMO, also affects the body on a systemic level, so
>if a mystic is sustaining or just about to cast a spell, there might

Gotta disagree here. I don't see that magic really changes anything
externally. Yes, drain will cause an increase in sweat and perhaps even
blood, making the magicians scent that much stronger, but I don't think it
would smell different from a non-magician's sweat.

>The problem with integrating these ideas into game play is in keeping
>play balance

Very much so. The one thing I would use as a GM to prevent a PC from using
their nose too much is to play on all the pollution and various other
scents that must certainly exist in a bustling 'burg like Seattle. That
and the fact scent is so dependent on air flow.

No, you can't smell much right now, the stench of exhaust fumes is too
much. In fact, role against your Willpower to see if you can keep from
puking it's so bad.

Actually, no, your Johnson was telling the truth. You caught the smell of
some pick-up artist telling lies to the girl next to him and you happened
to be right next to all this *and* downwind.

Sorry, but the fan is breaking up the scents and while you can smell
everything, it's all jumbled up and you can't tell what belongs to who.
You just know *someone* ate too much garlic recently.

>shapeshifters; Shapeshifters would literally live in a world awash
>with scents, since smell would be at least as important to them as
>sight, and their primary sense while in animal form.

I remember seeing a program about Cats that suggested that smell is almost
like an aura to animals. It's supposedly one reason why most animals, such
as cats, don't react to what they see in a mirror; it's lacking a
smell/aura that everything is supposed to have. It's an interesting visual
metaphor I can grasp.

>There are always the curbing effects of roleplaying and social
>interaction. Someone with enhanced sense of smell could be very
>unnerving, especially if he went around asking strangers "How long
>have you been pregnant anyway? 2 months?" or telling his friends
>"Don't tell me you had a little vodka in your coffee this morning,
>because I know you didn't have coffee this morning"

That would be odd, not to mention frightening. Yeah, I think that PC
wouldn't have that many friends and folks would likely view them as freaks.
Useful, sure, but freakish.

Great post Paul. I'll probably print it out and give it to my PC in
question so we BOTH know what he can do.

Erik J.


http://www.fortunecity.com/rivendell/dungeon/480/index.html
The Reality Check for a Fictional World
Message no. 3
From: bryan.covington@****.COM
Subject: Re: Scent of a Woman [Long] [was: Taking Women Seriously]
Date: Wed, 29 Jul 1998 17:22:02 -0400
> There are always the curbing effects of roleplaying and social
> interaction. Someone with enhanced sense of smell could be very
> unnerving, especially if he went around asking strangers "How long
> have you been pregnant anyway? 2 months?" or telling his friends
> "Don't tell me you had a little vodka in your coffee this morning,
> because I know you didn't have coffee this morning" (5 bonus points to
> whoever can tell me the source of that second quote.) A GM should feel
> free to add modifiers to either the social backlash vs. cyberware (or
> bestial nature in the case of shapeshifters) if a PC is constantly
> pulling stunts with his nose.
>
"Wolf" Jack Nicolson.
Message no. 4
From: bryan.covington@****.COM
Subject: Re: Scent of a Woman [Long] [was: Taking Women Seriously]
Date: Wed, 29 Jul 1998 17:26:00 -0400
> >Tracking. We all know that personal scents linger in the air and
> cling
> >to surfaces long after one passes through an area. Often, the
> >strongest scent trail is that left by the perspiration off of the
> >soles of ones feet. Wearing shoes does not help, as through time, the
> >moisture (with the individual's specific scent) will ooze through the
> >sole of the shoe, leaving a scent trail stamped into the ground or
> >floor.
>
> Even through rubber soles? I find that difficult to believe.
>
It only takes a few MOLECULES to slip through the fairly
porous material.

