This shows you the differences between two versions of the page.
| Next revision | Previous revision | ||
| dark_conspiracy:advanced_psychology [2016/06/21 13:35] – created Mike Holmes | dark_conspiracy:advanced_psychology [2018/05/25 01:21] (current) – created mike_holmes | ||
|---|---|---|---|
| Line 3: | Line 3: | ||
| ===== Passions ===== | ===== Passions ===== | ||
| - | Each | + | |
| + | Each character has 20 points to spend on passions. These are things the character cares about a lot, and should make sense with the character' | ||
| ===== Hardening ===== | ===== Hardening ===== | ||
| - | Each character has a certain level to which they' | + | Each character has a certain level to which they' |
| + | * Violence | ||
| + | * Isolation | ||
| + | * Helpless | ||
| + | * Unnatural | ||
| + | * Self | ||
| + | These can be set at any point from 0 to 10. The most appropriate of these can be added to try to avoid freak outs. When you succeed at a roll to avoid a freak out with one of these, that one goes up by one if there are consequences. If a character gets to a 10 in one of these, they have a crisis, and must get back down to 9 very soon, or they will stop caring and give up the fight. | ||
| ===== Psychological Hinderances ===== | ===== Psychological Hinderances ===== | ||
| - | + | When a freak out occurs, the character also takes on a psychological hinderance of the size of the number of successes in the opposing pool. These are relatively permanent, but can be healed with the right de-stressing scene and an appropriate roll. If a character gets enough psychological hinderances, | |