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Universally Shared Psychosis

Chapters

  1. The sunshine and gloom - Setting
  2. Chatting with insanity - Languages
  3. Coping strategies
  4. Delusional tendencies - New powers
  5. People to talk too and people to hit - Antagonists
  6. GM advice
  7. Back of the book - Blurb

The sunshine and gloom

They say the world around us is beautiful. The world around us is a nightmare. It just depends on how you view the world.

  • Thomas Hutchinson, Druid of the cardboard box found in an alley on 4th street

For normal mundane people the world isn't a fairy tale but most people can enjoy their life and appreciate the beauty in the world. Those with Universally Shared Psychosis (USP) see the real picture. How each day is a fight just to stay alive. How with their gift they must stop the darkness from seeping through into everyday life.

Those with USP are usually found on the fringes of society, their mind seemingly broken by conventional standards.

What is USP?

In order to understand Universally Shared Psychosis first we must understand its distant cousin, Shared Psychosis.

Shared Psychosis, refereed to in the psychology field as Folie a deaux. Meaning "Madness of two" in French. Is a psychological illness that occurs between two people that share a similar delusion. The couple in question are usually close and rely on each other. Generally speaking one of them is dominant and the other passive. When the dominant individual develops a psychological problem eventually over time the passive person starts to exhibit the same symptoms.

An example of this could be that the dominant subject truly believes that he had a less than comfortable experience with Aliens and to cope is now agoraphobic. His counterpart, being passive will stay in doors to comfort him and eventually start to become agoraphobic for the same reasons.

Removing the individual that is mentally competent away on many occasions will cure them of the symptoms they now have and they will return to a normal life. The other member of the couple will then proceed through normal psychological methods in order to help them understand their infliction.

  • An extract from the Journal of Psychology

USP is not entirely like most cases of Shared Psychosis and differs for the following reasons;

  1. All delusions recorded with suffers of Shared Psychosis are individual, some people may detail similar cases but they have their differences. Universally Shared Psychosis on the other hand is entirely the same delusion. Scientists are yet to find the reason for this but believe that it has to do with a common similarity in the environment that modifies their current mental state. The illness being drug endued has been ruled out.
  2. Suffers of Universally Shared Psychosis remain in the same psychological state even when they are removed from the rest of the group implying that they do not rely on someone else's symptoms to be triggered.

Chatting with insanity

Just because the players are crazy doesn't mean they can't communicate with languages used by regular people, it simply means they have a few more of there own. Most are a variant of gibberish but some you may see every so often and misinterpret them as not a complex form of communication.

These languages are fully intended to be complete nonsense built on how people that are completely insane may see the world. The crazy man in the street mumbling to himself maybe just using his native tongue and the girls chatting on the bus might be using so much slang that they aren't seen as talking in English. Do you have a friend that tries to use another language every time you go to a restaurant from a certain culture and is obviously talking nonsense to the waiter? That's now a language, you've just spoke Gibberish (Italian) for example.

All players start out with one language that is there natural language, if a player wants their character to talk in another tongue, which isn't uncommon. You will need to add a dice to the WIT skill Language. Each extra dice teaches them another language.

Gibberish

The main voice of insanity comes in the form of Gibberish. Although there are many variants of the language, each accent understands another.

For example someone speaking Gibberish(Chinese) can understand and converse with someone speaking Gibberish(Crazy).

The different accents of Gibberish are usually stereotypes of what other languages sound like but also involve general gibberish and made up languages.

Interpretive Dance

Not all information can be explained easily. For those that don't have a common tongue there is the possibility of using sign language or diagrams but nothing translates simpler that interpretive dance. There isn't many mediums to which urgency and understanding can be displayed so purely.

Nose Talk

The communication of fluffy rabbits... and rodents alike. As well as other animals that seem to talk through the movement of their noses.

This language breaks down barriers between mankind and the animals found around us. Many shadow walkers also use this as a means of communication due to its silence and the amount of knowledge the common rat knows about its surroundings.

It is also the the language of most wisps if they choose to communicate at all.

Street

Street isn't actually too far from Gibberish. The only difference is that it is one of the few language spoke by USP suffers that normal people can almost understand. Street is actually just extreme overuse of slang but can be very difficult to understand to other players that don't speak it.

This language is specialised so if your character speaks Street (Teenage Girl) and you want to talk with someone who is speaking Street(Leetspeak), you will also have to learn that language too.

Ultrasound

This language is so high pitched that only certain animals, such as dogs and those fluent in it can hear it. Realistically though it seems these people may just be really good a lip reading.


Coping strategies

Every once in awhile the shock of reality sinks back in and you realise what you life has become. There are many ways this can be handled but with the lack of professional support, people with USP usually rely on a particular way of coping. One that usually in the long run isn't good for them.

Players need to give their character one coping strategy. This can be anything the player wants but it should come with some negative drawback. Bellow is a list of suitable coping strategies for those suffering from USP.

Alcohol

You won't find your problems at the bottom of a bottle and that's why I drink. I wasn't looking for my problems in the first place.

