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Old 10-05-2018, 01:04 PM   #1
johndallman
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Default [Basic] Disadvantage of the Week: Flashbacks and Phantom Voices

Flashbacks [-5, -10, or -20] and Phantom Voices [-5, -10, or -15] are mundane mental disadvantages. Both appeared during the GURPS 3e period; Flashbacks are in the Revised Basic Set, and Phantom Voices are in Compendium I.

They have the same triggering conditions: when you are under stress, the GM rolls 3d, and the disadvantage activates on a 6 or less. The stress conditions for both specifically include any failed Fright Check, or one that you made exactly, or a failed self-control for another stress-related disadvantage. The consequences of the Fright Check or other disadvantage apply in addition to these disadvantages. Having both disadvantages seems possible, if unwise.

With Flashbacks, when under stress, you are sometimes overwhelmed by hallucinations based on, or replaying, memories of past events. When you take this disadvantage, you select its severity. The GM is responsible for the content of each episode; presumably they should base the flashbacks on the experience(s) when you acquired the disadvantage. At [-5], the hallucinations last 2d seconds and the distraction gives you -2 to all skill rolls, but you remain aware of the real situation, and that you’re having a flashback. At [-10], the experience seems real, lasts 1d minutes, and gives -5 to all skill rolls. At [-20], you’re completely lost in the hallucinations, and unaware of the real world for the duration of 3d minutes; you can’t use any skills at all. This is appallingly dangerous, of course, and a really bad idea for starting characters.

With Phantom Voices, you hear voices, possibly unintelligible, possibly telling you to do things. The repetition is hard on your sanity. The voices may be caused by mental problems, or in appropriate settings, supernatural possession. Mundane medicine can’t tell the difference, except that supernatural voices can’t be affected by psychotherapy or medication. At [-5], the voices are annoying, but probably not real, although people who see you responding to unheard sounds tend to react poorly. At [-10], the voices can mask normal sounds, and may be disturbing enough to require a Fright Check. At [-15], the voices tell you to do terrible things, such as murder or suicide, and if you’re under other stresses, you might need to make Will rolls to avoid complying.

Flashbacks, often limited to [-5] or [-10], is much commoner on published character templates than Phantom Voices. Adaptions uses Phantom Voices as a disadvantage sent by supernatural powers, and AtE as a Freakishness side-effect. Bio-Tech uses Flashbacks as a bug in systems built out of brains, and can prevent both disadvantages via genefixing. DF8 Treasure Tables has cursed items that cause Phantom Voices, and DF9 Demonologists and Necromancers suffer it for more obvious reasons. Fantasy ghosts are subject to Flashbacks, and both disadvantages see plenty of use in Horror. High-Tech has TL7-8 psychiatric medications to mitigate both disadvantages, but they won’t cope with the range of horrible, sadistic and TL9 ways that Madness Dossier uses them. Infinite Worlds uses reality shards, much like those of Madness Dossier, which can cause flashbacks, but the full horrors of these disadvantages are reserved for Reich-5 world-jumpers.

A Lands Out Of Time shaman has real uses for Phantom Voices, but they’re a mark of crazy people in Metro of Madness. Mars Attacks allows Flashbacks [-20] in its templates for Martian and human combatants, as does Monster Hunters for several templates. There are perks and quirks based on Flashbacks in the Power-Ups series, and Powers has useful advice on running hallucinations. The Psi series has uses for both disadvantages, and they’re possible side effects of cyborging in Reign of Steel: Will to Live. Instaskill nano can give you Phantom Voices in Social Engineering: Back to School, and Tactical Shooting’s treatment of PTSD includes Flashbacks. Thaumatology addresses the fuzzy boundary between possession and Phantom Voices, and Sorcery has a working that can cure either disadvantage, for a while. Ultra-Tech brain-modification can cause these disadvantages, and Zombies features Flashbacks to time as a zombie.

I’ve never used these disadvantages as a player or GM, but seeing another PC in the same party suffer Flashbacks in the middle of a fight that was pretty confusing anyway was frightening. How have they been important in your games?
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Old 10-05-2018, 05:31 PM   #2
Rupert
 
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Default Re: [Basic] Disadvantage of the Week: Flashbacks and Phantom Voices

The only time I remember seeing either was a character in the 3e days with the worst version of Flashbacks. The rest of the party forced them to seek very expensive magical (it was a fantasy game) help after he had an episode in a high-stress negotiation, and started reliving his wartime experiences. Then he started killing everyone he thought was on the other side.

After that, Flashbacks (at least at that level) went on the list, along with Berserk, Jinxed (so glad that's gone), and choosing a Enemy that won't care who gets caught in the crossfire as things that all the other players had to also okay before you could buy it.
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