Trauma Points

Basics

The phenomenon previously known as Humanity Cost is now redefined and called Trauma, and measured in Trauma Points. Where something used to have a Humanity Cost (HC), it now has a Trauma Point Cost (TPC).

Not only xybernetics and the like give you Trauma, but you can also get TP from any kind of intensely negative experience, such as witnessing atrocities, having close encounters with death, taking a bad trip on drugs or anything else that might affect your mental stability.

Trauma restricts your maximum effective Empathy in the same way as HC previously did. Subtract your total TPs from 100, divide by 10 and drop any fractions. This number is your maximum effective Empathy. Adjust your Stat Bonus accordingly.

Some kinds of Trauma go deeper than others. Whenever you roll a d6 for TPC, 1 of the points rolled becomes permanent TPs. For d10, 2 points become permanent. (Do not reroll d10 results of 1. If the roll is lower than the minimum permanent TPC, simply bump the roll up to minimum permanent TPC.)

Therapy

Previously, therapy was generic and would typically relieve you of half of your HC. Under the new regime, however, therapy comes in many forms and flavors, and you recover from a number of points determined by a die roll, or the benevolence of your GM.

Just as with TP costs, therapy removes 1, d3, d6 or d10 TP depending on the quality and efficacy of the treatment. The number of dice rolled is determined by the time spent in treatment. The time needed per die rolled also varies with the therapeutic method. Therapy cannot, however, remove Permanent Trauma Points.

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