Welcome! These forums will be deactivated by the end of this year. The conversation continues in a new morph over on Discord! Please join us there for a more active conversation and the occasional opportunity to ask developers questions directly! Go to the PS+ Discord Server.

Hardened Hearts: Expanded Sanity Rules

8 posts / 0 new
Last post
Zoombie Zoombie's picture
Hardened Hearts: Expanded Sanity Rules
I love the sanity rules...but they do feel a little bit mushy. I have some ideas on ways to expand them. Here they are! (I was inspired by Unknown Armies) Stress points represent shocks, both intense and small. When you get a heap of them at once, you get a Trauma. Traumas last for 1d10/2 hours, as it is in the base rules. The wrinkle goes in here. Stress points come from five kinds of 'horror', or source stresses. Existential: This is horror of the self. It comes from uploading, downloading, forking, or various other manipulations of the self. Species: This is the horror of the future. It comes from realization of just how fragile transhumanity's grasp on their future is, or from mass deaths temporary deaths, or any permanent deaths. Alien: This is the horror of the unknown. It comes from seeing exhumans, exurgance, aliens, and psi slights. Anything that is unnatural or horrifying due to it's inhumanity. Violence: This is the visceral thrill of fear that comes from being shot at, hit, or put in danger. For most transhumans, it is something they are all too familiar with. Brink: This is the horror of being alone. It can come from long isolation at the edge of the solar system, being stranded on a distant planet, or even being friendless and isolated in a society. Each Source of Stress has a Hardness Rating. Your Hardness is equal to 0, but it can be raised by your Trauma Threshold every time you Harden your mind to a Source of Stress. Inuring yourself against a Source requires you to have a trauma inflicted on you, and for you to succeed a WILLx3 roll once the trauma has passed. For every 10 MOS, you gain +1 to your Hardness. MOF is not used. A critical success means that you have internalized your issues. Your newfound self understanding heals your lucidity by 1d10/2 stress points. A critical failure means that you have become phobic to this source of stress. The next time you gain stress points from it, you take +1 stress points. Hardness has an advantage: It subtracts Stress Points that come from that Source. Example: Tia has spent years in a brinker station. She's used to being alone for long periods of time with only her muse and her music. She has 8 hardness in Brink. Her character is later interrogated by being immersed in a sensory deprivation simulspace for a few hours of accelerated time. The GM determines that she takes 2d10 stress points from the agonizing isolation. He rolls 12, but her hardness reduces that by 8, bringing her stress points down to 4. She is rattled, but still thinking clear. Hardness has a disadvantage. For every degree of hardness (how many times you can divide your Hardness by your Trauma Threshold), you become...different. Flinty hearted. Disconnected with your humanity. At higher levels, the GM could give a -10 penalty to interactions with other humans. You may also gain a Degree of Hardness by spending 10 CP during character creation, or taking a mental disorder. If you have as many Degrees of Hardness as your Trauma Threshold, then you gain - on top of your already existing mental disorders caused by your exposure to horrors - the mental disorder of Sociopath. You can remove a Degree of Hardness through psycho-surgery or psychotherapy. Treat the hardness as stress points for the purposes of removal. What do you guys think? Too complex? Not complex enough?
Decivre Decivre's picture
Re: Hardened Hearts: Expanded Sanity Rules
One thing I do love of your system is the "stress sources". One of the biggest flaws in the currently existing mental hardening rules is that it asks you to keep track of how many times you resist a traumatic event, but doesn't really tell you how to fit each traumatic event into any categories. I usually just placed them into three categories based on type: madness (anything that challenges your understanding of reality; TITANs and their abilities), horror (viscera, murder, horrific things) and suffering (any sort of torture, isolation, or abuse that could cause mental stress). Yours is similar with more categories. I also did the same thing as you with the interactions penalty. I actually completely replaced the moxie loss with that penalty (moxie loss didn't make sense to me... apparently, total sociopaths in Eclipse Phase don't have any luck). However, the hardness reduction on stress damage is an interesting alteration. I granted a +10 modifier to future resist rolls on that particular type of event, instead. One thing that I did in my games is that I created psychiatric medication that could counteract a lot of the effects of madness in Eclipse Phase. I have one medication that allows a character to heal 1d10 points of stress a week (faster than natural, slower than psychotherapy), a mental relaxant that allows someone to eliminate a derangement within an hour (the trauma stays), and a series of medications that can allow a character to completely ignore the effects of one disorder so long as they are using it (3 doses a day needed to stay effective). All of these medications are potentially addictive, which is probably the biggest drawback.
Transhumans will one day be the Luddites of the posthuman age. [url=http://bit.ly/2p3wk7c]Help me get my gaming fix, if you want.[/url]
Gee4orce Gee4orce's picture
Re: Hardened Hearts: Expanded Sanity Rules
I like this, but then I like Unknown Armies too :) UA has 'failed' notches as well as hardened, which adds another dimension that really helps characters feel like they are on the edge. You can be both hardened to something and yet deeply affected by it…I would have a slightly different approach, as follows (incorporating the current rules): Each Source has a hardness rating, and a failed rating (denoted as x/y, et 3/1). Each time you receive stress from a source, you reduce it by your Hardness rating (Hardness is like armour against mental stress). Reduce lucidity by the resulting value. If the amount of stress received in one roll is greater than your Trauma Threshold, you receive a Trauma and are -10 to all actions. Roll WIL x 10, with a -10 penalty for every Failed point you have for this Source : if you succeed you receive +1 Hardness for this Source. If you fail, you receive derangements as per the rules on p.209. If you fail critically, you gain a Failed point for this Source. Derangements are stepped up by the number of Failed points you have (Minor, Moderate, Major, Disorder). Someone with 4 Failed points therefore does straight in with a Disorder ! If your Lucidity is reduced to 0 then you gain a Failed point for whatever Source pushed you over the edge. Also, you now either Fight (freak out, attack), Flight (run away), or Freeze (catatonic) - If you have more Hardened than Failed, you Fight. If you have more Failed than Hardened, you Flee, otherwise you Freeze (or if you prefer, just determine the reaction randomly or by GM fiat). eg. Bill has Violence: 3/2, and witnesses some brutal violence which inflicts 12 Violence Stress. This is reduced to 9 by his hardness, but still exceeds his Trauma Threshold. He rolls against WIL of 15. (15 x 3) - (2 x 10) = 25. He fails, and receives a Derangement. Because he has 2 Failed points, his disorder is stepped up two levels to a Major Derangement. This means that Hardened characters are able to tough it out - they just receive less stress from an event. Characters who have previously reacted badly (Failed points) are that much more vulnerable to freaking out again in the future. And then you have the complex characters who are both hardened but susceptible - the war vet who doesn't filch when the shots start firing, but when the stress really gets too much is in danger of freaking out BIG TIME.
