Re: Hounds on the Moor

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devonapple:
Quote from: Rustin on January 30, 2008, 01:57:59 PM

Your players have it right. Each Sanity situation would have different dice assignments. Big nasties have big nasty dice stacks. You could even break it down into sub-traits, with the goal of increasing the horrific atmosphere.

One thing would be to give monsters/Mythos creatures 'Blasphemous Traits' (or, in the case of nonspecific monsters which aren't given traits, to simply say "this raise is intended to freak you out"), which can cause Sanity Fallout if they are involved in making a character Take The Blow, while simple physical traits cause regular Fallout (injury, disadvantages, etc.) if a character is forced to Take The Blow. 

So at the end of a Conflict, the player might be rolling two sets of Fallout Dice: one for regular Fallout, and one for Sanity.

I think this might work great with the Monster in the "Afraid" game system, as some of their traits can easily be considered Mythos-worthy or supernatural enough to cause a Sanity check.

For instance, the Stakes are "do I escape this crazy Cultist"?:
1. My Cultist attacks you: Raise 8
2. You duck out of the way.  See 9.
3. You then swing with your baseball bat. Raise 7.
4. My Cultist Sees, Reversing the Blow with a single 7, as his chest opens to reveal a gigantic fanged maw, causing you to stop in mid-swing.
5. My Cultist then adds that 7 to a 4 for a total Raise of 11, as his gigantic maw slavers and babbles in an incomprehensible patter: this is considered a Sanity-Threatening Raise, as its intent was to freak out the opponent.
6. You are forced to Take the Blow when you have to scrape together four dice to See; because it was a Sanity-Threatening Raise which caused you to Take the Blow, you're rolling THIS four Fallout Dice on the Sanity table -- you Take the Blow by narrating your character stepping back, falling over himself, and gibbering.
7.  You narrate that you snap out of it, and bring in a particular Trait (like Mindless Violence) which gives you some more dice for your conflict.  You get up and swing low to sweep out the Cultist's legs (Raise 6).
8. The Cultist easily leaps over your bat (See 7)
9. The Cultist then lunges down to gnaw on your head (Raise 5)
10. You Take the Blow using three dice to See his Raise, but THESE three Fallout Dice are on the regular table.

Eventually, your dude is victorious, and then rolls Fallout Dice.  He rolls 4d6 on the Sanity Fallout Chart and 3d6 on the Fallout Chart.

How does that work for you?

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