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dark_conspiracy:advanced_psychology [2018/05/25 01:21] – removed mike_holmesdark_conspiracy:advanced_psychology [2018/05/25 01:21] (current) – created mike_holmes
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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's background. Typical passions include Loyalty, Wealth, Friends, etc, but can be anything the player finds interesting for the character. 
 +
 +===== Hardening =====
 +Each character has a certain level to which they've become hardened in each of five categories. The categories are:
 +
 +  * 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, the GM may have them test to see if they go insane. 
dark_conspiracy/advanced_psychology.txt · Last modified: 2018/05/25 01:21 by mike_holmes