Alternate Fable - Unhinged
Feb 27, 2020 21:39:24 GMT -6
Post by Divergent Reality on Feb 27, 2020 21:39:24 GMT -6
Alternate Fable - Unhinged
Fluff cut to focus on criticisms.
Long Ago…
All Unhinged start with the Hindrances Dark Secret, Night Terrors, and Twisted. These cannot be purchased off with XP and do not count towards your starting Hindrances limit.
In a land far, far away
Once per session you can spend Imagination points to discover and encounter the replicated effects of a 'teleportation' spell. The number of Imagination points spent dictate which spell occurs as follows: (1: Blink, 2: Jaunt, 3: Porte, 4: Teleport, 5: Gate). The Unhinged must make a Willpower + Wonder Test with a TN 10+(5*Imagination Spent), if they pass this test they can select a destination (including the creation of a second Portal for Porte/Gate), if they fail the effect still occurs but the Fable has no control over the destination - which is instead determined by the SM. However the end destination can not place the Unhinged in imminent danger, but Porte or Gate may lead to portals in strange places or worlds unseen.
Filled with magical characters
Gain five additional dots of Backgrounds able to be spent only between Mentor, Contacts and Allies.
There lived a broken mind…
An Unhinged has recently regained a portion of their lost self. They begin with 99 Insanity, one Minor, Severe, and Acute Disorder. Any time they would gain Insanity you lose that amount instead. Failing a Fear test reduces Insanity by their Wonder. Even if an Unhinged is immune to the effects of Fear, take the Test to determine if their Insanity is reduced.
When an Unhinged's Insanity falls below 80 they lose the Acute Disorder, 60 the Severe Disorder, and so on. If his Insanity reaches 0 all XP spent on their Exaltation is returned and they revert to a normal mortal, losing all Unhinged Exaltation abilities and Assets except their Power Stat 4 ability, healed of the traumas from their previous life.
Power Stat: Wonder
Resource Stat: Imagination
An Unhinged has a maximum number of Imagination points equal to Charisma + Fellowship + Wonder.
Imagination can be recovered by spending time actively playing games or having fun! For each hour the Unhinged spends on relaxing activities or therapeutic practices, they regain Imagination equal to twice their Wonder.
* Art Therapy - [Pretend Play (Cosmetic)]
Unhinged engage in small meditative tasks to ease their mind. At the start of each session, you roll on the Art Therapy table to select a game the Unhinged will be playing and declare it. For the duration of the session, they gain their Wonder as rolled dice to all Skill checks involving the associated skill. If the Unhinged would pass a skill check of their current game they regenerate (Wonder) points of Imagination.
** Talking to Strangers
Unlike most people, Unhinged don't know better than to talk to strangers, or animals for that matter. An Unhinged can spend Imagination points to gain the ability to communicate with someone or something for a scene. The amount of points required depends on the target, as outlined in the Talking to Strangers table. This grants the Unhinged Speak(Applicable Language) and the ability to use social skills on the target. To observers other than the target, it appears the Unhinged is speaking a poor attempt at mimicking the language, or in the case of inanimate objects and animals - saying the name of the object or sounds it makes over and over. The target can respond to the Unhinged even if it normally couldn't.
*** Sharing Stories - [Moral of the Story (Cosmetic)]
An Unhinged and her friends take a lesson away from each of their adventures. At the end of each session, an Unhinged can choose a skill that any party member succeeded with that session and gain Wonder+Level as a flat bonus to all rolls with that skill for the next session. All present party members will also gain a flat bonus equal to the Unhinged's Wonder to that skill for the next session. You may not choose the same skill you have chosen within the last three sessions.
**** I Remember Those Days
The slip into madness is regularly gradual and unnoticed. Crawling out of it is a purposeful process and you remember every step along the way. Regardless of it's actual value, an Unhinged always counts their Insanity as 100 for any in game mechanics.
***** Everyday Heroes - [Happily Ever After (Cosmetic)]
Everything somehow works out for an Unhinged in the end. If they're in danger - a nearby Arbite will feel compelled to jump in and help, or maybe their attacker will have a sudden change of heart allowing everyone to talk things out. Once per session an Unhinged can raise the disposition of any thing nearby that they specify by three steps. This can affect all sentient lifeforms, and additionally all target types listed on the Talking to Strangers Chart. The number of beings affected by this is equal to the amount of imagination points spent. The effects of this last until the end of the scene.
