[UA] Madness
Jeff Wikstrom
jeffwik at 333.org
Sat Feb 7 13:39:36 PST 2004
You know, you're right. Should have thought that through some more.
I guess what I'm really thinking about is this: IMUAC, my new one, we have an avatar of the Trickster with a mind of 70, an avatar of the Lady (whose abilities are still being ironed out) with a mind of 70, and an urbanomancer with a mind of IIRC 65. Because, basically, none of them want to go crazy.
Which is certainly a reasonable thing. You take a high Body if you want to be able to take a punch, a high speed if you want to be able to run away from things, and a high soul for magick powers; a high mind means resistance to psychosis and tendency towards sociopath. I guess I'll just do the straightforward thing, which is emphasize callousness.
They're all quite delicate though, so maybe after Mister Fuck-That-Noise beats them with a tire iron, they'll reconsider having Bodies and Speeds of 40.
--- Liam Routt <liam at routt.net> wrote:
Jeff Wikstrom wrote:
> What I’m thinking of first off is a “Resist Madness” Mind skill,
> calculated exactly like Initiative for Speed.
This still leaves you with almost no skill if you are low-mind (indeed,
by default *less* than the current system), which is what I thought you
wanted to avoid.
What I do (which only solves some of the problem) is only trigger the
gaining of notches on matches. You fail you still Flee, or whatever, but
you don't go insane after the fifth fail of a particular type.
Take care,
Liam
--
Liam Routt liam at routt.net
Darcsyde Productions http://www.darcsyde.org/
-- still waiting for the Absolute Destiny Apocalypse --
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