  • Philip Ward, "Regular" at the King's Head

Alcohol, the nectar of the gods. At the bottom of a few pints your worries start to fade away and you start to feel invincible. Your judgement is inebriated and slowly you remember that this life is the price you pay for the honour of protecting mankind. Where as most would expect fame and fortune, you take the noble path.

Hallucinogens

One of the quickest ways to get back on the horse and escape from reality. Hallucinogens, usually a specific one, are what calm you down and before long you're back to seeing the strange things you normally do plus a few more.

Painkillers

Painkillers such as Morphine can become very addictive but give a bliss like state to the user while damping the pain receptors in nerve endings. Once you've calmed down you gain a zen like view of the world and you are back on your way to defend the world from evil.

Sedatives

There's nothing to worry about when your dreaming. Its not like the real world.

  • "Drowsy" Pete, Keeper of the shadows in Anchorage Way

Ever heard of the expression "You'll feel better in the morning". That morning comes along quicker when you pop some pills. The problem is that when USP suffers are sleeping they are most vulnerable from things that are real and the things they perceive as real.

Self harm

The sun god shines on me but when I fail I must beat the sin out of my body.

  • Memoirs of martyr St Larry

A very severe way of coping. This should not be taken as a coping strategy lightly. You inflict harm on your body. Maybe its that you feel you have repented enough by injuring yourself and you get on with your life or maybe the pain caused distracts you long enough that you slip back into USP.

Solitary

Sometimes you just wish you could hide from the world. After some time and thought alone the voices you're used to kick in and all is right again.


Delusional tendencies

Although you can modify the powers found in the Mini-Six core book, bellow you can find some more specific powers for the setting.

Delusion: Impossible dodge

TN: 23 Duration: Instant Range: Self Resisted: None

Affect: You dodge with impeccable speed that normal mortals would be hit by.

Bullets are no match for your dodging prowess, you simply twitch to the side gracefully before they reach you.

Deep in the delusion any ranged attacks with a quick weapon or spell seem to miss as you dodge, in reality you are making weird jerking movements towards nothing.

Delusion: Forceful push

TN: 15 + Resist roll Duration: Instant Range: 150 feet Resisted: Might

Affect: A forceful gale force wind seems to push the opponent back.

Like a martial arts master of legend your quick movements of body and soul cause pressure in the atmosphere to push your enemies away with force.

The user makes push movements with their hands towards something.

Delusion: Slow time

TN: 23 Duration: Concentration Range: Self Resisted: None

Affect: Time is slowed for a short period of time.

Time seems to stand still and you react to your environment.

The suffer of USP moves about slowly, acting like slow motion but in their reality they have slowed everything down

Delusion: The Weaponsmith

TN: 15 Duration: Instant Range: Self Resisted: Might

Affect: You can find weapons all around you.

This delusion warps the suffers view of reality to the point that they can pick up objects and believe they are a weapon of mass power.

Where a passer bye sees a tramp with a banana and a tube of tooth paste. The homeless man sees a laser gun and a gel sword that morphs into what ever the user wills.

Creating your own delusional powers

You can easily make any power you wish you're USP suffer to have. Remember that all powers are dictated by the fact that they are completely a delusion, and therefore do not work on normal people.

For example a levitate delusion may make the player feel like he is hovering above the ground when in real life he is just making noises and is firmly on the floor. On the other hand a flying delusion is very unlikely to work in this setting due to the fact that you jumping off a building will cause you to fall to your death.


People to talk too and people to hit

The players live in the real world and as such there are people to meet, animals to talk too and supernatural creatures to fend off. This section will go through the three main antagonists of USP. The Twisted norms, normal people and animals as seen through a suffers eyes. Supernatural beings and other troubled USP suffers.

The Twisted norms

Animals and people fall under this category. They are the normal antagonists that intersect with the players on a daily basis but show their true colours. Normal people aren't a worry usually, as they try to keep their distance anyway. On the other hand animals are a whole different problem.

Average Human

Might: 2d Wit: 2d Agility: 2d Charm: 2d

Skills: Any three at +1d each. Gear: As needed by profession. Static: Dodge 6, Soak 6

Your average joe, not a threat at all but may make for some great conversation, if they can understand what you're rambling on about.

Cat

Might: 2d Wit: 0d Agility: 2d+1 Charm: 1d

Skills: Brawling 2d+1, Stealth 4d+2 Static: Dodge 11, Soak 6

Cats are cunning schemers but very elegant.

Dog

Might: 2d Wit: 0d Agility: 2d+1 Charm: 1d

Skills: Lang(Ultrasound), Brawling 3d+2, Dodge: 3d+1 Static: Dodge 7, Soak 6

Man's best friend. Loyal but stubborn to the bone if you're not its master.

Rats

Might: 2d Wit: 0d Agility: 2d+1 Charm: 1d

Skills: Lang(Ultrasound), Brawling 3d+2, Dodge: 3d+1 Static: Dodge 4, Soak 3

Dirty informants and always gossiping with a bit of a drinking problem.

Supernatural

They are the creatures that plague humanity. The USP suffers are the ones to protect people from these beings.

