February 6, 2006 at 8:06 pm #1632VEST ParadoxParticipant
What is it that makes you shiver in the night? Is it the twisting shadows off in that alley? Possibly the low howl of wolves in the night? Maybe it's just the idea of the Boogieman lurking beneath your bed. Whatever it is, fear is a very real emotion that we all have. It is part of the self-preservation instinct in everyone.
Certain things in Velvet Skies have the ability to invoke a sense of dread while others have that certain aspect that will cause immortal terror. A ST has the ability to cause for a fear check anytime something they feel might scare the characters.
The Fear Chart has different levels ranging from 1 – 10. Where level one is minor, something that might just make a character jump, Level ten is an overwhelming power, like the fear of God or Lucifer himself appearing before the character. When the ST assigns the Fear Level, the character must make a Discipline Roll versus the corresponding TN. Should they succeed, the character is able to react normally. However, if they fail, depending on how much they fail the roll by, determines their reaction.
Level 1 – TN 16 – A sudden noise
Level 2 – TN 18 – The sight of Blood
Level 3 – TN 20 – A dead body* (unwounded)
Level 4 – TN 22 – Detaches limbs
Level 5 – TN 24 – A dead body* (Wounded)
Level 6 – TN 26 – Acts of Cannibalism
Level 7 – TN 29 – A dead Body* (Eviscerated)
Level 8 – TN 32 – Witness to a gruesome murder
Level 9 – TN 35 – Multiple dead bodies (Mass Murder)
Level 10 – TN 38- Only the most heinous and grievous acts.
* Witnessing a body at a funeral does not instill fear, however stumbling across a dead body in an alley does.
The amount a character fails the check by dictates the character's actions. A character may take any action greater than their failure, but may not take any further down. For instance, if a character fails the roll by 6, they could take the 8 reaction, but they could not take the 4 reaction.
Amount Beneath TN:
2 Points – Character may attack the source of their fear, however, they suffer a -2 to all rolls. This lasts for 2 rounds.
4 Points – Character may attack the source of their fear, however, they suffer a -2 to all rolls. This lasts for 4 rounds.
6 Points – Character may attack the source of their fear, however, they suffer a -4 to all rolls. This lasts for 2 rounds.
8 Points – Character may attack the source of their fear, however, they suffer a -4 to all rolls. This lasts for 4 rounds.
10 Points – Character will flee from the source of the fear. -6 to all rolls. They will also gain a Minor Insanity for the remaineder of the evening.
12 Points – Character may not attack, but may not necessarily run. They will stand still, like a dear in headlights, their feet locked in place. -6 to all rolls. They will also gain a Minor Insanity for the remaineder of the evening.
14+ Points – Character will curl up in a ball in a fetal position, whimpering about not being killed. They will gain a permanent Insanity (Disadvantage)
Sometimes a stressful situation can do the worst things to us. People find themselves developing new psychosis, obsessions, phobias and the like. When a stressful situation, such as a mastery that causes insanity or failing by more than 10 Points on the Fear Chart, the character will gain an insanity. This is random, but should be somehow linked to what the character experienced. There are two types of Insanities that a character may gain, Minor Insanity is a derangement that the character will gain for the remainder of the evening, while a Permanent Insanity is a derangement that has much longer effects, perhpas for the rest of their life. To determine the specific insanity the character gains, find the appropriate list below and simply roll 2d6 and consult the chart.
[div align=”center”]Minor Insanity[/div]
2 – Physical Hysterics: The character will begin laughing or crying hysterically. There is no reason for this other than the fact that their mind has broken and this is the only way it manages to deal with the situation. The character can spend a point of Fatigue to calm themselves for one round, though they will still giggle or sob.
3-4 – Babble or Logorrhea: The character will begin to either babble incoherantly speaking nonsense and gibberish, or speak rapidly in coherant phrases that are strung together without pause. The character can spend a point of Fatigue to speak coherently for one sentence.
5-6 – Obsessive Compulsion: The character will begin acting Obsessive Compulsive. They will perform some physical ritual repeatedly. This could be from washing imaginary dirt off their hands to twisting a ring over and over. The character can spend a point of Fatigue in order to prevent their compulsion for five minutes.
7-8 – Paranoia: The character becomes entrenched in Paranoia. They trust nobody and will se shadows behind every corner. Everyone is out to get you. The character can spend a point of Fatigue to come to their senses for five minutes.
9-10 – Hallucinations: The character sees things that don't exist. They often times cannot distinguish between reality and their own fabricated illusions. The character can spend a point of Fatigue for five minutes of clarity.
11-12 – Screaming Fit: The character can simply scream at the top of their lungs. This doesn't mean that they yell sentences, they cannot do anything but scream in abject horror until they are hoarse, at which time they are almost numb and catatonic. The character can spend a point of Fatigue to come to their senses for five minutes.
[div align=”center”]Permanent Insanity[/div]
2 – Obsession: The character finds someone or something to become obsessed with. The character may choose this within 48 Hours, but it is subject to ST approval.
3-4 – Blackouts: The character will find themselves blacking out occasionally. The ST may at any time contact the player and advise them of an action they will perform. When that action is performed, the character will snap out of their blackout, not remembering what has occured.
5-6 – Multiple personality: The character will develop a second personality in an attempt to handle their problems. When this insanity is taken, the character must then choose an alternate personality to become. Usually this is far different from their normal personality. At any time the ST may come in and instruct the player to switch personalities.
7-8 – Phobia: The character will be overcome with an irrational fear of something or someone. When this Insanity is taken, the character must decide something and submit it to the ST within 48 hours. Once approved by the ST, the character will roleplay being afraid of that person or thing that is the cause of their phobia.
9-10 – Delusions: The character becomes delusional. They begin seeing things that aren't there. Maybe they hear odd sounds that no one else can. At any time, a ST may come in and tell the person to have their delusions.
11-12 – Sociopath This character will become truly insane. Long gone are the ideas of morals and values, only what suits the character. A person may be charming and nice on the outside, but their only true desire is to please themselves, no matter what the cost.
Getting Rid of Insanities: A character may at any time opt to get rid of an insanity, but it is a difficult process. In Victorian, England many times people would go to stay in an asylum for a bit of time and hopefully become cured. The character must inform the Forum Director of the time they are going to stay in Bedlam and will be out of play for one week per insanity. At the end of this time, the character may return. It is expected that the player will post or roleplay what they are going through to get rid of the insanity.
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