Unhinged Art Therapy Assets
1. Meditation - All Unhinged have a slight grasp of what does not exist in Real Space, your practiced focus allows further clarity into the Umbra. You are able to see auras around magical items and an Exalt's Tell is always visible as if 2-3 Resource Points were spent. Meditation Unhinged add "Crystal Seeing (Arcana)" to their Art Therapy table.
2. Recitation - Libraries are open and free for public use, anyone can read to their heart's content to memorize plays, poetry, or classic operas. You may engage in Social Attacks in combat using Performer to effect the nearest number of targets equal to your Level. Recitation Unhinged add "Busker (Performer)" to their Art Therapy table.
3. Tinkering - Always busy cleaning, disassembling and reassembling whatever they can find, finding Zen in maintenance of what few belongings they possess. Shoes and chronos need to last much longer if you can't afford a replacement. As long as a Tinkerer can keep their hands busy working with something a Tinkerer gains a raise on Tests against their Disorder(s) and Fear. Tinkering Unhinged add "Muscle Memory (Crafts)" to their Art Therapy table.
4. Advocate - An Advocate knows nothing changes unless people put in the work to make it happen. An Unhinged has more time than others to study laws and regulations in order to change an institution. You gain the Specialty (Law) in Politics and gain the Protocol Feat. An Advocate Unhinged add "Pressure Group (Politics)" to their Art Therapy table.
5. Traveler - Sometimes natural beauty and great works made by people are far apart and their majesty must be witnessed first hand. This Unhinged finds their peace in the trip as much as the destination. Travelers using the Run action no longer Provoke. Traveler Unhinged add "Open Roads (Drive/Pilot)" to their Art Therapy table.
6. Caring for Others - Often people say you can see the character of someone by the way they treat animals. Helping injured and mistreated animals gives you a warm fuzzy feeling. Healing spells cost 1 less Resource Point to cast, to a minimum of 1. Caring for Others Unhinged add "Wild Pets (Animal Ken)" to their Art Therapy table.
7. Nothing Works - When a Unhinged with Nothing Works fails any of these tests: Alignment, Fear, or a Skill Test by 2 or more Checks they disassociate, changing their Characteristics, Skills, and Alignment becoming an antagonist of their regular self. Each time you disassociate roll 2d10, for the first a result of 1-5 shift your Characteristics to the left, moving Mental to Social. A result of 6-10 you shift right, moving Social to Mental. For the second roll 1-5 shifts Skills up, 6-10 shifts skills down. Most commonly an Unhinged will switch to the Ruinous Powers or Blessed Pantheon, whichever works best for their altered state. They remain this way for twice their Wonder in hours and pursue an ulterior motive your normal Unhinged is unaware of. You have your Max Innocence points increase by 1 at Wonder 1, 3 and 5.
Version with full fluff and images.
Alternate Fable - Unhinged
Many who see the horrors in The Wheel simply can't keep it together. Some combination of constant warfare, The Warp, or any number of other torments causes an Unhinged to lose their mind. Unlike most mortals they are sustained by this madness, kept alive for years or even centuries by mysterious forces.
These peculiar immortals travel looking for who they were. This is a difficult task since they don't remember much of their lost time outside of a few horrible memories from before their mind snapped. Those lucky enough to work past their personal demons find peace and escape from a life of unending lunacy.
Long Ago…
Time loses meaning to an Unhinged, their torment and ravings a source of amusement for otherworldly things watching The Wheel. Their haggard appearance never changing over the years, multiple generations passing by the same benign rambler in the park unaware of her immortality. Something eventually reminds an Unhinged about their past life: a name, a location, maybe a piece of art. These open their minds to the changes around them. Regaining that sense of who you were comes with a hefty price, all Unhinged start with the Hindrances Dark Secret, Night Terrors, and Twisted. These cannot be purchased off with XP and do not count towards your starting Hindrances limit.
In a land far, far away
Unhinged have the ability to find and perceive strange patches of reality where the Webway, Umbra or Warp overlap at points within Crystal Spheres. It may not be deliberate, but they can often find small entrances - portals, transporters and wormholes where others would see mirrors, culverts and rabbit holes. Some of these lead to other worlds, realms or Spheres, or cave-like pockets to hide in. It's important to note that these aren't these points aren't always two-way, leading to many Unhinged tumbling down into strange places with no immediate means of return.
Once per session you can spend Imagination points to discover and encounter the replicated effects of a 'teleportation' spell. The number of Imagination points spent dictate which spell occurs as follows: (1: Blink, 2: Jaunt, 3: Porte, 4: Teleport, 5: Gate). The Unhinged must make a Willpower + Wonder Test with a TN 10+(5*Imagination Spent), if they pass this test they can select a destination (including the creation of a second Portal for Porte/Gate), if they fail the effect still occurs but the Fable has no control over the destination - which is instead determined by the SM. However the end destination can not place the Unhinged in imminent danger, but Porte or Gate may lead to portals in strange places or worlds unseen.
Filled with magical characters
Realistically, the Wheel is no place for a broken mind to adventure alone, thankfully you're not. Physicians, friendly relatives, daring tin-men woodcutters, (less) mad hatters, talking lions and even that friendly baker from down the road... You've got people out there keeping an eye out for you. Some are able to lend a hand when you see them, others might lend you that pair of Orichalcum slippers and pumpkin Spelljammer you need to get to Sigil, while others may even be the one to show up and save you from that big bad Werewolf. Gain five additional dots of Backgrounds able to be spent only between Mentor, Contacts and Allies.
There lived a broken mind…
An Unhinged has recently regained a portion of their lost self. They begin with 99 Insanity, one Minor, Severe, and Acute Disorder. Any time they would gain Insanity you lose that amount instead. Failing a Fear test reduces Insanity by their Wonder. Even if an Unhinged is immune to the effects of Fear, take the Test to determine if his Insanity is reduced.
When an Unhinged's Insanity falls below 80 they lose the Acute Disorder, 60 the Severe Disorder, and so on. If his Insanity reaches 0 all XP spent on their Exaltation is returned and they revert to a normal mortal, losing all Unhinged Exaltation abilities and Assets except their Power Stat 4 ability, healed of the traumas from their previous life.
Power Stat: Wonder
Living the life of an Unhinged is a strange experience, and as their journey continues across the Great wheel, their sense of wonder and amazement can only grow at all of the strange, majestic and interesting sights that they behold. As theit experiences grant them more and more Wonder, they discover more tricks and and traits at their disposal.
Resource Stat: Imagination
An Unhinged has a maximum number of Imagination points equal to Charisma + Fellowship + Wonder.
Imagination can be recovered by spending time actively playing games or having fun! For each hour the Unhinged spends on relaxing activities or therapeutic practices, they regain Imagination equal to twice their Wonder.
* Art Therapy - [Pretend Play (Cosmetic)]
Unhinged engage in small meditative tasks to ease their mind. At the start of each session, you roll on the Art Therapy table to select a game the Unhinged will be playing and declare it. For the duration of the session, they gain their Wonder as rolled dice to all Skill checks involving the associated skill. If the Unhinged would pass a skill check of their current game they regenerate (Wonder) points of Imagination.
** Talking to Strangers
Unlike most people, Unhinged don't know better than to talk to strangers, or animals for that matter. An Unhinged can spend Imagination points to gain the ability to communicate with someone or something for a scene. The amount of points required depends on the target, as outlined in the Talking to Strangers table. This grants the Unhinged Speak(Applicable Language) and the ability to use social skills on the target. To observers other than the target, it appears the Unhinged is speaking a poor attempt at mimicking the language, or in the case of inanimate objects and animals - saying the name of the object or sounds it makes over and over. The target can respond to the Unhinged even if it normally couldn't.
*** Sharing Stories - [Moral of the Story (Cosmetic)]
An Unhinged and her friends take a lesson away from each of their adventures. At the end of each session, an Unhinged can choose a skill that any party member succeeded with that session and gain Wonder+Level as a flat bonus to all rolls with that skill for the next session. All present party members will also gain a flat bonus equal to the Unhinged's Wonder to that skill for the next session. You may not choose the same skill you have chosen within the last three sessions.