A lot of the time its hard to tell if these creatures are completely an illusion or something real. There should be very little time for moral decision making though when players encounter one of these monsters. Supernatural beings have powers of there own and can cause not only problems for the players but also the surrounding area.

Burst pipes and burning buildings don't just happen on their own, although usually the police like to make people think arson was involved.

Devil (Minor)

Might: 3d Wit: 3d+1 Agility: 2d+2 Charm: 5d

Skills: Brawling 5d, Dodge 4d+2, Persuasion 7d, Seduce 6d Perks: Regeneration Speaks All Languages. Static: Dodge 14, Block 15, Soak 9

Elder God

Might: 5d Wit: 10d Agility: 3d+2 Charm: 10d

Skills: Magic 17d Spells: All. Perks: Maddening Visage (any character that sees the Elder God must make a Heroic Charm roll or gain Crazy complication). Cosmic Appetite (It will eat D6 characters before returning to its home dimension). Dimensional Shift (can return to its home dimension at will). Sorcerer. Complication: Must be summoned. Static: Dodge 11, Block 15, Soak 15

Gargoyle

Might: 2d Wit: 1d Agility: 2d+2 Charm: 1d

Skills: Brawling 4d+1, Dodge 4d, Search 3d+2, Stamina 4d, Stealth 4d+1 Perk: Fly 60 ft /round Armor Skin (+9) Static: Dodge 12, Block 13, Soak 6(15)

Ghost

Might: 0d Wit: 3d+2 Agility: 4d Charm: 3d+1

Skills: Brawling 4d+2, Dodge 5d, Stealth 6d Perks: Insubstantial (can only be harmed by magic or enchanted weapons; uses Wit in place of Might to resist and deal damage); Mournful Wail (any who hear the wail must make a Moderate Courage check or flee). Static: Dodge 15, Block 14, Soak 11

Harpy

Might: 2d+2 Wit: 2d Agility: 3d+1 Charm: 1d

Skills: Brawling 4d+2, Dodge 5d, Stealth 5d Perk: Fly (60 ft /round) Talons (+1D damage) Static: Dodge 15, Block 14, Soak 8

Vampire

Might: 3d+1 Wit: 3d+1 Agility: 4d+1 Charm: 4d

Skills: Athletics 5d, Brawling 5d, Dodge 6d+1, History 5d, Seduce 6d, Stealth 5d Perks: ESP Bite (the vampire heals a wound level when inflicting at least a serious wound by brawling. Anyone killed this way rises as a vampire the next night.) Complication: Weakness to Sunlight (the vampire suffers a -2d to all rolls and -6 to all Static combat scores while in direct sunlight.) Stake through the heart (targeting a vampire’s heart with a wooden stake adds 25 to the TN to hit but kills it instantly.) Static: Dodge 19, Block 15, Parry 10, Soak 10

Werewolf

Might: 4d Wit: 1d+2 Agility: 3d+2 Charm: 2d

Skills: Brawling 5d, Dodge 5d+2, Stealth 5d Perks: Regeneration Damage Immunity (can only be harmed by silver, magic, and enchanted weapons.) Infectious Attack (anyone who is Severely Wounded or worse by a werewolf must make a Moderate Charm roll or transforms into a werewolf during the full moon). Static: Dodge 17, Block 15, Soak 12

Zombie

Might: 3d Wit: 0d Agility: 2d Charm: 0d

Static: Dodge 6, Block 9, Parry 9, Soak 9

Other USP suffers

Due to them having a common understanding for the pain they have to go through not many people with USP fight between each other but sometimes it can't be helped. Maybe a supernatural entity has bewitched them or a Healer has induced a drug fuelled rage.

Whatever the reason, they are very difficult opponents as its like fighting a mirror. They have the same ability to confront the delusions and use them to their advantage which can be dangerous in the wrong hands.


Game master advice

Separating fact from fiction

In order to separate what is a delusion from what is actually happening it is recommended you use two very distinct ways of describing a situation. By default we recommend that you describe reality in a cheerful way and anything part of USP like a Noir film. These two styles are very distinct and makes it simple for players to differentiate.

It is also wise to encourage your players to follow the same descriptive style you choose.

USP is by default played in a dark setting but there is no reason why reality can't be murky and their delusion some what fanatical.

Player developed delusions

It is suggested that you involve the players as much as possible when creating the delusion they see. For many non plot related aspects explain what is really happening and then let a random player describe what they see. This won't be helpful sometimes as you may want them completely engrossed in the delusion but will be a nice way for them to develop the more mundane aspects of the game.


Blurb

Universally shared psychosis follows the poor unfortunate souls that are burden with the illness by the same name.

As reality collapse all around them, showing the world for how it really is, these defenders of humanity must fend off the delusions from entering this world. Suffering from not viewing the bright and beautiful, they see a dark universe where all kind of nightmares exist.

Using the Mini-Six system and inspired by the works of H.P. Lovecraft, as well as the Call of Cthulhu series, players become a suffer of Universally Shared Psychosis and join the fight. Where others fear the delusions, you have embraced it and gained powers of your own to warp your view of reality.

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Cancelled rpg - Universally Shared Psychosis

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