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Join Date: Nov 2004
Location: Niagara, Canada
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Setting Background: TL10, STL interstellar, no non-Terran-derved life more advanced than slime, no superscience save for power-generation and reactionless drives.
With all the resources available from UltraTech, BioTech, relevant Pyramids, and simply spending time training, how much saner than we'd consider normal can any individual get? (Similarly, how sane can /every/ member of a society get?) I know, I know, 'sanity' is one of those wiffley-wobbley words. Let's go with a definition along the lines of "able to participate in, and positively contribute to, society, even when things start to go wrong". And let's assume the "Stress and Derangement" rules from Horror are in play. As a first approximation, it looks like what I want is to maximize somebody's ability to succeed at Fright Checks, even when facing large penalties, either by maximizing the roll or negating such rolls entirely through Unfazeable (though I'm not sure that it's quite appropriate for this setting); maximizing treatment effects to cure Derangements and insanities; and grabbing a pile of Taboo Traits from BioTech to fend off some mental issues before they ever get started. For an example of training, I'm thinking along the lines of a program that lets participants buy Fearlessness up to level 20 (IIRC, the max level of attributes for regular humans), and then a graduate program to buy Will up to 20, and then (from Power-Ups 2 p21) a few levels of Special Exercises (Will) to be able to increase it above the usual cap. Are there any societal details that might help reinforce their members' sanity? Government-sponsored psychiatric care is obvious for any acute cases, but what might be available to nudge people away from developing acute cases in the first place?
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Thank you for your time, -- DataPacRat "Then again, maybe I'm wrong." |
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| Tags |
| horror, madness, tl10, ultratech |
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