05-18-2009, 04:00 PM | #51 | |
"Gimme 18 minutes . . ."
Join Date: Sep 2005
Location: Albuquerque, NM
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Re: Cthulhu in GURPS 4e
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05-18-2009, 06:19 PM | #52 |
Join Date: Feb 2008
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Re: Cthulhu in GURPS 4e
There are also Madness checks in GURPS these days. Wouldn't those be appropriate for certain exposures to Things Beyond Our Ken?
I mean... seeing a deep one might merely be scary, but an exposure to the King in Yellow might have a different result and need a different advantage to resist... |
05-18-2009, 10:22 PM | #53 | |
Join Date: Aug 2004
Location: Pittsburgh PA USA
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Re: Cthulhu in GURPS 4e
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I fairly recently watched the Extras on a Narnia DVD, and watching the "Making of" segments with characters who needed CGI-generated body parts wearing full makeup prosthetics plus radioactive-green pants with red motion tracking balls where needed was amusingly weird.
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Cap'n Q When we remember we are all mad, the mysteries disappear and life stands explained. -- Mark Twain |
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05-18-2009, 11:14 PM | #54 | |
Join Date: Feb 2007
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Re: Cthulhu in GURPS 4e
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Thsi first kind of santy-damaging effect can be moldeled wth high penalties on various will rolls and fright checks, and by requiring fright checks under circumstances most people wouldn't have to make them. This kind of 'insanity' is arguably actually the result of the character being 'in the know' and objectively behaving more sanely, because s/he understands reality whereas the majority don't. (Or to put it another way, if 99% of the population is bonkers, then the sane minority are in the asylum.) For ex, if John knows ghouls are real, then he might have to do a fright check when he hears certain noises in the night that his fellows just automatically ignore as part of the background. Or if he knows that there is a byakhee after him, his insistence on boarding up the skylights looks crazy to his fellows. In fact he's behaving rationally, under high stress, with nobody to talk to or confide in or trust. (Which in turn means his behavior can be more rational than most, and he's cracking under the pressure...) The other kind is what comes from encountering something that the human brain is just not wired to handle. It's harder to model and also harder to deal with, it's the sort of thing you can get if you see the hyper-form of one of the Outer Gods. The human brain just can't handle seeing a perfect circle with five 90 degrees angles, it can't exist and it does exist and the brain overloads. Modeling that one is trickier, maybe staying sane afterward would require a success on a special check at -15 or something, anda 'success' means you suppressed the memory in part or full, or something like that. Last edited by Johnny1A.2; 05-18-2009 at 11:20 PM. |
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05-18-2009, 11:29 PM | #55 | |
Join Date: Feb 2007
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Re: Cthulhu in GURPS 4e
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Possessing psi/magic in itself means an automatic -1 penalty on all fright checks, sanity checks, or anything along those lines. Maybe the emergence/first use of a psi power or magical abtility (more or less the same thing in the mythos) automatically gives you some negative quirks, too. After that, the GM could require that anytime the psi/mage uses his ability more than, say, once in a week, he has to roll against Will or gain some new negative quirk, or a delusion or phobia on a major failure, with higher penalties for 'big' uses, or unusual circumstances. Over time, the character is either going to learn to be very careful with and sparing of his ability, or he's going to end up as a nutcase, a walking bundle of bizarre and contradictory phobias and disads. |
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cthulhu, horror |
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