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| + | ====== Advanced Psychology Rules ====== | ||
| + | These rules add some depth to the psychology rules for [[Chronica Insidea]]. | ||
| + | ===== Passions ===== | ||
| + | |||
| + | 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 ===== | ||
| + | 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 ===== | ||
| + | |||
| + | 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, | ||