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 Post subject: Going crazy in stages
Unread postPosted: Wed Oct 29, 2014 3:30 pm
  

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Comment: The silent thief of Rozrehxeson.
Besides Crazies from Rifts, are there any other character classes or races in Palladium which develop insanities over time that represent a gradual accumulative loss of sanity? I'm trying to gauge a good way to implement such a mechanic in a game due to a plot device that affects many people/beings at once, and I'm looking for some cannon inspiration to help guide me.

Thanks for your help.

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Unread postPosted: Wed Oct 29, 2014 6:00 pm
  

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Temporal Wizards and Warriors.....well the longer they stay with their Temporal Raider the more they end up with.

hummm.....

The song Juicer from the down under book?

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Unread postPosted: Thu Oct 30, 2014 11:21 am
  

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Necromancers in PF.


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 Post subject: Another one . . .
Unread postPosted: Wed Nov 19, 2014 1:33 pm
  

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D-Bee

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One O.C.C I've always thought would be fun to try was the Dream Maker from Nightbane.

Source: Between the Shadows (page 95)

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Unread postPosted: Wed Nov 19, 2014 1:49 pm
  

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If you play by strict canon rules, all O.C.C.s will develop Insanities over time. Every Horror Factor, Near Death Experience, and other situations will prompt a roll on the Random Insanity Chart.

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Unread postPosted: Wed Nov 19, 2014 3:05 pm
  

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Brayon wrote:
If you play by strict canon rules, all O.C.C.s will develop Insanities over time. Every Horror Factor, Near Death Experience, and other situations will prompt a roll on the Random Insanity Chart.

This. I don't run insanities by the book because it's a hassle and I don't think it models the resilience of hardened veterans versus green recruits well. I also think that randomly assigning insanities are missed opportunities for storytelling.

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Unread postPosted: Thu Nov 20, 2014 4:21 am
  

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Bill wrote:
Brayon wrote:
If you play by strict canon rules, all O.C.C.s will develop Insanities over time. Every Horror Factor, Near Death Experience, and other situations will prompt a roll on the Random Insanity Chart.

This. I don't run insanities by the book because it's a hassle and I don't think it models the resilience of hardened veterans versus green recruits well. I also think that randomly assigning insanities are missed opportunities for storytelling.


I give the insanities at this points mostly - ie if someone has a near death experience being captured and nearly boiled alive by cannibals then the phobia or insanity will be something relating to it (heat, water, food(!), meat, confined spaces, being tied up, tribal primitives etc.)

I love insanities. I see them as the penalty or dying (or nearly dying) without actually having to kill the player character and end the game. Love em!

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Unread postPosted: Thu Nov 20, 2014 11:34 am
  

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Unread postPosted: Thu Nov 20, 2014 12:16 pm
  

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Comment: The silent thief of Rozrehxeson.
Brayon wrote:
If you play by strict canon rules, all O.C.C.s will develop Insanities over time. Every Horror Factor, Near Death Experience, and other situations will prompt a roll on the Random Insanity Chart.

If you play by strict canon rules, insanities are optional.

Bill wrote:
I don't run insanities by the book because it's a hassle and I don't think it models the resilience of hardened veterans versus green recruits well. I also think that randomly assigning insanities are missed opportunities for storytelling.

Well said!

I'm not a fan of the random insanity table or random insanities in general, but in this case I'm inheriting a plot device and I'd like to make sure the mechanic is not as frustrating to my players as it was to me when I played.

Thanks for the O.C.C. suggestions, I'll take a look through those for guidance.

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OK, Boomer.


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Unread postPosted: Thu Nov 20, 2014 12:26 pm
  

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We had fun with the old insanity tables, where getting put into a coma could make you gay.
Glad they updated that at some point, though.

And I had a PFRPG Wolfen who has several phobias, and would wet himself when there was a loud noise.
Not to mention the ogre who was afraid of the dark, and loved being dominated by dwarves.

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Unread postPosted: Sun Dec 21, 2014 12:39 pm
  

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Kind of too little too late, but I just came up with a quick houserule that might make progressive insanity easier to manage for more classes in general while modelling psychological trauma and recovery a little better.

When rolling for a random insanity, roll 1d4 to determine the basic duration for that insanity in weeks. The character may control his or her behavior related to the insanity, and the player should look at this as an opportunity for creative roleplay; hinting that the character is troubled and struggling with something internally. For this duration, the character no longer rolls for further random insanities. Instead the player rolls an additional 1d4 and adds the result to the number of weeks that the insanity will last without treatment. When an insanity's total duration, including time passed, reaches 26 weeks the insanity becomes permanent until treated and severe enough that the character can no longer manage the symptoms. The character will roll for another random insanity when next prompted to.

Too complicated? Too much bookkeeping? 26 weeks, or six months, of symptoms is part of the diagnostic criteria for many mental disorders by the way.

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Unread postPosted: Sun Dec 21, 2014 9:30 pm
  

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Comment: The silent thief of Rozrehxeson.
I like that mechanic a lot Bill!

