Eclipse Phase

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Wie das RPG des selben Namen, jedoch durch GURPS Transhuman Space beeinflusst. Ein Hard-Sci Fi Setting, das definierenste Charakteristikum ist, dass die PC eher ein Bewusst sein sind, und die Körper wechseln können. Dies bedingt grosse Veränderungen an den Standart GURPS Regeln.

Player Characters

Your body is disposable. If it gets old, sick, or too heavily damaged, you can digitize your consciousness and download into a new one. The process isn’t cheap or easy, but it does guarantee you effective immortality— as long as you remember to back yourself up and don’t go insane. The term morph is used to describe any type of form your mind inhabits, whether a vatgrown clone sleeve, a synthetic robotic shell, a partbio/ part-synthetic “pod,” or even the purely electronic software state of an infomorph.

Der Charakter wird in zweigeteilt. Das permanente, bleibende Element des PC ist das sogenannte Ego. Das Ego ist euer Geist, eure Personlichkeit. Mit allen Erinnerungen, Wissen und Fähigkeiten. Der Morph ist das wechselnde Element, die Schale. Dieser Körper definiert die phyischen Fähigkeiten des Charakters.

Deshalb generiert der Spieler in erster Linien ein Ego und schlüpft in die Morphs die er sich leisten kann.

Ego

Das Ego wird mit folgenden Werten abgebildet:

IQ

[10/level]

IQ kostet "nur" noch 10 CP pro Level, dafür wird Will und Per nicht mehr davon abgeleitet. Und die Interactionsskills die von IQ abgeleitet wurden, werden jetzt dem neuen Attribut Charisma (Cha) zugeordnet.

Will

[5/level]

Will wird viel wichtiger. Ersten wird die Anzahl Stress- und Derangementpunkte durch Will bestimmt, zweitens werden alle Würfe um diese Punkte wieder zu füllen gegen Will gerollt. 

Per

[5/level]

Basic Speed wird neu durch Perception bestimmt. Perception / 2 Basic Speed. Achtung: Move wird vom Morph bestimmt und leitet sich nicht von Basic Speed ab!

Cha

[5/level]

Folgende Skills defaulten neu anstatt von Intelligence von Charisma: Acting, Carousing, Diplomacy, Fast-Talk, Fortune-Telling, Leadership, Merchant, Panhandling, Public Speaking, Savoir-Faire, Sex Appeal, Streetwise

 

 

 

STRESS AND DERANGEMENT

 

In some horror, especially horror dealing with Things Man Was Not Meant To Know, certain frights can blast the sanity from those who behold (or discover) them. The Thing simply cannot exist – the mortal mind cannot perceive it and remain sane. Without going the full Lovecraft, a horror campaign might still posit a difference between simple terror and adrenaline shock, and madness-inducing visions and experiences. One way to draw this distinction is to separate Fright Checks into two categories: ordinary Fright Checks, which cause Stress, and Sanity-Blasting Fright Checks,which cause Derangement.

 

In this model, failing an ordinary Fright Check causes the effects on the Fright Check Table and adds -1 to Stress – or -3 on a critical failure. Sanity-Blasting Fright Checks work similarly, but worsen Derangement instead of Stress. The victim has a cumulative penalty to all Fright Checks

equal to current (Stress + Derangement)/2, rounded against him. Unforgiving cosmic horror games with truly sanityblasting stimuli may halve only the Stress penalty!

 

While Stress and Derangement are averaged for Fright Checks, record them separately – they work differently in other respects.

 

Stress

 

Stress represents temporary jitters caused by being startled. It’s shed at the rate of -1 per 10 minutes spent in mental relaxation, defined as any situation in which +4 or better for “routine tasks” (p. B345) would apply, from target shooting to a Sunday drive. Much as a meal while resting restores one extra FP, the GM may rule that certain indulgences (brandy, massage, sex, etc.) erase an extra point of Stress.

 

The GM is welcome to apply Stress penalties not only to Fright Checks, but also to self-control rolls (thus, Stress can make Bad Temper flare or turn a drink into a binge), to skill rolls that demand a steady hand (e.g., Explosives and Surgery), and even to HT rolls for sexual performance, resisting minor ailments, etc. Individuals with Fearlessness canapply its bonus to negate this penalty, but Fearlessness can only give a net bonus on a genuine Fright Check.

 

Stress Limit: A character’s Stress limit is -Will (e.g., -11 for Will 11). After that, convert further Stress gains directly into Derangement.

 

Derangement

 

Derangement represents lasting mental harm resulting from Sanity-Blasting Fright Checks, excessive Stress, or (depending on the campaign) bad drugs, sentient brain parasites, malevolent magic, and evil experiments. At the end of any day that brings no new Stress or Derangement, someone with Derangement may roll against Will, with success meaning he sheds -1 in Derangement penalties. The care of a proper therapist with Psychology (Clinical) or Physician (Psychiatric) at 12+ gives +1 to this roll – and the therapist can roll against his skill once a day to erase another-1 in Derangement.

 

The GM may apply Derangement as a penalty to Influence rolls as well as to Fright Checks. It’s easy enough to pass as sane when just sitting around (explaining why there’s no reaction penalty), but a loose grip on reality is harder to hide when actively trying to manipulate others. Derangement also penalizes any roll required to establish sanity; e.g., before a judge or when interviewing to leave the madhouse. Fearlessness never offsets Derangement!

 

Derangement Limit:A character’s Derangement limit is also -Will. After that, convert further Derangement into permanent mental disadvantage points