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<blockquote data-quote="Stormonu" data-source="post: 5617244" data-attributes="member: 52734"><p>I'm afraid I can't help on getting Gloomwrought. I'd probably steer clear of the boon/bane decks, from what I've heard of them, they would backfire in taking away from the Gothic feel.</p><p> </p><p></p><p></p><p>Dark power checks, I believe. You might be able to use the rules in the Realm of Terror boxed set with some tweaks.</p><p></p><p></p><p></p><p>Sounds like a form of attack against Willpower to me. You might want to give characters a number of sanity points equal to the number of hp surges the character has. Certain monsters would gain either an aura or special minor action attack vs. Willpower that deal Sanity damage - probably one point per tier. </p><p></p><p>Of course, you could give them large Sanity pools up to equal to their hp value and have attacks that simply deal damage to Sanity.</p><p></p><p>Or, you could just invent a new damage type - "Sanity" and dispense with tracking a separate score.</p><p></p><p>As for what happens, that's mostly up to you but I'd suggest using the Death Saving throw mechanic. </p><p></p><p>0) Lose half or more of your sanity and you gain a phobia. Basically a -1 to checks and/or dazed (save ends). Perhaps you can end it early by blowing a healing surge.</p><p></p><p>1) Lose all your sanity, you have to make Sanity saves. Blow the first, you're temporarily insane and effectively are out of action (treat as unconscious?). Rest and the calming presence of your friends should be able to shake you out of your fugue. </p><p></p><p>2) Fail the second and you've gone plum barmy - some time in a mental ward will shake your insanity, but you're out of adventuring until you're sorted out. If you want to be mean, perhaps going this far (each time) permanently reduces your maximum sanity. </p><p></p><p>3) Don't make the third and you're character has gone off the deep end - joined Cthulhu, magic missile to the head, become a stark raving nut or whatever - you might as well roll up a new character or have a powerful ritual on the level with Raise Dead to get your right mind back.</p><p> </p><p>Of course, if you're going to have ways sanity can be lost, it'd be a good idea to have ways to get sanity back. Meditation, good deeds, magic, powers or the like might be good motivation.</p><p></p><p></p><p></p><p>I think for curses you'll find the Disease track to be your friend. Up it to 5 levels instead of 3 and you have your "descent into darkness" Dark Power checks.</p></blockquote><p></p>
[QUOTE="Stormonu, post: 5617244, member: 52734"] I'm afraid I can't help on getting Gloomwrought. I'd probably steer clear of the boon/bane decks, from what I've heard of them, they would backfire in taking away from the Gothic feel. Dark power checks, I believe. You might be able to use the rules in the Realm of Terror boxed set with some tweaks. Sounds like a form of attack against Willpower to me. You might want to give characters a number of sanity points equal to the number of hp surges the character has. Certain monsters would gain either an aura or special minor action attack vs. Willpower that deal Sanity damage - probably one point per tier. Of course, you could give them large Sanity pools up to equal to their hp value and have attacks that simply deal damage to Sanity. Or, you could just invent a new damage type - "Sanity" and dispense with tracking a separate score. As for what happens, that's mostly up to you but I'd suggest using the Death Saving throw mechanic. 0) Lose half or more of your sanity and you gain a phobia. Basically a -1 to checks and/or dazed (save ends). Perhaps you can end it early by blowing a healing surge. 1) Lose all your sanity, you have to make Sanity saves. Blow the first, you're temporarily insane and effectively are out of action (treat as unconscious?). Rest and the calming presence of your friends should be able to shake you out of your fugue. 2) Fail the second and you've gone plum barmy - some time in a mental ward will shake your insanity, but you're out of adventuring until you're sorted out. If you want to be mean, perhaps going this far (each time) permanently reduces your maximum sanity. 3) Don't make the third and you're character has gone off the deep end - joined Cthulhu, magic missile to the head, become a stark raving nut or whatever - you might as well roll up a new character or have a powerful ritual on the level with Raise Dead to get your right mind back. Of course, if you're going to have ways sanity can be lost, it'd be a good idea to have ways to get sanity back. Meditation, good deeds, magic, powers or the like might be good motivation. I think for curses you'll find the Disease track to be your friend. Up it to 5 levels instead of 3 and you have your "descent into darkness" Dark Power checks. [/QUOTE]
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