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Dec 17th, 2017
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  1. "Madness" system
  2. - Being exposed to cosmic horrors and eldrich beings cause players to go "insane"
  3. - In reality, they are actually becoming more attuned to the very horrors they fight.
  4. - The higher a players "Madness" the more of the Truth they are able to see.
  5. - However, players with higher "Madness" are more susceptable to mental breaks and psychological damage
  6. - Players with sufficiently high "Madness" are able to see things that other players may not even be aware of
  7. - People who are able to see the Truth are never wrong, though most people will simply thing they are insane and will ignore them or take more severe actions.
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  11. "The Tower"
  12. -When a player attempts an action that could have severe consequences they must draw from the deck of cards.
  13. -The harder the action the more cards that are required to be drawn.
  14. -This should be done sparingly, usually when a player risks their health or sanity.
  15. -A player must pull if their character is attempting to do something the character is capable of, but that is either:
  16. --Outside the character's realm of experience, or,
  17. --Performed under aggravated conditions.
  18. -If a player declines to pull, they automatically fail at whatever action they were attempting
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  22. "The Soul"
  23. -The actual characters of this game are not the players bodies, but rather their souls
  24. -The player's souls are able to inhabit and possess any and all creatures
  25. -The soul, not the body, is what retains memory and skills
  26. -Players are able to learn skills by possessing bodies and experiencing those skills firsthand
  27. -However sometimes a body may not be able to handle certain skills
  28. --I.e A player trying to suplex a full grown man while in the body of a little girl
  29. -Being forced out of a body and into spirit form is an incredibly traumatic experience, when a player is forced out of a body they are required to roll a d10. If they roll less than the amount of skills their soul knows then they suffer the loss of one of their skills (player choice)
  30. -While in spirit form players are able to see reality for how it really is, they are treated as having MAX Madness.
  31. -Being put into spirit form causes 1d6 points of Madness
  32.  
  33. "Possession"
  34. -something about will maybe
  35. -penalties for failing or half succeeding
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