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OK, Boomer.


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Unread postPosted: Mon Jun 22, 2015 9:42 am
  

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Comment: The silent thief of Rozrehxeson.
Bill wrote:
Kind of too little too late, but I just came up with a quick houserule that might make progressive insanity easier to manage for more classes in general while modelling psychological trauma and recovery a little better.

When rolling for a random insanity, roll 1d4 to determine the basic duration for that insanity in weeks. The character may control his or her behavior related to the insanity, and the player should look at this as an opportunity for creative roleplay; hinting that the character is troubled and struggling with something internally. For this duration, the character no longer rolls for further random insanities. Instead the player rolls an additional 1d4 and adds the result to the number of weeks that the insanity will last without treatment. When an insanity's total duration, including time passed, reaches 26 weeks the insanity becomes permanent until treated and severe enough that the character can no longer manage the symptoms. The character will roll for another random insanity when next prompted to.

Too complicated? Too much bookkeeping? 26 weeks, or six months, of symptoms is part of the diagnostic criteria for many mental disorders by the way.

In revisiting this I just wanted to clarify - the character is only rolling the additional 1D4 if something else triggers a roll on the insanity tables during the duration of the previous temporary insanity, correct?

So for example, the first time a character rolls on the insanity table he or she ends up with a Phobia of darkness that lasts for 2 weeks. It's manageable at this point, but it's there. IF, during those two weeks, the character has to roll for an insanity again, the character will instead roll 1D4 and add that to the duration of the current insanity. BUT, if the two weeks of the initial duration passes and no rolls are required for insanities, then the character will have to roll for a new random insanity the next time circumstances force him or her, and roll 1D4 for a new duration of that insanity.

I think in the case I'm looking at, I may make it 2D4 rather than 1D4, but I'm still working this all out. Thanks!

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Zerebus: "I like MDC. MDC is a hundred times better than SDC."

kiralon: "...the best way to kill an old one is to crash a moon into it."

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Temporal Wizard O.C.C. update 0.8 | New Temporal Magic
Rifts random encounters | New Elemental Magic | Lore: Superhuman

OK, Boomer.


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Unread postPosted: Mon Jun 22, 2015 9:53 am
  

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Palladin

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Yggdrasil gift of Knowledge, antimonster, ultra crazy, Berzerkers, its a Juicer option, its an Achilles heel, some demons have insanity as well.


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Unread postPosted: Mon Jun 22, 2015 10:06 am
  

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Comment: The silent thief of Rozrehxeson.
say652 wrote:
Yggdrasil gift of Knowledge, antimonster, ultra crazy, Berzerkers, its a Juicer option, its an Achilles heel, some demons have insanity as well.

Yes, but do those examples have an insanity progression, where over time they gain new insanities either from levelling up or from just the passage of time?

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Zerebus: "I like MDC. MDC is a hundred times better than SDC."

kiralon: "...the best way to kill an old one is to crash a moon into it."

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Temporal Wizard O.C.C. update 0.8 | New Temporal Magic
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OK, Boomer.


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Unread postPosted: Mon Jun 22, 2015 10:16 am
  

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Palladin

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In the Blackvault under Achilles Heels, a mega vulnerability causes progressive insanity.
That can be tacked on anywhere mega is allowed.
Also opens the option to Munchkindeal your game. Lol


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Unread postPosted: Mon Jun 22, 2015 11:15 am
  

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Glistam wrote:
In revisiting this I just wanted to clarify - the character is only rolling the additional 1D4 if something else triggers a roll on the insanity tables during the duration of the previous temporary insanity, correct?

So for example, the first time a character rolls on the insanity table he or she ends up with a Phobia of darkness that lasts for 2 weeks. It's manageable at this point, but it's there. IF, during those two weeks, the character has to roll for an insanity again, the character will instead roll 1D4 and add that to the duration of the current insanity. BUT, if the two weeks of the initial duration passes and no rolls are required for insanities, then the character will have to roll for a new random insanity the next time circumstances force him or her, and roll 1D4 for a new duration of that insanity.

I think in the case I'm looking at, I may make it 2D4 rather than 1D4, but I'm still working this all out. Thanks!

That is correct. I think the appropriate number of dice to roll depends on how often you're having people check for insanity and how frequently you want it to progress into a permanent insanity. I went with 1D4 in that I expect to make the check relatively often, at least once every couple sessions, but I don't want to saddle the player characters with permanent issues too often. 2D4 every few sessions would achieve the same, but more often and you'd likely see characters descending into compound psychoses with frightening regularity.

say652 wrote:
In the Blackvault under Achilles Heels, a mega vulnerability causes progressive insanity.
That can be tacked on anywhere mega is allowed.
Also opens the option to Munchkindeal your game. Lol

It's like you're speaking an entirely different language.

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Unread postPosted: Mon Jun 22, 2015 11:21 am
  

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Palladin

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I get that a lot.