**** I Remember Those Days
The slip into madness is regularly gradual and unnoticed. Crawling out of it is a purposeful process and you remember every step along the way. Regardless of it's actual value, an Unhinged always counts their Insanity as 100 for any in game mechanics.
***** Everyday Heroes - [Happily Ever After (Cosmetic)]
Everything somehow works out for an Unhinged in the end. If they're in danger - a nearby Arbite will feel compelled to jump in and help, or maybe their attacker will have a sudden change of heart allowing everyone to talk things out. Once per session an Unhinged can raise the disposition of any thing nearby that they specify by three steps. This can affect all sentient lifeforms, and additionally all target types listed on the Talking to Strangers Chart. The number of beings affected by this is equal to the amount of imagination points spent. The effects of this last until the end of the scene.
Unhinged Art Therapy Assets
1. Meditation - All Unhinged have a slight grasp of what does not exist in Real Space, your practiced focus allows further clarity into the Umbra. You are able to see auras around magical items and an Exalt's Tell is always visible as if 2-3 Resource Points were spent. Meditation Unhinged add "Crystal Seeing (Arcana)" to their Art Therapy table.
2. Recitation - Libraries are open and free for public use, anyone can read to their heart's content to memorize plays, poetry, or classic operas. You may engage in Social Attacks in combat using Performer to effect the nearest number of targets equal to your Level. Recitation Unhinged add "Busker (Performer)" to their Art Therapy table.
3. Tinkering - Always busy cleaning, disassembling and reassembling whatever they can find, finding Zen in maintenance of what few belongings they possess. Shoes and chronos need to last much longer if you can't afford a replacement. As long as a Tinkerer can keep their hands busy working with something a Tinkerer gains a raise on Tests against their Disorder(s) and Fear. Tinkering Unhinged add "Muscle Memory (Crafts)" to their Art Therapy table.
4. Advocate - An Advocate knows nothing changes unless people put in the work to make it happen. An Unhinged has more time than others to study laws and regulations in order to change an institution. You gain the Specialty (Law) in Politics and gain the Protocol Feat. An Advocate Unhinged add "Pressure Group (Politics)" to their Art Therapy table.
5. Traveler - Sometimes natural beauty and great works made by people are far apart and their majesty must be witnessed first hand. This Unhinged finds their peace in the trip as much as the destination. Travelers using the Run action no longer Provoke. Traveler Unhinged add "Open Roads (Drive/Pilot)" to their Art Therapy table.
6. Caring for Others - Often people say you can see the character of someone by the way they treat animals. Helping injured and mistreated animals gives you a warm fuzzy feeling. Healing spells cost 1 less Resource Point to cast, to a minimum of 1. Caring for Others Unhinged add "Wild Pets (Animal Ken)" to their Art Therapy table.
7. Nothing Works - When a Unhinged with Nothing Works fails any of these tests: Alignment, Fear, or a Skill Test by 2 or more Checks they disassociate, changing their Characteristics, Skills, and Alignment becoming an antagonist of their regular self. Each time you disassociate roll 2d10, for the first a result of 1-5 shift your Characteristics to the left, moving Mental to Social. A result of 6-10 you shift right, moving Social to Mental. For the second roll 1-5 shifts Skills up, 6-10 shifts skills down. Most commonly an Unhinged will switch to the Ruinous Powers or Blessed Pantheon, whichever works best for their altered state. They remain this way for twice their Wonder in hours and pursue an ulterior motive your normal Unhinged is unaware of. You have your Max Innocence points increase by 1 at Wonder 1, 3 and 5.
Fluff cut to focus on criticisms.
Long Ago…
All Unhinged start with the Hindrances Dark Secret, Night Terrors, and Twisted. These cannot be purchased off with XP and do not count towards your starting Hindrances limit.
