[New Trait] - Regenerative Dissonance
Oct 20, 2023 8:16:11 GMT
misterharry, Catsmate, and 2 more like this
Post by secondattemps on Oct 20, 2023 8:16:11 GMT
A while back for a Adversary of one of my campaigns seasons, I went with the idea that they suffered from Regenerative Dissonance. However, I felt that such a condition 100% needed a trait, and so I decided to make one. Its a rather lengthy trait, so I apologise in advance for the post length.
Regenerative Dissonance (Special Bad)
Requirements: Time Lord Experienced
The Time Lord suffers from a psychological ailment known as Regenerative Dissonance, where the personalities and voices of their past selves remain active in their head post regeneration. An extremely rare illness, Regenerative Dissonance is poorly understood in how it manifests and how it actually functions. Some speculate that the previous incarnations heard within the Time Lords mind are filtered through the current personas interpretation of them, while others have proposed that they are the previous incarnations remaining fully active within the Time Lords mind. The fact that the previous incarnations are able to exert just as much influence over the current body of the Time Lord as the present personality does not provide evidence for either of these theories, much to the annoyance of many a Time Lord scholar.
Regardless of its true nature, Regenerative Dissonance is an incredibly stressful condition to suffer from, with most time lords that experience it refusing to regenerate past their third or fourth incarnations, unable to carry on with all of the "voices in their head". It is known that wearing a device known as a Neural Inhibitor allows those with Regenerative Dissonance to maintain control over the personalities in their mind, essentially locking them away safely while still providing access for the current incarnation if needed.
Effects: Regenerative Dissonance is a Special Bad trait available only for time lords, and is only available with GM permission. At the same time the Trait may not suddenly be developed upon a Time Lords first regeneration without the players express permission beforehand. The Time Lord must have regenerated at least once to take this trait.
When taken, The Time Lord is able to access the attributes, skills and traits of their previous incarnations for free at any time, but must make a DC 21 Ingenuity + Resolve roll daily using their current bodies stats to stop themselves going insane from their fractured psyche. The difficulty for this roll increases by 1 for each subsequent regeneration as another psyche is thrown atop the time lords fracturing mind. Failing this roll will fill the Time Lord with a desire for permanent death until they are knocked out and left to "cool down" for a day. This trait returns 4 Story Points, or returns 1 Story Point if the Time Lord starts with a Neural Inhibitor which prevents the need for the Ingenuity + Resolve roll while active.
Requirements: Time Lord Experienced
The Time Lord suffers from a psychological ailment known as Regenerative Dissonance, where the personalities and voices of their past selves remain active in their head post regeneration. An extremely rare illness, Regenerative Dissonance is poorly understood in how it manifests and how it actually functions. Some speculate that the previous incarnations heard within the Time Lords mind are filtered through the current personas interpretation of them, while others have proposed that they are the previous incarnations remaining fully active within the Time Lords mind. The fact that the previous incarnations are able to exert just as much influence over the current body of the Time Lord as the present personality does not provide evidence for either of these theories, much to the annoyance of many a Time Lord scholar.
Regardless of its true nature, Regenerative Dissonance is an incredibly stressful condition to suffer from, with most time lords that experience it refusing to regenerate past their third or fourth incarnations, unable to carry on with all of the "voices in their head". It is known that wearing a device known as a Neural Inhibitor allows those with Regenerative Dissonance to maintain control over the personalities in their mind, essentially locking them away safely while still providing access for the current incarnation if needed.
Effects: Regenerative Dissonance is a Special Bad trait available only for time lords, and is only available with GM permission. At the same time the Trait may not suddenly be developed upon a Time Lords first regeneration without the players express permission beforehand. The Time Lord must have regenerated at least once to take this trait.
When taken, The Time Lord is able to access the attributes, skills and traits of their previous incarnations for free at any time, but must make a DC 21 Ingenuity + Resolve roll daily using their current bodies stats to stop themselves going insane from their fractured psyche. The difficulty for this roll increases by 1 for each subsequent regeneration as another psyche is thrown atop the time lords fracturing mind. Failing this roll will fill the Time Lord with a desire for permanent death until they are knocked out and left to "cool down" for a day. This trait returns 4 Story Points, or returns 1 Story Point if the Time Lord starts with a Neural Inhibitor which prevents the need for the Ingenuity + Resolve roll while active.