Zoombie Zoombie's picture
Re: Hardened Hearts: Expanded Sanity Rules
I'm thinking of removing "Species" horror...it seems a bit redundant with Violence. What do you guys think?
Decivre Decivre's picture
Re: Hardened Hearts: Expanded Sanity Rules
Zoombie wrote:
I'm thinking of removing "Species" horror...it seems a bit redundant with Violence. What do you guys think?
That, or "species" should become "violence", and "violence" should become "fear". The violence category you already have is more about the fear of dying, and the rush one gets in such a scenario. On the other hand, the species category is more about seeing the horrors of violence than anything.
Transhumans will one day be the Luddites of the posthuman age. [url=http://bit.ly/2p3wk7c]Help me get my gaming fix, if you want.[/url]
The_Ren The_Ren's picture
Re: Hardened Hearts: Expanded Sanity Rules
Speaking from personal experience when something overcomes the hardened ego it actually does more damage simply from the shock of the fact that it overcame the hardening. At least at higher levels of hardening. I would say that for every two levels of hardening you get you reduce the necessary tier for a psychic disorder by one. Also medicating can really fuck with people who are hardened. For instance should one close themselves off from emotions, then take a stabilizing drug it tends to significantly reduce the resistance to emotional outbursts while leaving the softer ones blocked off. This is simply personal observations and may not be backed up by the bulk of the population. Otherwise i do like the idea of hardening of emotional state based on repeat experience.
Quincey Forder Quincey Forder's picture
Re: Hardened Hearts: Expanded Sanity Rules
I think that would work great as ego trait with a double score one for the hardened and one for the accumulating Failing example: Hardened (Fear): 8/2 Hardened (Violence): 6/4 on the Failing points, I think they should be added when the player rolls a critical, either success or failure, on their Will test. Also, what about this application of Failings: When the Failing reach the trauma threshold, next time the character is exposed to the situation linked to that stress source, they'll be catatonic, frozen in place and unable to act for (failing score) number of initiative. example:
Spoiler: Highlight to view
Babs was an active sentinel for Firewall's cell G0th@m, until she was shot in her very home by a dangerous maniac. that made her Failing score in that source match her TT. Spending the next several years as informorph hacker for another cell, she recently resleeved in the same morph, since then vat healed and rejoined her original cell on the field. But as she was going after a bio-conservative ego hunter hard set against post-death resleeving, she was to question the only living witness of that ego-hunter maniac, in presence of a Martian Ranger. Said maniac of course came after the witness and came face to face with Babs, and aimed at her with a gun, the exact same one as her aggressor. Gail, the GM, decides that the situation is a good enough reminder and Babs finds herself frozen in place, and unable to act as the maniac rips the witness' cortical stack and escape. Now it's the ranger who's taking aim at Babs, accusing her of letting the maniac kill their only witness! and yup, that's a reference to the New 52's Batgirl, and Gail is of course an allusion to fans-favorite Gail Simone
[center] Q U I N C E Y ^_*_^ F O R D E R [/center] Remember The Cant! [img]http://tinyurl.com/h8azy78[/img] [img]http://i249.photobucket.com/albums/gg205/tachistarfire/theeye_fanzine_us...
The_Ren The_Ren's picture
Re: Hardened Hearts: Expanded Sanity Rules
I have a few points I would like to make at this juncture. First off is that all of the listed types (existential, species, alien, violence and brink(or however they get named)) all fall under what one could call Fears. They all are things that in their descriptions use “the Horror” or “Fear” and can therefore be classified as fears or primal terrors. From this I would point out that Violence can also be taken as indoctrination and becoming accustomed to said violence. No emotional response required. Much as people blame American TV and Hollywood of causing in Americans is a complete irresponsible disregard of violence thus perpetuating it. People see violence, are a part of violence, so much that they eventually become inured to it and have No Fear of it because they perpetuate it without thought or compunction. These people would be so hardened of heart that they can murder someone in their sleep with no emotional backlash. Finally I wonder how hardening would be used in conjunction with Psi? Would it act as Psi shield for dummies(EG: non-initiated/Non-psi)? Just an as is translation (say The_Ren had 10/2 hardening vs. fear and somebody uses Psi Attack would that give a base 10 psi shield? Even if he had no psi of his own?), or would it add to psi shield if you used it (making The_Ren who’s will is 15 gaining a psi shield of 3 which adds to his 10 hardness making it a 13 at the end?)? But only allow the combining happen if it is for a fear based attack? (such as if the attack was Drive Emotion based on fear? Or the Exsurgent Psi-Gamma of Scenario which would be exploiting fear at the time?)