Did some setting, now for some rules for my LIBRA game. Again, thanks to Archon. By the way, if you want more content easily insertable into this kind of game, check out some Black Books, Black Auctions, and Anomalous Media. Folks have been working on a lot of this sort of stuff, you'll have to search it out a bit.
COMPOSURE
Characters have an attribute called Composure (CM). Psychics and Apsychs get 2dr and Friendlies and Freaks get 1dr of CM per template. Most WIS saves are replaced by CM saves, especially for psychic influence, and CM goes down by 1 for each unsuccessful save. At 0 CM, the psychic influence overwhelms you. You become Connected with whatever psychic force was influencing you (or something else if nothing in particular was influencing you). If your psyche is attacked again, you gain one of these madnesses:
1. Phobia. Of whatever just happened probably
2. Minor Hullucinations. Senses (listening at doors, telepathy, etc.) become unreliable.
3. Vacillation. One character you loved you now hate, and vice versa.
4. Nonverbal. Hope you like charades.
5. Delusion. Paranoia, megalomania, glass piano, etc.
Connections represent footholds that outside influences have in your mind. The GM can always tell you what your Connection would like you to do, and you can always resist, but once per mission per connection the GM can make resisting reduce your next draw by 1. If you have more Connections than maximum CM, you become unplayable as your core psyche is overwritten. But if you are careful, doing the will of alien gods and nefarious agencies can get you some fun prizes, you know. Lore and paratech and more powers.
Composure can be restored by a good nights sleep in a safe place. Madness can be cured with a week of rest (you don't actually have that mental illness, its just a psychic effect). Connections require more difficult methods.
F R E A K
2dr HP, 1dr CM per template
A: Evolution
B+: Metamorphosis
Evolution
You get +2 to one stat of your choosing. Add 1 to a random stat for every mutation you have. You may start with up to 3 mutations.
Metamorphosis
When you gain this template, you gain as many mutations as you have mutations.
Note: If you ever have more mutations than your max HP, you become something totally inhuman (and unplayable). Also, unlike psychics, people might notice you just walking around. Writing a mutations list seems boring and there's already plenty of good ones.
CATCHING 77 WINKS
Most people visit the dreamlands about once every two weeks. Most people don't remember it. Psychics can. To enter the dreamlands, any character who is either psychically active or has been there before (and remembers) makes a check drawing 1 + their maximum psychic potential, drawing twice as much if under the effect of certain drugs. That character may "bring along" a number of other willing people in their vicinity equal to their psychic potential (who can then bring along their own, who can bring along their own, in a daisy chain). The exception here is Apsychs, who can't enter it at all (they should have a dreamlands specific character to play though).
The Dreamlands is essentially a sword-and-sorcery setting overlaid on the world. Great ones and earth-bound gods, elven civilizations, Ynn, Pagana, Carcosa, throw whatever in. Everyone in the dreamlands has +1 psychic potential. You can always spend a psychic potential to try to wake up, making a check with your highest mental stat or LUCK. Wounds gained in the dreamlands don't stick, but Madness and Connection does. If you die in the dreamlands, you never wake up.
Obviously you can't bring back treasure from the Dreamlands, with very few exceptions, but you can learn lore, make deals, meet other psychics, kill people with your brain, edit the collective unconscious, etc. And if you do want the ancient artifacts you find there, you might be able to learn the location of their real-world counterparts.
Time passes very differently in the dreamlands, so you can adventure for a whole week before the night is over. Even though time passes much faster while dreaming, it doesn't pass much while you aren't dreaming, so you mostly "resume" when you go back, unless a whole week has passed in real life. When you enter the dreamlands, make a check with your highest mental stat or LUCK. If you succeed, you may decide to enter where you left, or at a nearby "acessible" location (e.g. you can't dream your way past a locked door, but you can get back out of a dungeon). If you fail, the GM decides.
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