In a land far, far away
Once per session you can spend Imagination points to discover and encounter the replicated effects of a 'teleportation' spell. The number of Imagination points spent dictate which spell occurs as follows: (1: Blink, 2: Jaunt, 3: Porte, 4: Teleport, 5: Gate). The Unhinged must make a Willpower + Wonder Test with a TN 10+(5*Imagination Spent), if they pass this test they can select a destination (including the creation of a second Portal for Porte/Gate), if they fail the effect still occurs but the Fable has no control over the destination - which is instead determined by the SM. However the end destination can not place the Unhinged in imminent danger, but Porte or Gate may lead to portals in strange places or worlds unseen.
Filled with magical characters
Gain five additional dots of Backgrounds able to be spent only between Mentor, Contacts and Allies.
There lived a broken mind…
An Unhinged has recently regained a portion of their lost self. They begin with 99 Insanity, one Minor, Severe, and Acute Disorder. Any time they would gain Insanity you lose that amount instead. Failing a Fear test reduces Insanity by their Wonder. Even if an Unhinged is immune to the effects of Fear, take the Test to determine if their Insanity is reduced.
When an Unhinged's Insanity falls below 80 they lose the Acute Disorder, 60 the Severe Disorder, and so on. If his Insanity reaches 0 all XP spent on their Exaltation is returned and they revert to a normal mortal, losing all Unhinged Exaltation abilities and Assets except their Power Stat 4 ability, healed of the traumas from their previous life.
Resource Stat: Imagination
An Unhinged has a maximum number of Imagination points equal to Charisma + Fellowship + Wonder.
Imagination can be recovered by spending time actively playing games or having fun! For each hour the Unhinged spends on relaxing activities or therapeutic practices, they regain Imagination equal to twice their Wonder.
* Art Therapy - [Pretend Play (Cosmetic)]
Unhinged engage in small meditative tasks to ease their mind. At the start of each session, you roll on the Art Therapy table to select a game the Unhinged will be playing and declare it. For the duration of the session, they gain their Wonder as rolled dice to all Skill checks involving the associated skill. If the Unhinged would pass a skill check of their current game they regenerate (Wonder) points of Imagination.
Art Therapy | |||||||||
Result | Game | Skill | |||||||
1-2 | Quiet Strolls | Stealth | |||||||
3-4 | Calisthenics | Athletics | |||||||
5-6 | People Watching | Perception | |||||||
7-8 | Talking it Out | Persuasion | |||||||
9 | Tale Asset Game | Varies | |||||||
10+ | Players Choice | Varies |
** Talking to Strangers
Unlike most people, Unhinged don't know better than to talk to strangers, or animals for that matter. An Unhinged can spend Imagination points to gain the ability to communicate with someone or something for a scene. The amount of points required depends on the target, as outlined in the Talking to Strangers table. This grants the Unhinged Speak(Applicable Language) and the ability to use social skills on the target. To observers other than the target, it appears the Unhinged is speaking a poor attempt at mimicking the language, or in the case of inanimate objects and animals - saying the name of the object or sounds it makes over and over. The target can respond to the Unhinged even if it normally couldn't.
Talking to Strangers | |||||||||
Point Cost | Target | ||||||||
1 | Plants, Rocks, Inanimate Objects | ||||||||
2 | Mortals, Animals, Robots | ||||||||
3 | Exalts, Demons, Supernatural beings |
*** Sharing Stories - [Moral of the Story (Cosmetic)]
An Unhinged and her friends take a lesson away from each of their adventures. At the end of each session, an Unhinged can choose a skill that any party member succeeded with that session and gain Wonder+Level as a flat bonus to all rolls with that skill for the next session. All present party members will also gain a flat bonus equal to the Unhinged's Wonder to that skill for the next session. You may not choose the same skill you have chosen within the last three sessions.
**** I Remember Those Days
The slip into madness is regularly gradual and unnoticed. Crawling out of it is a purposeful process and you remember every step along the way. Regardless of it's actual value, an Unhinged always counts their Insanity as 100 for any in game mechanics.
***** Everyday Heroes - [Happily Ever After (Cosmetic)]
Everything somehow works out for an Unhinged in the end. If they're in danger - a nearby Arbite will feel compelled to jump in and help, or maybe their attacker will have a sudden change of heart allowing everyone to talk things out. Once per session an Unhinged can raise the disposition of any thing nearby that they specify by three steps. This can affect all sentient lifeforms, and additionally all target types listed on the Talking to Strangers Chart. The number of beings affected by this is equal to the amount of imagination points spent. The effects of this last until the end of the scene.
