Citizens of the Imperium

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Golan2072 August 25th, 2018 01:54 AM

Quote:

Originally Posted by Diveguy (Post 591547)
Dang - I like the corporate/government colony roll and breakdown list. Good way of doing that I may have to poach from you sir.

Thanks.

You're welcome.

Golan2072 August 25th, 2018 01:57 AM

Quote:

Originally Posted by Ulsyus (Post 591560)
If it's your setting, are these the mechanics you used when developing the worlds, or did you just use these as a guide for the highest, lowest and mean scores for you to work within while you crafted things to be as you envisaged them?

I'll use these for random input in creating the Hard Space colonies. This helps me create dozens of interesting and varies colonies.

BwapTED August 26th, 2018 08:16 PM

This makes me think of what you are describing, Golan:

Richard Luong is the artist.

Golan2072 August 27th, 2018 05:50 AM

Quote:

Originally Posted by BwapTED (Post 591652)
This makes me think of what you are describing, Golan:


Richard Luong is the artist.

Indeed! Mi-Go Brain Cylinder FTW!

Golan2072 August 27th, 2018 06:51 AM

Some initial thoughts about Insanity
 
Note that all of this is very initial, and subject to changes. Potentially significant changes.

1) You start with 0 Insanity, plus twice your Occult skill. After being exposed to supernatural horrors, even after you recover, your minimum Insanity equals twice your Occult skill, and cannot go below 1.

2) Your maximum Insanity equals your END+INT scores. Note that I'm not very sure about this rule, as both characteristics do not represent mental resilience very well (though END seems to include it), and I do like the idea of very smart people being, in some cases, mentally fragile. But END+INT seems like a good approximation.

3) Encountering the supernatural, the Mythos or - less often - "mundane" horrors, forces Insanity checks. These are END throws. An insanity throw may be noted, for example, as END 8+/0/1d3, which means that you must throw 8+ and add your END DM (as in MGT/CE) to succeed; you don't gain Insanity if you succeed; and you suffer 1d3 insanity if you fail.

4) Studying Mythos texts, learning magic, and in some cases using magic increases your Insanity.

5) Misjumps, or EVA while in Jump Space, may cause Insanity. Resurrection as a Cyborg definitely incurs serious Insanity.

6) If you roll “snake eyes” (a “natural” 2) on your Insanity check, or gain 3 or more points of Insanity within a single encounter, the character gains Temporary Affliction, which lasts 1D rounds. This includes things such as fainting, running away in terror, psychosomatic blindness, or a violent outbreak against all in sight.

7) When the character’s Insanity score reaches half of their maximum Insanity (rounded up), the character suffers a Permanent Affliction such as phobias, compulsions, random bursts of anger, or amnesia.

10) If and when a character’s Insanity score reaches its maximum, the character becomes a permanently insane NPC, unless the Referee decrees that advanced psychiatric care (when available) can restore the character to a semblance of sanity.

11) Characters may reduce their Insanity in various ways:
* Successfully completing an adventure against the Mythos reduces Insanity by 1 point.
* Every year of convalescence (non-adventuring life) reduces Insanity by 1 point.
* Every week in psychiatric hospitalization reduces Insanity by 1 point.

12) 1D months in psychiatric hospitalization may remove a single Permanent Affliction.

13) Lethe - a highly illegal, addictive psychotropic drug costing Cr1000 per dose - removed 1D Insanity immediately upon injection. However, throw END 4+ (DM-4 per additional dose used in the same month) when injecting it; failure (or “snake eyes”) means addiction. An addict must inject Lethe once per week, or suffer 1 point of Insanity and lose one point of END. END fully recovers upon renewed injection. Reaching zero END means death from withdrawal. Finding a supplier for Lethe is a Streetwise 6+ task, and this is only available at Starport C or better where there is a good market for the drug. Suppliers have 1D doses of Lethe in stock. Lethe addiction cannot be cured.

Ulsyus August 27th, 2018 07:53 AM

Quote:

Originally Posted by Golan2072 (Post 591670)
Lethe addiction cannot be cured.

In a universe with the Mythos, absolute statements may only be temporary. However, it is YTU so what you say goes.

It would be an interesting series of or just a long scenario going out there to find a substance, cure or process that could overcome a Lethe addiction.

On another note, in a CoC game I had a character with some problems after a few encounters with mythos creatures. In order to deal with it, the ref and I came up with a rule whereby my character could get a Sanity boost in % that represented his level of inebriation. That % though was equally knocked off his skills. So it became a case of: Want to deal with these otherworldly horrors and not lose your marbles? Then drink up lads.

You could try a similar sort of thing here - the beneficial modifier to insanity tests would also be a detrimental modifier in all others.

Golan2072 August 27th, 2018 09:45 AM

Quote:

Originally Posted by Ulsyus (Post 591675)
In a universe with the Mythos, absolute statements may only be temporary. However, it is YTU so what you say goes.

It would be an interesting series of or just a long scenario going out there to find a substance, cure or process that could overcome a Lethe addiction.

Lethe is the part of the above rules I'm least sure about.

The considerations are:
1. It should be powerful enough to be worth its cost.
2. It should be dangerous enough so that using it will be a tough choice.
3. Addiction should get characters into trouble and be dangerous enough to fulfill at least part of point #2. Plus, the haunted mercenary injecting Lethe to forget the horrors he/she saw is an image I have in mind about this setting.

And I do agree that finding a cure could be a campaign goal, but you should watch out to avoid making addiction easily enough to cure that it won't be a major danger to the character.

Quote:

Originally Posted by Ulsyus (Post 591675)
On another note, in a CoC game I had a character with some problems after a few encounters with mythos creatures. In order to deal with it, the ref and I came up with a rule whereby my character could get a Sanity boost in % that represented his level of inebriation. That % though was equally knocked off his skills. So it became a case of: Want to deal with these otherworldly horrors and not lose your marbles? Then drink up lads.

You could try a similar sort of thing here - the beneficial modifier to insanity tests would also be a detrimental modifier in all others.

I like the "if you're drunk, you get a bonus to throws vs. the Mythos" vibe of this, though in the cyberpunk genre this is as likely to be designer drugs rather than booze, or in addition to booze. Maybe this will be the way Lethe works rather than reduce sanity after the fact?

BwapTED August 27th, 2018 09:48 AM

Psionics= Mythos magic?
Psionics Institute= Mythos cult?

Golan2072 August 27th, 2018 10:08 AM

Quote:

Originally Posted by BwapTED (Post 591680)
Psionics= Mythos magic?
Psionics Institute= Mythos cult?

I think I'll write my own magic rules. Psionics are quite safe, and lack the summoning-centric nature of Lovecraftian magic.

I'll detail the proposed system later on. In a nutshell anybody can attempt to learn spells by studying Mythos tomes; anybody can attempt to cast any spell. And there are no spell points or "hard" daily "spell slots".

HOWEVER:
1. Learning spells has an Insanity cost. So does studying the tomes to begin with. Learning also requires an INT throw to successfully learn; failure means you need to repeat studying it, again - with an Insanity cost.
2. Spells take time to cast; in many cases, hours.
3. Spellcasting requires an Occult skill throw. Fail by 4 or more "points" or roll "snake eyes", you'll get the spell's integral "critical failure" result. The stronger the spell - the nastier the critical failure.
4. The really powerful spells damage your sanity on failure AND/OR on success! (Commune with Cthulhu at your own peril!!!!!!!!)

So you, you can technically attempt to cast any number of spells a day as you'd like, and a totally clueless layman can try to learn and cast magic (with the usual DM-3 Unskilled Penalty), but the limiting factor is the risk you're taking (a very, very powerful limiting factor), as well as casting time. Cast as many times as you dare - at your own peril!

This, of course, leads to all sorts of sorcerous disasters (read: adventures), as some utterly unskilled fool is just bound to try casting that 6th Circle earth-shattering summoning spell, unleashing something horrid upon the local colony!

BwapTED August 27th, 2018 11:56 AM

Quote:

Originally Posted by Golan2072 (Post 591683)
I think I'll write my own magic rules. Psionics are quite safe, and lack the summoning-centric nature of Lovecraftian magic.

I'll detail the proposed system later on. In a nutshell anybody can attempt to learn spells by studying Mythos tomes; anybody can attempt to cast any spell. And there are no spell points or "hard" daily "spell slots".

HOWEVER:
1. Learning spells has an Insanity cost. So does studying the tomes to begin with. Learning also requires an INT throw to successfully learn; failure means you need to repeat studying it, again - with an Insanity cost.
2. Spells take time to cast; in many cases, hours.
3. Spellcasting requires an Occult skill throw. Fail by 4 or more "points" or roll "snake eyes", you'll get the spell's integral "critical failure" result. The stronger the spell - the nastier the critical failure.
4. The really powerful spells damage your sanity on failure AND/OR on success! (Commune with Cthulhu at your own peril!!!!!!!!)

So you, you can technically attempt to cast any number of spells a day as you'd like, and a totally clueless layman can try to learn and cast magic (with the usual DM-3 Unskilled Penalty), but the limiting factor is the risk you're taking (a very, very powerful limiting factor), as well as casting time. Cast as many times as you dare - at your own peril!

This, of course, leads to all sorts of sorcerous disasters (read: adventures), as some utterly unskilled fool is just bound to try casting that 6th Circle earth-shattering summoning spell, unleashing something horrid upon the local colony!

Can a computer cast spells?


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