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<blockquote data-quote="garrowolf" data-source="post: 5458848" data-attributes="member: 31900"><p>Ok this is what I worked up. I think that it is on the right track. I'll work out more of it later after I sleep. </p><p></p><p></p><p>Fear and Sanity Rules </p><p></p><p> Characters must make a Fright Check anytime that they encounter something that is frightening and out of their realm of experience. It is a willpower check but it also functions like an Initiative Check in that it will reset your Initiative place and can cause you to loose your turn to fear and surprise. It also functions as a Control Action in that the Fright Check will cause the character to flee without their full control. This movement occurs before the character's actual turn takes place. If you succeed in the Fright Check then you overcome your immediate flight response and get to keep your turn and don't flee blindly. The DC and circumstances of the Fright Check will determine other effects. </p><p> One of the possible effects of a Fright Check is Sanity Damage. Sanity Damage is shock to your understanding of the world around you. If you accumulate too much Sanity Damage then it will confuse you and cause you to hallucinate and become delusional. Your perceptions will start to change as you interpret the world in darker and more bizarre ways. You will start to see that everyone is staring at you and they know something. They are all working together to hurt you. You might hear what people say completely differently then others. You might see then do things that others do not. You may even start to see people and creatures that are not even there. </p><p> Fortunately the mind has a few defenses against this sort of thing. You have a trait called Composure. As long as your Sanity Damage amount is less than or equal to this value then you will not experience any obvious problems. You can also convert the Sanity Damage into Quirks, Phobias, and Derangements. You can also reduce your sanity damage by facing your fears. </p><p></p><p>Quirk (1 pt) – A Quirk is a strange behavior such as an OCD or habit. </p><p>Phobia (2 pt) – Your Phobia should be connected to the cause of the sanity damage but related to something in the everyday world. If you were attacked by flying monsters then you may not want to be near an open sky, especially at night. </p><p>Derangement (3 pt) – A Derangement is a belief that is not rational but that you very strongly believe. It should involve an attempt to rationalize the incidents in some way. You may become obsessed with trying to discover more about them to prove that these monsters are servants of the local girl scout troop. You will be aggressive about trying to prove or defend this belief. You may even take some actions against the targets of your Derangements. </p><p></p><p> These will cause problems with social encounters equal to their rating (-1, -2, -3). They are also possible food for explanations of botches. Players that make good use of their Sanity Damage can earn Social points or Hero points. </p><p> If your Sanity Damage goes past your Composure level then it will increase all of your error ranges by that amount and you will have frequent breaks with reality.</p></blockquote><p></p>
[QUOTE="garrowolf, post: 5458848, member: 31900"] Ok this is what I worked up. I think that it is on the right track. I'll work out more of it later after I sleep. Fear and Sanity Rules Characters must make a Fright Check anytime that they encounter something that is frightening and out of their realm of experience. It is a willpower check but it also functions like an Initiative Check in that it will reset your Initiative place and can cause you to loose your turn to fear and surprise. It also functions as a Control Action in that the Fright Check will cause the character to flee without their full control. This movement occurs before the character's actual turn takes place. If you succeed in the Fright Check then you overcome your immediate flight response and get to keep your turn and don't flee blindly. The DC and circumstances of the Fright Check will determine other effects. One of the possible effects of a Fright Check is Sanity Damage. Sanity Damage is shock to your understanding of the world around you. If you accumulate too much Sanity Damage then it will confuse you and cause you to hallucinate and become delusional. Your perceptions will start to change as you interpret the world in darker and more bizarre ways. You will start to see that everyone is staring at you and they know something. They are all working together to hurt you. You might hear what people say completely differently then others. You might see then do things that others do not. You may even start to see people and creatures that are not even there. Fortunately the mind has a few defenses against this sort of thing. You have a trait called Composure. As long as your Sanity Damage amount is less than or equal to this value then you will not experience any obvious problems. You can also convert the Sanity Damage into Quirks, Phobias, and Derangements. You can also reduce your sanity damage by facing your fears. Quirk (1 pt) – A Quirk is a strange behavior such as an OCD or habit. Phobia (2 pt) – Your Phobia should be connected to the cause of the sanity damage but related to something in the everyday world. If you were attacked by flying monsters then you may not want to be near an open sky, especially at night. Derangement (3 pt) – A Derangement is a belief that is not rational but that you very strongly believe. It should involve an attempt to rationalize the incidents in some way. You may become obsessed with trying to discover more about them to prove that these monsters are servants of the local girl scout troop. You will be aggressive about trying to prove or defend this belief. You may even take some actions against the targets of your Derangements. These will cause problems with social encounters equal to their rating (-1, -2, -3). They are also possible food for explanations of botches. Players that make good use of their Sanity Damage can earn Social points or Hero points. If your Sanity Damage goes past your Composure level then it will increase all of your error ranges by that amount and you will have frequent breaks with reality. [/QUOTE]
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