> I remember seeing a program about Cats that suggested that smell is
> almost
> like an aura to animals. It's supposedly one reason why most animals,
> such
> as cats, don't react to what they see in a mirror; it's lacking a
> smell/aura that everything is supposed to have. It's an interesting
> visual
> metaphor I can grasp.
>
Discovery channel RULES! (Secret world of Cats,
immediately followed by the Secret World of Dogs, which I fell a sleep
during)
Message no. 5
From: Danyel N Woods <9604801@********.AC.NZ>
Subject: Re: Scent of a Woman [Long] [was: Taking Women Seriously]
Date: Thu, 30 Jul 1998 09:44:38 +1200
Quoth Paul Gettle (0800 30-7-98 NZT):

<<SLICE>>
>If the GM still uses paper money, and the runners find themselves in a
>situation where they're making an exchange of some merchandise for a
>briefcase full of bills, an enhanced sense of smell could tell the
>difference between the crisp scent of Mint (i.e. the UCAS Mint) and
>the smell of cheap pulp-grade paper, without even opening the
>briefcase. Or say the team has been hired by a Johnson who says he's
<<SLICE>>

For telling the difference between a suitcase holding cash and one
holding newspaper, that's fine. But what about used money? Wouldn't
the constant handling mask the 'crisp scent of UCAS Mint' under the
scents of all those who had handled the bill, and where it had been?
And how would that work for plastic money, like the Aussies use now?
(My campaign uses 'paper' and 'coin' currency printed on Mylar, as well
as credcards.)

<<SLICE>>
>humble piece of ware. Then of course, are the GMs who allow PC
>shapeshifters; Shapeshifters would literally live in a world awash
>with scents, since smell would be at least as important to them as
>sight, and their primary sense while in animal form.
>
>There are always the curbing effects of roleplaying and social
>interaction. Someone with enhanced sense of smell could be very
>unnerving, especially if he went around asking strangers "How long
>have you been pregnant anyway? 2 months?" or telling his friends
>"Don't tell me you had a little vodka in your coffee this morning,
>because I know you didn't have coffee this morning" (5 bonus points to
>whoever can tell me the source of that second quote.) A GM should feel

_Wolf_; Jack Nicholson's character to a co-worker whose 'phone
conversation he overheard from a hundred metres away(!). I would
imagine that this movie would be a good reference when attempting to
play a shaper character (or some with enhanced senses, for that matter).

>free to add modifiers to either the social backlash vs. cyberware (or
>bestial nature in the case of shapeshifters) if a PC is constantly
>pulling stunts with his nose.

Danyel Woods - 9604801@********.ac.nz
'No, I'm Chaos and he's Mayhem. We're a double act.'
Message no. 6
From: Erik Jameson <erikj@****.COM>
Subject: Re: Scent of a Woman [Long] [was: Taking Women Seriously]
Date: Wed, 29 Jul 1998 19:18:27 -0400
At 05:26 PM 7/29/98 -0400, you wrote:

>> >soles of ones feet. Wearing shoes does not help, as through time, the
>> >moisture (with the individual's specific scent) will ooze through the
>> >sole of the shoe, leaving a scent trail stamped into the ground or
>> >floor.
>>
>> Even through rubber soles? I find that difficult to believe.
>>
> It only takes a few MOLECULES to slip through the fairly
>porous material.

Yeah, well, okay. But would those few molecules be enough to track by? I
wouldn't think so.

>> I remember seeing a program about Cats that suggested that smell is
>> almost
>> like an aura to animals.
> Discovery channel RULES! (Secret world of Cats,
>immediately followed by the Secret World of Dogs, which I fell a sleep
>during)

Heh. Someone actually caught that reference. Excellent show BTW. There's
also the Secret World of Horses too I think; they often show all three all
in a row.

Of course, if you're lucky or really into animals, there's "Animal Planet"
which is an all animal all the time cable channel owned/maintained by the
same folks behind Discovery and TLC.

Erik J.


http://www.fortunecity.com/rivendell/dungeon/480/index.html
The Reality Check for a Fictional World
Message no. 7
From: bryan.covington@****.COM
Subject: Re: Scent of a Woman [Long] [was: Taking Women Seriously]
Date: Thu, 30 Jul 1998 10:49:38 -0400
> Of course, if you're lucky or really into animals, there's "Animal
> Planet"
> which is an all animal all the time cable channel owned/maintained by
> the
> same folks behind Discovery and TLC.
>
Yeah, if you want to be a vet. All I ever seem to see on
there is that damn Emergency vet show.

Further Reading

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