Albedo Box Set
Albedo Box Set
Albedo Box Set
Page 10
m).
loves
Dornthantiil)
No change
+I
1D2
+I- 1D3
+I
2D3
-
DRM's:
Stability = 0 to 5: +3
Stability = 6 to 8: +2
Stability = 9 to 11: +1
Stability = 12 to 13: 0
Stability = 14 to 15: -1
Testing vs a minor event: -2
Testing vs major event: +3
Major ernotlonal events: Certain crises may
trigger far greater changes to tielantipathy
experience levels than stated above (such as
discovering that your lover is not quite the
wholesome, upstanding person you thought they
were). In such cases, double the character's
experience changes resulting from the tielantipathy
experience roll.
To simulate the emotional confusion caused by nasty
revelations, the umpire may decide to see-saw ties,
antipathies and self image up and down several times
before reaching a final result.
FAVOURS:
When a character approaches an N.P.C. to request a
favour, the N.P.C.'s tie strength with the the
character may be used to determine whether or not
the favour will be granted. Roll the N.P.C.'s tie
strength with the character vs the difficulty of the
favour, a successful roll meaning that the favour is
granted:
levels of favQuLS;
Very simple favour (often expected as a social
nicety): 2
Minor favour (no real trouble to perform): 5
Major favour (definitely inconvenient to perform):
10
difficult or dangerous favour: 20
The above system may also be used to check for
spontaneous actions which might be performed by an
N.P.C. Non player characters who have formed a good
impression of a player character might do favours
for the player character entirely by their own
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initiative (ie offers of assistance, "carry your bags,
ma'am?" etc). Likewise, N.P.C.'s who have a dislike
of the player character might perform actions of
spite (such as referring troublesome inquiries over
to the player character, or starting an unpleasant
rumor). Very minor unpleasantness is given a
difficulty number of 2, minor unpleasantness 5,
major unpleasantness 10 and really overwhelmingly
nasty behavior has a difficulty level of 20. The
umpire will have to conceive of possible favours or
spiteful acts which might be performed, and quietly
check to see whether they are carried out by the
game's N.P.C.'s.
Favours will have increased chances of being granted
if an N.P.C. realizes that they are important to the
player character. In situations where the favour, if
granted, will result in preventing the death or injury
of a person with whom the N.P,C. has no feelings of
antipathy, drop the favour's difficulty level by 5
points.
Favours or tests of friendship will sometimes
require a person to go against their disposition,
causing a certain amount of internal conflict. To
simulate this, substitute the strength of the N.P.C.'s
disposition for the normal favour difficulty level. If
the favour roll failed, then the character's natural
disposition wins over its feelings of friendship, and
the favour is refused.
These sort of tests are optional for player characters,
since it is really up to the controlling player to
determine whether its self image is best sewed by
assisting the character's friend, or by remaining
true to its disposition.
SELF IMAGEIEGO:
The final aspect of psychology which these rules will
attempt to 'simulate is the-self image or ego of
individual characters. The ego rules provide the
means through which the disposition and tie1
antipathy rules come firmly into play.
Each character is given a SELF IMAGE rating, which
is used to assess the character's confidence,
independence and general happiness with his or
herself as a person. A character's starting self image
score will be equal to its
characteristic. In
many inter-personal skills, the character's current
SELF IMAGE is averaged with the skill governor when
determining the character's skill ability. The skills
which are thus effected by the character's self image
are as follows: