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!sRWmX4fA1c 12/14/10(Tue)11:01 No.13149413FREAK OUTS: The nature of the Freak Out is governed by the Bag of Madness. prior to play each player should prepare 5 slips with a different skill listed on one side and a very general category of item or people on the other. Examples would include
Women, Dogs, Candy, Strangers, and Coins. You may also include one specific choice, for example The Illuminati, or Leonardo di Caprio. These should not be discussed with other
players, and should be handed to the referee, who will inspect them. If they are acceptable, they will be placed in the communal Bag.
When a player Freaks Out, they simply draw 2 items from the bag. the first is the skill it affects, and the second is the basic nature of the abnormal thought.
The strength of the freak out is govererned by the level of failure.
-PSYCHOTIC BREAK This occurs if the player missed their check by only 1 point. This would mean the most possible extreme reaction to the sudden mental abberation. It lasts the entire day, until
they get a full night's sleep. For example, if someone has a DC of 8 and rolls 9, then draws Paranoia & Obsession : Women they will most likely severely harm a woman at the
very next opportunity, and keep doing so until they come and take you away (or get some much-needed rest.) In this particular example, you could still make a conscious choice
to avoid the object of your madness, but this is not always possible. This adds 3 to your tally for that skill. |