Login :: Search :: Cart (0) :: Checkout  
Articles

Dementia-triggered Convictions
An optional rule for reducing Dementia.
Contributor: Precis IntermediaCreated: Apr 28, 2006Modified: Apr 28, 2006System: Active Exploits Diceless

 Grades Reduced  Conviction Rating 
 1  inclination 
 2  habit 
 3  commitment 
 4  compulsion 
An optional method for reducing a character’s dementia is to convert it into a conviction as a result of Post Traumatic Stress. The conviction should be related to the cause of the dementia (for example, being surrounded by deadly snakes might spark a fear of snakes). Dementia may not be reduced to less than one grade (sensitive). The rating of the conviction is determined by the number of grades that are restored (see table at right).
The new conviction, or more properly, the mental illness, can either be the focus of the current scene, taking priority over all other events, or manifest slowly, but in very obvious ways, often interfering with the tasks at hand. While the former method is the most obvious and shocking, the latter offers more in the realm of character development and roleplaying potential. It may also prove to be more interesting as the other players will most likely experience a revelation at a later time, realizing just how powerful the source of the shock really was. Recognizing the character’s patterns of behavior which lead to his illness only after it is too late can lead to their own dementia gain due to extreme guilt or depression. Such is life—a vicious cycle of cause and effect. Some ideas for useful convictions are listed below. Amnesia (Beliefs)
There eventually comes a point when the psyche becomes overwhelmed with harmful memories and impulses. In order to maintain a grasp on reality, the psyche either blocks access to or completely erases all traces of the source of turmoil. These are likely to be the memories associated with the events leading up to the onset of dementia. A character with amnesia will not be able to recall these events no matter the situation. Hypnosis may be able to uncover the memories, but this is likely to create even more problems (such as more dementia). Delusional (Beliefs)
A character with this illness simply believes (and experiences in his mind) that he is abducted by aliens on a regular basis, FBI agents have recruited him to conduct surveillance on suspected terrorists, or some other delusional situation. The director can either restrict this illness to one specific recurring delusion or allow the character to experience new and different ones every so often. Either way, this can be one terrifying experience not only for the one with the illness, but also for others around him. Paranoia (Beliefs)
A character with this mental illness is practically incapable of cooperating with others without suspicion and great care. He cannot turn his back on others or even walk down the street without waiting for a passer-by to attack. The character lacks trust and will be difficult to play. Only assign this mental illness when you are confident that the player controlling the character is capable of pulling it off. Anxiety (Fears)
A character with this mental illness is uneasy when attempting new tasks. This is a result of his past actions that seemed to bring only dire consequences. This affects any task or situation that the character has not previously experienced. Insecurity (Fears)
A character with this mental illness has come to the realization that if he ever speaks of the situation which caused his dementia, he will be institutionalized. Therefore, he never speaks about it to anyone—not even his closest friends and family. Phobia (Fears)
Phobias are what hold us back. Whatever event sent the character over the edge has managed to burn itself into his psyche. This affects events and situations which are even remotely connected to the cause of the dementia. Substance Abuse (Temptations)
It may not solve all problems, but at least it will numb them for awhile. Some characters turn to an addictive substance (alcohol, illegal or prescription drugs, etc.) in order to relax and try to forget all the horrible and irreconcilable images in his head. Rage (Triggers)
Some people lash out when frightened. The cause of a character’s dementia has buried deep into his psyche, but instead of causing fear, it creates an irrational loathing and desire for violence. This affects events and situations which are even remotely connected to the cause of the dementia.

Login :: Search :: Cart (0) :: Checkout  
SSL
  ©2001-2024 Precis Intermedia.