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Unread postPosted: Mon Jun 22, 2015 11:26 am
  

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Palladin

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Controlled Progressive Crazy.
Use Rfits Japan Ninja Crazie table. Meds and therapy and mental conditioning lessen the effects to a degree.

For full batsnippet Nuts.
Use basic Crazie chart, Start them as A Crazy hero for additional insanities, side effect table: No facial Features for a few more.


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Unread postPosted: Mon Jun 22, 2015 11:31 am
  

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Comment: The silent thief of Rozrehxeson.
Bill wrote:
Glistam wrote:
In revisiting this I just wanted to clarify - the character is only rolling the additional 1D4 if something else triggers a roll on the insanity tables during the duration of the previous temporary insanity, correct?

So for example, the first time a character rolls on the insanity table he or she ends up with a Phobia of darkness that lasts for 2 weeks. It's manageable at this point, but it's there. IF, during those two weeks, the character has to roll for an insanity again, the character will instead roll 1D4 and add that to the duration of the current insanity. BUT, if the two weeks of the initial duration passes and no rolls are required for insanities, then the character will have to roll for a new random insanity the next time circumstances force him or her, and roll 1D4 for a new duration of that insanity.

I think in the case I'm looking at, I may make it 2D4 rather than 1D4, but I'm still working this all out. Thanks!

That is correct. I think the appropriate number of dice to roll depends on how often you're having people check for insanity and how frequently you want it to progress into a permanent insanity. I went with 1D4 in that I expect to make the check relatively often, at least once every couple sessions, but I don't want to saddle the player characters with permanent issues too often. 2D4 every few sessions would achieve the same, but more often and you'd likely see characters descending into compound psychoses with frightening regularity.

Cool. Thanks!

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kiralon: "...the best way to kill an old one is to crash a moon into it."

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OK, Boomer.


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Unread postPosted: Thu Jun 25, 2015 11:03 pm
  

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say652 wrote:
I get that a lot.

It's one of my favorite things about you, slag.

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Y'all seem to assume that Palladium books are written with the same exacting precision with which they are analyzed. I think that is... ambitious.

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Unread postPosted: Fri Sep 18, 2015 4:19 am
  

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The Lyvvork R.C.C. have insianities and progressively worse as they level up

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Unread postPosted: Fri Sep 18, 2015 7:53 am
  

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Knight

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Glistam wrote:
Besides Crazies from Rifts, are there any other character classes or races in Palladium which develop insanities over time that represent a gradual accumulative loss of sanity? I'm trying to gauge a good way to implement such a mechanic in a game due to a plot device that affects many people/beings at once, and I'm looking for some cannon inspiration to help guide me.

Thanks for your help.

Borgs are mentioned to pick up insanities IIRC

VR 'bot operators also (Triax and MiO use them)

De-toxed Juicers do essentially given they have an aversion to augmentation IIRC.


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Unread postPosted: Fri Sep 18, 2015 10:05 am
  

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Comment: The silent thief of Rozrehxeson.
Thanks for the suggestions and help everyone! For the mechanic that I inherited I decided to go with Bill's suggestion. I think it made the most sense to represent how magical energy (P.P.E.) had been "tainted" by an evil source and was slowly driving characters who used too much of it (like mages casting powerful spells) or relied too much on it (like the gods) crazy over time.

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Zerebus: "I like MDC. MDC is a hundred times better than SDC."

kiralon: "...the best way to kill an old one is to crash a moon into it."

Image

Temporal Wizard O.C.C. update 0.8 | New Temporal Magic
Rifts random encounters | New Elemental Magic | Lore: Superhuman

OK, Boomer.


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Unread postPosted: Sat Sep 19, 2015 10:02 am
  

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Knight

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Comment: Don't waste your time gloating over a wounded enemy. Pull the damn trigger.
Some who go through too much conflict lose their minds. Hardly the majority, but you don't need an OCC to be crazy.

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Mark Hall wrote:
Y'all seem to assume that Palladium books are written with the same exacting precision with which they are analyzed. I think that is... ambitious.

Talk from the Edge: Operation Dead Lift, Operation Reload, Operation Human Devil, Operation Handshake, Operation Windfall 1, Operation Windfall 2, Operation Sniper Wolf, Operation Natural 20


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Unread postPosted: Sat Sep 19, 2015 12:13 pm
  

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Palladin

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Alignment should affect the results as well.

Not much is going to bother a miscreant character.


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Unread postPosted: Sat Sep 19, 2015 2:06 pm
  

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Knight

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Comment: Don't waste your time gloating over a wounded enemy. Pull the damn trigger.
Some could argue that you're evil because there's something wrong with you mentally. :P

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Mark Hall wrote:
Y'all seem to assume that Palladium books are written with the same exacting precision with which they are analyzed. I think that is... ambitious.

Talk from the Edge: Operation Dead Lift, Operation Reload, Operation Human Devil, Operation Handshake, Operation Windfall 1, Operation Windfall 2, Operation Sniper Wolf, Operation Natural 20


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