quote:
Cyber implants and plastic surgery don't directly lead to sin or harm the soul like in Fading Suns, but they do lead to Temptation. Yes, I need Temptation game mechanic quick.
Grandmaster Cain:
Are you familiar with Shadowrun or Call of Cthulhu?
Only slightly. I knew they had sanity mechanic, but not how it works.
Grandmaster Cain:
Shadowrun uses the Essence mechanic, which basically represents how much tampering a human body can take before dying.
I was looking for something like that. However, I'd leave a space for (1)
a roll to decide how severe the effect of each individual tampering (Cyberpunk 2020 uses this approach) and (2) the result of too much tampering would be
damnation rather than death. Keeping an religious overtone is paramount for this game.
Grandmaster Cain:
The steampunk and horror implants in that setting reduce your Reason, although there's ways of getting it back up.
I'd be curious to know how one regains Reason.
Grandmaster Cain:
If you fail on that roll, you then get to roll randomly for an effect.
NWoD has the derangement mechanic and I'm thinking about adjusting it for the needs of my game. I was thinking something along the line of rolling the temptation rating and should it turns up more than one success, than one needs that many successes on humanity (or whatever) roll to resist humanity loss and/or gaining derangement.
Tycho:
Another option is something similar to FATE. Just offer them XP to do whatever it is their character would be "tempted" to do, and/or make them pay XP to resist the temptation. If there's one thing that gamers can't resist, it's XP (followed closely by loot).
I personally detest GM favoritism and as a point of principle award with experience attending only. Good roleplaying and anything else that requires my judgement is awarded only by doobies (Willpower/Fate/Inspiration whatever) and they cannot be converted to experience.
But using Willpower to resist the sin and sinning to recharge Willpower are both supported in nWoD and I'll be importing it to my game.