Unhinged Art Therapy Assets
1. Meditation - All Unhinged have a slight grasp of what does not exist in Real Space, your practiced focus allows further clarity into the Umbra. You are able to see auras around magical items and an Exalt's Tell is always visible as if 2-3 Resource Points were spent. Meditation Unhinged add "Crystal Seeing (Arcana)" to their Art Therapy table.
2. Recitation - Libraries are open and free for public use, anyone can read to their heart's content to memorize plays, poetry, or classic operas. You may engage in Social Attacks in combat using Performer to effect the nearest number of targets equal to your Level. Recitation Unhinged add "Busker (Performer)" to their Art Therapy table.
3. Tinkering - Always busy cleaning, disassembling and reassembling whatever they can find, finding Zen in maintenance of what few belongings they possess. Shoes and chronos need to last much longer if you can't afford a replacement. As long as a Tinkerer can keep their hands busy working with something a Tinkerer gains a raise on Tests against their Disorder(s) and Fear. Tinkering Unhinged add "Muscle Memory (Crafts)" to their Art Therapy table.
4. Advocate - An Advocate knows nothing changes unless people put in the work to make it happen. An Unhinged has more time than others to study laws and regulations in order to change an institution. You gain the Specialty (Law) in Politics and gain the Protocol Feat. An Advocate Unhinged add "Pressure Group (Politics)" to their Art Therapy table.
5. Traveler - Sometimes natural beauty and great works made by people are far apart and their majesty must be witnessed first hand. This Unhinged finds their peace in the trip as much as the destination. Travelers using the Run action no longer Provoke. Traveler Unhinged add "Open Roads (Drive/Pilot)" to their Art Therapy table.
6. Caring for Others - Often people say you can see the character of someone by the way they treat animals. Helping injured and mistreated animals gives you a warm fuzzy feeling. Healing spells cost 1 less Resource Point to cast, to a minimum of 1. Caring for Others Unhinged add "Wild Pets (Animal Ken)" to their Art Therapy table.
7. Nothing Works - When a Unhinged with Nothing Works fails any of these tests: Alignment, Fear, or a Skill Test by 2 or more Checks they disassociate, changing their Characteristics, Skills, and Alignment becoming an antagonist of their regular self. Each time you disassociate roll 2d10, for the first a result of 1-5 shift your Characteristics to the left, moving Mental to Social. A result of 6-10 you shift right, moving Social to Mental. For the second roll 1-5 shifts Skills up, 6-10 shifts skills down. Most commonly an Unhinged will switch to the Ruinous Powers or Blessed Pantheon, whichever works best for their altered state. They remain this way for twice their Wonder in hours and pursue an ulterior motive your normal Unhinged is unaware of. You have your Max Innocence points increase by 1 at Wonder 1, 3 and 5.
Version with full fluff and images.
Alternate Fable - Unhinged
Many who see the horrors in The Wheel simply can't keep it together. Some combination of constant warfare, The Warp, or any number of other torments causes an Unhinged to lose their mind. Unlike most mortals they are sustained by this madness, kept alive for years or even centuries by mysterious forces.
These peculiar immortals travel looking for who they were. This is a difficult task since they don't remember much of their lost time outside of a few horrible memories from before their mind snapped. Those lucky enough to work past their personal demons find peace and escape from a life of unending lunacy.
Long Ago…
Time loses meaning to an Unhinged, their torment and ravings a source of amusement for otherworldly things watching The Wheel. Their haggard appearance never changing over the years, multiple generations passing by the same benign rambler in the park unaware of her immortality. Something eventually reminds an Unhinged about their past life: a name, a location, maybe a piece of art. These open their minds to the changes around them. Regaining that sense of who you were comes with a hefty price, all Unhinged start with the Hindrances Dark Secret, Night Terrors, and Twisted. These cannot be purchased off with XP and do not count towards your starting Hindrances limit.
