Record tracks are eminently useful for recording physical damage and other types of setbacks that occur as discrete elements in a nonlinear fashion to change the general condition of a subject, but what of those types of setbacks that do not occur discretely? What is the best way to record the steady accumulation of setbacks that occur in a continuum and which only generate effects in a linear fashion? Certain kinds of misfortune operate on a more fluid level, and their effects are the result of a total accumulation, and only abate when there is a general reduction. Things such as sanity, stress, and the strength of one's soul might be more easily measured by record gauges.
A record gauge differs from a record track in several ways. First, the relative degree resulting from an opposed action is applied directly to the record gauge, rather than being translated into a single mark to be made somewhere on the track. All marks are made consecutively. If the relative degree is 3, then one would mark three boxes from left to right starting with the first available box. Second, the boxes of the record gauge are arranged according to their levels. Usually, the number of boxes per level will depend on the level of the governing trait, but the GM may set standard numbers. Once all of the boxes of a level are marked, the player begins marking the boxes of the next level. The effect of a certain level starts when the first box of that level is marked. The character endures the effects of that level until the condition is alleviated (and all the marks of that level are erased) or worsened (when the boxes of the next level of severity begin to be marked).
The standard number of boxes per level is four (for a governing trait at Fair), with one box added for each positive level in the governing trait, and one box subtracted for each negative trait level. Thus, a character with a Terrible governing trait would have one box per level, whereas a character with a Superb governing trait would have seven boxes per level.
Trait Level | Boxes/Gauge Level |
---|---|
Superb | 7 |
Great | 6 |
Good | 5 |
Fair | 4 |
Mediocre | 3 |
Poor | 2 |
Terrible | 1 |
The number of boxes per level can be doubled if it is found to be too low, or two separate traits can be combined as governing traits and the boxes per level added together, e.g. Mind and Spirit, Knowledge and Willpower, Intelligence and Wisdom, Perception and Determination, Bravery and Intellect, etc.
Sanity
Sanity gauges are useful for horror genre games. The point at which sanity is irrecoverable (or the character enters a longterm catatonic state) is left to the GM's judgment.
The sanity gauge below shows the standard four boxes per level for characters with a Mental attribute of Fair.
Frightened: | OOOO |
Shaken: | OOOO |
Unnerved: | OOOO |
Horrified: | OOOO |
Insane: | OOOO+ |
- Rational: no psychological damage. The character may not be without character flaws, but there is no impairment on his ability to function.
- Frightened: no effect other than atmospheric.
- Shaken: the character is visibly affected: optional -1 to all relevant traits.
- Unnerved: the character is on the verge of panic and scarcely able to maintain control: optional -2 to all relevant traits.
- Horrified: the character is in a state of panic, which may manifest in a variety of ways, e.g. speechlessness, immobility, uncontrollable screaming, blind attempts at fleeing, etc. Generally, the character is helpless.
- Insane: the GM should choose or randomly determine the form of insanity that has overcome the character. If the player cannot role-play the affliction faithfully, the GM may assume control of the character.
- Catatonic: the character no longer responds to his surroundings and is unable to use any traits. His condition cannot improve without the help of others.
The loss of sanity typically occurs when a character encounters a being or situation so horrifying that it possesses a sanity-reducing attribute. This is resolved as an opposed action, typically Fright, Horror, or Terror vs. Mind, Willpower, Bravery, Courage, or Resolve (or any equivalent attribute. If the frightful being/situation wins, the relative degree is added to any other mitigating factors (such as a supernatural object or curse or enchantment that serves as an offensive sanity factor), and this is compared to the victim's defensive sanity factor (if any). The total sanity (or, perhaps more appropriately, insanity) factor is then marked as the equivalent number of boxes on the victim's sanity gauge.
Soul
Soul gauges are useful for some fantasy and horror genre games. The point at which a soul is irrecoverable is left to the GM's judgment.
The soul gauge below shows the standard four boxes per level for characters with a Spiritual attribute of Fair.
Chilled: | OOOO |
Drained: | OOOO |
Mortified: | OOOO |
Possessed: | OOOO |
Nr. Undeath: | OOOO+ |
- Untainted: the character's soul is pure (or at least whole and his own).
- Chilled: no effect other than atmospheric. The character has felt the cold touch that transcends fear for one's life to fear for one's immortal soul.
- Drained: the character has the distinct feeling that he has lost something of himself, that he is less than what he was: optional -1 to some or all traits.
- Mortified: the character feels less connected to the realm of the living. He feels as if his personality or even his physical form is disappearing: optional -2 to some or all traits.
- Possessed: the character's personality is gone or eclipsed and his body is dormant, controlled, and/or inhabited by another.
- Near Undeath: the character is a hair's breadth away from permanently becoming one of the Undead unless he can be saved.
- Undead: the character is now an NPC.
The sapping of one's soul is usually caused by an encounter with supernatural or otherworldly beings or artifacts. Usually, the being possesses some manner of trait such as Energy Draining, Soul Sucking, or Spirit Sapping. This is resolved as an opposed action with the aforementioned trait vs. Psyche, Soul, Spirit, or Willpower. If the malevolent being wins, the relative degree is added to any other mitigating factors (such as an artifact that serves as an offensive soul factor), and this is compared to the victim's defensive soul factor (typically an artifact or spell). The total soul factor is then marked as the equivalent number of boxes on the victim's soul gauge.
Psychic Stress
Psychic stress gauges are used for beings who possess psychic powers. The point at which a character loses his psychic powers, becomes comatose, or dies is left to the GM's judgment.
The psychic stress gauge below shows the standard four boxes per level for characters with a Psychic trait of Fair.
Irritated: | OOOO |
Stressed: | OOOO |
Very Stressed: | OOOO |
Incapacitated: | OOOO |
Seizure: | OOOO+ |
- Unstressed: the character is free of stress.
- Irritated: no effect other than atmospheric. The character may experience twitches, tics, or tingling sensations, or see spots.
- Stressed: the character suffers from a persistent and distracting headache: optional -1 to all traits.
- Very Stressed: the character suffers from a powerful migraine: optional -2 to all traits.
- Incapacitated: the character experiences dizziness, sporadic blindness, and incredible pain. Any activity requires intense concentration to achieve even minimal results.
- Seizure: the character has a seizure and requires emergency medical treatment. This may happen each time the character is required to mark boxes at this level. The character requires rest and cessation of all activity in order to recover.
- Coma (or Death): the character is undisposed indefinitely. Alternatively, the character may lose some or all of his psychic powers.
Psychic stress is sustained when a character using a psychic power fails his opposed action roll. The relative degree, modified by any relevant influences, is then marked as the equivalent number of boxes on his psychic stress gauge.
Universal Setbacks
Setback gauges can be used as universal record gauges, and their terms can be used interchangeably with any of the more specific record gauges.
Superficial: | OOOO |
Minor: | OOOO |
Major: | OOOO |
Incapacitating: | OOOO |
Critical: | OOOO+ |
- Superficial: no substantial effect, other than atmospheric or cosmetic.
- Minor: a perceptible loss of effectiveness; hindering: optional -1 to relevant traits.
- Major: a significant loss of effectiveness; very hindering: optional -2 to relevant traits.
- Incapacitating: a temporary complete loss of effectiveness.
- Critical: a nearly irretrievable situation.
- Terminal: a permanent setback.
Setbacks are merely a generic designation for anything that can be recorded by means of a record gauge. How a setback is sustained is entirely dependent on the nature of the conflict and the traits used, but ordinarily it is resolved as an opposed action, with the relative degree used to determine the severity of the setback.
Updated 8 March 2014.
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