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#1 |
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Join Date: Sep 2014
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I'm running a turn of the 19th century adventure. It's a little bit James Bond, Indiana Jones and a bit Cthulhu.
My question is how best to deal with sanity? I Had three Idea; 1) Roll against Intelligence, Damaging effects apply to intelligence This is like the knowledge is driving them insane. 2) Roll against Intelligence, then against HT. More like what they have seen provides such a shock that it could actually cause heart attacks and seizures etc 3)Roll against Intelligence, Damage to FP This would be that what they see is so damning to their reality that it actually drains their will to carry on and do things. I had thought about giving Disads ( no points awarded) to the players, but it seems like a lot of work remembering that. What does a more seasoned player think? |
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#2 |
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Aluminated
Join Date: Feb 2005
Location: East of the moon, west of the stars, close to buses and shopping
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Have you looked at the Fright Check rules?
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I've been making pointlessly shiny things, and I've got some gaming-related stuff as well as 3d printing designs. Buy my Warehouse 23 stuff, dammit! |
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#3 |
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Night Watchman
Join Date: Oct 2010
Location: Cambridge, UK
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The Fright Check rules on p360-1 of the Basic Set are the place to start. GURPS Horror has mechanics for dealing with insidious corruption eating away at the characters' sanity.
GURPS Screampunk is specifically about gothic horror in steampunk settings. It's somewhat obsolete, since it's for third edition, but it's only $2.99, available as PDF here. |
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#4 |
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Join Date: Sep 2014
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Cheers guys, Think i'll invest in Horror cause fright check isn't really cutting it.
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#5 |
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Night Watchman
Join Date: Oct 2010
Location: Cambridge, UK
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#6 |
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Join Date: Sep 2014
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Fright check has a very random nature, I'm looking more for a cumulative feeling rather than a series of random bout of fear induced events.
More like everything they see that they fail a check to will add X amounts of points to their totals, and then at certain levels other effects would take place. Slow descent into madness, not instant coma from first failure. |
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#7 | |
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Join Date: May 2013
Location: Ellicott City, MD
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#8 |
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Join Date: Sep 2004
Location: Montréal, Québec
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I suspect he wants the progressive effect of Sanity rules that Fright Checks just don't offer.
At any rate, not IQ, Will - and use the optional rule that Will is bought from 10, so your high IQ characters don't get this for free. Give everyone an extra 10 points to compensate (but tell them you'll expect Will 12 as a base, obviously). I own but haven't read Horror, so I don't know how that will solve your issues - although I suspect it'll be pretty neat. |
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#9 | |
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Join Date: Jun 2006
Location: Portsmouth, VA, USA
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Quote:
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#10 | |
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Join Date: May 2011
Location: Falls Church, VA
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Quote:
I've been successfully avoiding that, on the theory I already have enough time sinks and security holes in my life as it is. |
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