In a land far, far away
Unhinged have the ability to find and perceive strange patches of reality where the Webway, Umbra or Warp overlap at points within Crystal Spheres. It may not be deliberate, but they can often find small entrances - portals, transporters and wormholes where others would see mirrors, culverts and rabbit holes. Some of these lead to other worlds, realms or Spheres, or cave-like pockets to hide in. It's important to note that these aren't these points aren't always two-way, leading to many Unhinged tumbling down into strange places with no immediate means of return.
Once per session you can spend Imagination points to discover and encounter the replicated effects of a 'teleportation' spell. The number of Imagination points spent dictate which spell occurs as follows: (1: Blink, 2: Jaunt, 3: Porte, 4: Teleport, 5: Gate). The Unhinged must make a Willpower + Wonder Test with a TN 10+(5*Imagination Spent), if they pass this test they can select a destination (including the creation of a second Portal for Porte/Gate), if they fail the effect still occurs but the Fable has no control over the destination - which is instead determined by the SM. However the end destination can not place the Unhinged in imminent danger, but Porte or Gate may lead to portals in strange places or worlds unseen.
Filled with magical characters
Realistically, the Wheel is no place for a broken mind to adventure alone, thankfully you're not. Physicians, friendly relatives, daring tin-men woodcutters, (less) mad hatters, talking lions and even that friendly baker from down the road... You've got people out there keeping an eye out for you. Some are able to lend a hand when you see them, others might lend you that pair of Orichalcum slippers and pumpkin Spelljammer you need to get to Sigil, while others may even be the one to show up and save you from that big bad Werewolf. Gain five additional dots of Backgrounds able to be spent only between Mentor, Contacts and Allies.
There lived a broken mind…
An Unhinged has recently regained a portion of their lost self. They begin with 99 Insanity, one Minor, Severe, and Acute Disorder. Any time they would gain Insanity you lose that amount instead. Failing a Fear test reduces Insanity by their Wonder. Even if an Unhinged is immune to the effects of Fear, take the Test to determine if his Insanity is reduced.
When an Unhinged's Insanity falls below 80 they lose the Acute Disorder, 60 the Severe Disorder, and so on. If his Insanity reaches 0 all XP spent on their Exaltation is returned and they revert to a normal mortal, losing all Unhinged Exaltation abilities and Assets except their Power Stat 4 ability, healed of the traumas from their previous life.
Power Stat: Wonder
Living the life of an Unhinged is a strange experience, and as their journey continues across the Great wheel, their sense of wonder and amazement can only grow at all of the strange, majestic and interesting sights that they behold. As theit experiences grant them more and more Wonder, they discover more tricks and and traits at their disposal.
Resource Stat: Imagination
An Unhinged has a maximum number of Imagination points equal to Charisma + Fellowship + Wonder.
Imagination can be recovered by spending time actively playing games or having fun! For each hour the Unhinged spends on relaxing activities or therapeutic practices, they regain Imagination equal to twice their Wonder.
* Art Therapy - [Pretend Play (Cosmetic)]
Unhinged engage in small meditative tasks to ease their mind. At the start of each session, you roll on the Art Therapy table to select a game the Unhinged will be playing and declare it. For the duration of the session, they gain their Wonder as rolled dice to all Skill checks involving the associated skill. If the Unhinged would pass a skill check of their current game they regenerate (Wonder) points of Imagination.
Art Therapy | |||||||||
Result | Game | Skill | |||||||
1-2 | Hide and Seek | Stealth | |||||||
3-4 | Tag | Athletics | |||||||
5-6 | I Spy | Perception | |||||||
7-8 | Simon Says | Persuasion | |||||||
9 | Tale Asset Game | Varies | |||||||
10+ | Players Choice | Varies |
** Talking to Strangers
Unlike most people, Unhinged don't know better than to talk to strangers, or animals for that matter. An Unhinged can spend Imagination points to gain the ability to communicate with someone or something for a scene. The amount of points required depends on the target, as outlined in the Talking to Strangers table. This grants the Unhinged Speak(Applicable Language) and the ability to use social skills on the target. To observers other than the target, it appears the Unhinged is speaking a poor attempt at mimicking the language, or in the case of inanimate objects and animals - saying the name of the object or sounds it makes over and over. The target can respond to the Unhinged even if it normally couldn't.
