20.12.2023 Views

The Old World: Grim and Perilous

Create successful ePaper yourself

Turn your PDF publications into a flip-book with our unique Google optimized e-Paper software.

Sanity

The gradual descent into madness is just one

more peril that adventurers must confront.

The Old World is fraught with danger, where

terrifying events and encounters with unnatural

beings place great strain on the minds of

those brave enough to explore its depths.

Treating these mental traumas presents a

unique challenge. Left unaddressed, they

worsen over time, gnawing at the sanity of

even the hardiest indivduals, and seeking help

can be just as perilous. In a world where reality

blurs with the influence of Chaos, distinguishing

between genuine trauma and insidious

forces is a daunting task. Well-intentioned

treatments may inadvertently worsen the affliction,

as healers and scholars grapple with

the intricate connection between mental anguish

and the malevolent powers.

These rules are relevant when a character undergoes

mental trauma, usually stemming

from a fear check resolution. However, at

GM's discretion, trauma may be applied when

a character undergoes a particularly stressful

encounter that results in them exceeding

their strain threshold and falling unconscious.

In this case the exact trauma should relate in

some way to what caused the strain and to the

intensity of the encounter.

When a character experiences a mental trauma

for the first time, select one of the tier

traumas from Table -: Mental Traumas and

apply its effects. If the character suffers from

another mental trauma while still dealing with

the previous one, apply tier trauma effects

alongside the existing ones, symbolizing their

deteriorating mental state. Continue this process

up to tier trauma.

GM and the player should determine the specifics

of the character's trauma, based on the

triggering encounter, and incorporate it into

their roleplaying. These traumas should serve

as both roleplaying prompts and mechanical

effects. For example, 'obsession' might manifest

as mania or addiction to cope with traumatic

events. While the mechanical effects

remain the same, they provide diverse roleplaying

opportunities based on the character's

unique experience.

Table 6-1: Mental Traumas

Tier Severity Trauma Impact on the character

Obsession

You can spend h and d that the character generates to represent an obsession

affecting their ability to interact with the environment.

• hh Add j to the character's social skill checks for the remainder of the

encounter.

• d Increase the difficulty of all of the character's social skill checks by one for the

remainder of the encounter.

Insomnia

A full night's rest (see Recovering from Strain, page Genesys Core Rulebook)

removes only half of the strain the character has suffered (rounding up).

Depression

You can spend h and d that the character generates to represent their depression

affecting their ability to interact with the environment.

hh or d: For the remainder of the encounter, the character suffers strain every

time they perform an action.

Phobia

Neurosis

Psychosis

The character gains a new Fear motivation relating to the circumstances that led to

the fear check.

Whenever the character suffers strain for any reason (volountarily or

involountarilly), they suffer additional strain.

You can spend d that the character generates to represent their delusion affecting

their ability to interact with the environment. For the rest of the encounter or scene,

the character firmly believes something imaginary is true. They may talk to people

who don't exist or believe that one of their allies is, in fact, their greatest enemy.

Broken

Mind

The character's strain threshold is halved (rounding up).

Catatonia The character is incapacitated until this trauma is healed.

Chapter 6: Weakness of Flesh, Frailty of Mind 133

Hooray! Your file is uploaded and ready to be published.

Saved successfully!

Ooh no, something went wrong!