Post by Doctor X on Sept 10, 2014 9:11:23 GMT
Last of My Kind as it's written in the rulebook works well, however, we've seen it take hold of the Doctor in much darker ways than a simple -2 to anything but combat. (It might also work for those occasional last members of alien species who end up preferring to die rather than accept the Doctor's assistance.) Here's my thought on how those moments would work in game:
Left too long on their own, the character may develop the Major Bad version of this trait. As a Major Bad Trait, the character makes reckless, foolhardy decisions simply because there is no one left to tell them otherwise. He may abandon any Code of Conduct and Empathic traits he may have, and become Selfish or Impulsive or develop a Major Obsession with the task at hand, to the point of sacrificing his own life or others' to accomplish it.
If a fellow PC or a friendly NPC is able to communicate with the character, they may attempt to stop them by engaging the character in a Social Conflict. This is a special conflict where the affected character is at a -2 and may not use Argumentative or Indomitable to resist. (Deep down, he doesn't really WANT to do whatever horrible thing he's about to do and really DOES need someone to talk him out of it.) Whoever wins the conflict, both sides immediately fully heal to whatever levels their attributes were before the conflict began. Either the afflicted character is back to themselves or the friend is free to try again or apply a more direct method (a club to the back of the head usually works well) to stop them.
Any lingering effects to either character afterwards should be role-played out but things will quickly go back to normal. However, depending on the circumstances, the afflicted character may end up with an Owes Favor Bad Trait towards their friend (Minor or Major should be agreed upon by the GM and all parties involved.). Or if the friend ultimately fails and the character goes through with their plan, the guilt of being unable to save them may result in acquiring the Major Unadventurous Trait.
Left too long on their own, the character may develop the Major Bad version of this trait. As a Major Bad Trait, the character makes reckless, foolhardy decisions simply because there is no one left to tell them otherwise. He may abandon any Code of Conduct and Empathic traits he may have, and become Selfish or Impulsive or develop a Major Obsession with the task at hand, to the point of sacrificing his own life or others' to accomplish it.
If a fellow PC or a friendly NPC is able to communicate with the character, they may attempt to stop them by engaging the character in a Social Conflict. This is a special conflict where the affected character is at a -2 and may not use Argumentative or Indomitable to resist. (Deep down, he doesn't really WANT to do whatever horrible thing he's about to do and really DOES need someone to talk him out of it.) Whoever wins the conflict, both sides immediately fully heal to whatever levels their attributes were before the conflict began. Either the afflicted character is back to themselves or the friend is free to try again or apply a more direct method (a club to the back of the head usually works well) to stop them.
Any lingering effects to either character afterwards should be role-played out but things will quickly go back to normal. However, depending on the circumstances, the afflicted character may end up with an Owes Favor Bad Trait towards their friend (Minor or Major should be agreed upon by the GM and all parties involved.). Or if the friend ultimately fails and the character goes through with their plan, the guilt of being unable to save them may result in acquiring the Major Unadventurous Trait.