Talking to Strangers | |||||||||
Point Cost | Target | ||||||||
1 | Plants, Rocks, Inanimate Objects | ||||||||
2 | Mortals, Animals, Robots | ||||||||
3 | Exalts, Demons, Supernatural beings |
*** Sharing Stories - [Moral of the Story (Cosmetic)]
An Unhinged and her friends take a lesson away from each of their adventures. At the end of each session, an Unhinged can choose a skill that any party member succeeded with that session and gain Wonder+Level as a flat bonus to all rolls with that skill for the next session. All present party members will also gain a flat bonus equal to the Unhinged's Wonder to that skill for the next session. You may not choose the same skill you have chosen within the last three sessions.
**** I Remember Those Days
The slip into madness is regularly gradual and unnoticed. Crawling out of it is a purposeful process and you remember every step along the way. Regardless of it's actual value, an Unhinged always counts their Insanity as 100 for any in game mechanics.
***** Everyday Heroes - [Happily Ever After (Cosmetic)]
Everything somehow works out for an Unhinged in the end. If they're in danger - a nearby Arbite will feel compelled to jump in and help, or maybe their attacker will have a sudden change of heart allowing everyone to talk things out. Once per session an Unhinged can raise the disposition of any thing nearby that they specify by three steps. This can affect all sentient lifeforms, and additionally all target types listed on the Talking to Strangers Chart. The number of beings affected by this is equal to the amount of imagination points spent. The effects of this last until the end of the scene.
Unhinged Art Therapy Assets
1. Meditation - All Unhinged have a slight grasp of what does not exist in Real Space, your practiced focus allows further clarity into the Umbra. You are able to see auras around magical items and an Exalt's Tell is always visible as if 2-3 Resource Points were spent. Meditation Unhinged add "Crystal Seeing (Arcana)" to their Art Therapy table.
2. Recitation - Libraries are open and free for public use, anyone can read to their heart's content to memorize plays, poetry, or classic operas. You may engage in Social Attacks in combat using Performer to effect the nearest number of targets equal to your Level. Recitation Unhinged add "Busker (Performer)" to their Art Therapy table.
3. Tinkering - Always busy cleaning, disassembling and reassembling whatever they can find, finding Zen in maintenance of what few belongings they possess. Shoes and chronos need to last much longer if you can't afford a replacement. As long as a Tinkerer can keep their hands busy working with something a Tinkerer gains a raise on Tests against their Disorder(s) and Fear. Tinkering Unhinged add "Muscle Memory (Crafts)" to their Art Therapy table.
4. Advocate - An Advocate knows nothing changes unless people put in the work to make it happen. An Unhinged has more time than others to study laws and regulations in order to change an institution. You gain the Specialty (Law) in Politics and gain the Protocol Feat. An Advocate Unhinged add "Pressure Group (Politics)" to their Art Therapy table.
5. Traveler - Sometimes natural beauty and great works made by people are far apart and their majesty must be witnessed first hand. This Unhinged finds their peace in the trip as much as the destination. Travelers using the Run action no longer Provoke. Traveler Unhinged add "Open Roads (Drive/Pilot)" to their Art Therapy table.
6. Caring for Others - Often people say you can see the character of someone by the way they treat animals. Helping injured and mistreated animals gives you a warm fuzzy feeling. Healing spells cost 1 less Resource Point to cast, to a minimum of 1. Caring for Others Unhinged add "Wild Pets (Animal Ken)" to their Art Therapy table.
7. Nothing Works - When a Unhinged with Nothing Works fails any of these tests: Alignment, Fear, or a Skill Test by 2 or more Checks they disassociate, changing their Characteristics, Skills, and Alignment becoming an antagonist of their regular self. Each time you disassociate roll 2d10, for the first a result of 1-5 shift your Characteristics to the left, moving Mental to Social. A result of 6-10 you shift right, moving Social to Mental. For the second roll 1-5 shifts Skills up, 6-10 shifts skills down. Most commonly an Unhinged will switch to the Ruinous Powers or Blessed Pantheon, whichever works best for their altered state. They remain this way for twice their Wonder in hours and pursue an ulterior motive your normal Unhinged is unaware of. You have your Max Innocence points increase by 1 at Wonder 1, 3 and 5.