Psychopath
Discipline;
by
Baron Sengir
Although no one sees them as a real Discipline, Psychopaths are not
uncommon at all, in fact everyone could be one, your neighbor, even your wife
or best friend. Psychopaths usually seem very normal, capable and real steady
people, but when push comes to shove they'll do horrible things. (e.g. ripping
someone apart with their bare hands). Often arrested for their deeds,
Psychopaths
usually end in prison or worse, yet there are rumours that heroic deeds believed
to be achieved by fearless warriors and/or great mages are really achieved by
Psychopaths and therefore twisted to suit public announcement. Until now, there
are no factions KNOWN that are ruled, sustained and/or formed by Psychopaths.
Psychopaths usually worship the Mad Passions (normal
Passions don't want them anyway). Most often chosen is Vestrial, coming second
is Raggok and Dis is a good third. Because of this, one would come to think that
Psychopaths are used to getting bad responses, well... they're not! They
perfectly hide their Passion for as long as they want, which is a great
advantage. A lesser point is that Psychopaths have those nasty knacks, like
making great shows of their murders, sending anonymous notes to people that
aren't involved with clues on them. (You know the stuff the TV shows you!)
I am not a mad man! I'm just touched in the brain.... now shut up or I
swear to Vestrial, I'll rip you apart! - Thom Hammermade, Dwarven Psychopath
Racial Restrictions: none
Important
Attributes: Strength, Willpower and Perception.
Talents
at Circle:
I
Karma Ritual*
Melee Weapons (D)
Unarmed Combat (D)
Silent Walk
Rage*
Mutilate*
II
Durability (6/5)
Great Leap
Disguise Self (D)
III
Detect Weapon (D)
Empathic Sense
IV
Psycho Weaving (D)
Resist Taunt
+1 Spell Defense
V
Massacre*
Dissect*
+1 Social Defense
VI
Rip Apart*
Conceal Weapon (D)
+1 Physical Defense
VII
Second Attack
Discover Fear* (D)
VIII
Hypnotize
Fright Paralyzation* (D)
May spend Karma at actions using Dexterity only.
IX
Bardic Voice
Avoid Blow (D)
Stalk*
+2 Social Defense
X
Body Blade
Victimize* (D)
+1 Physical Defense
+25 Maximum Karma Points
XI
Destroy Faith* (D)
Convince Colaboration* (D)
+1 Spell Defense
May use Karma on actions using Willpower only.
XII
Bestial Rage* (D)
Chameleon
+1 Rec. Test a day
May use Karma on actions using Strength only.
XIII
Intimidating Laugh*
(D)
Innonce* (D)
Force Weapon*
+1 to Initiative Step
+1 to Social Defense
New Talents:
Karma
Ritual
The Psychopath enters an empty room and starts a
holocaust in his mind, making tests and combats to kill all the victims present
(in his twisted mind). He mimics all the moves he would make in a normal
holocaust. He must use many scenarios in half an hour, scenarios which could
occur in a real hostage situation. If someone steps into the room during the
Karma Ritual, he must be a Horror or a fast runner to survive.
(Although there are rumors of even Horrors dying;)
Rage
Step: R+S+3, action: yes, strain: 2.
Effects:
The character brutally hits a target with his bare
hands, always causing 1 wound.
After making a successful Unarmed Combat Test the
character may substitute the normal Strength step with the Rage step for Damage.
Mutilate
Step: N/A, action
Effects:
When using this talent for the first time the character
must choose in which way he/she will be mutilating victims as a trademark. This
must be done when the victims is dead or unconscious, if the victim is
unconscious it will resolve in death.
For example:
Thom Hammermade, a Dwarven
Psychopath, chooses to carve the image
of a sword in
the chest of his victims as his
trademark.
This
he can never change again.
Massacre
Step: R+S+ Weapon's Damage step + 2, action, 4 strain
Effects:
With this skill a character ferociously attacks a
victim with his weapon(s), this always causes 1 wound. After making a successful
Melee Weapons step the character may substitute normal Weapon + Strength Damage
for the Massacre step, the weapon step used must be that of the weapons wielded.
Dissect
Step: N/A, action
Effects:
When using this talent for the first time the character
must choose an INVISIBLE, INTERNAL ORGAN, he then removes that organ as his
trademark. The victim must be dead or unconscious; if unconscious this hopefully
will resolve in death.
Rip
Apart
Step: R+Str, action, 2 strain, requires Karma: yes
Effects:
This talent allows the character to literally rip apart
someone with his bare hands.
The victim must be dead or unconscious, if dead the
character must beat the strength step of the victim, if unconscious the
difficulty is the strength step + 4, when done with an unconscious victim this
HOPEFULLY will result in death. The Karma point is just spent not used.
Discover
Fear
Step: R+Per, action
Effects:
The character starts talking to the victim about all
sorts of things and examines his reactions, out of this he can conclude
something that must frighten the victim, be it the character self or a Windling.
The character must beat the victim's Social Defense.
Fright
Paralyzation
Step: R+W, action, 1 strain
Effects:
With this the character can use something the victim
fears (something found with Discover Fear or Stalk) and rubs it in really good,
thus putting the victim in a paralyzed state of shock, which lasts Rank hours.
The difficulty is the victim's Willpower step or Social Defense; whichever is
higher.
Victimize
Step: R+Wil, action, 1 strain.
Effects:
Using this the character makes the target believe there
is very little change of escaping or the character turns an innocent into a
victim just by talking, this renders the victim unable to concentrate on one
thing (or talent) and makes him/her hesitate with every move, action or thought.
The difficulty is the victim's Social Defense or Willpower step; whichever is
higher. This also lowers a victim's Social Defense to 4 for the purpose of the
Convince Collaboration Skill.
Destroy
Faith and Hope
Step: R+Wil, action, 3 strain.
Effects:
This is the stronger version of Victimize, except that
it totally destroys the victim's hope for salvation and his/her faith in others,
with a Excellent success or higher the victim becomes suicidal, though this
suicidal behavior will not manifest against the character. This lowers the
victim's Social Defense to 3 for the purpose of Convince Collaboration.
Convince
Collaboration
Step: R+Wil, action, 2 strain
Effects:
After using Victimize or Destroy Faith and Hope
Psychopats usually try to convince a victim to help the Psychopath, for that
MIGHT JUST BE HIS RESCUE, what the victim will do and not depends on his state;
if he/she's suicidal he/she'll do anything,
but there will always be a cooperation. The difficulty
is the victim's Social Defense.
Bestial
Rage
Step: R+S+9, 5 strain, requires Karma: yes
Effects:
This is the stronger version of Rage, it works the same
but the character will bite and claw at the victim instead of hitting him. The
Karma point is spent on the attack test with which Bestial Rage is used.
Innocence
Step: R+Wil, action, strain 4
Effects:
Using this talent the character fakes being a victim
that killed his "capturer", usually killing his captive with an
improvised object like a kitchen knife or a fridge. Then he puts his weapon in
the victim's hand(s) and acts a lot, sometimes Psychopats hurt themselves with
the believed "Psycho's weapon", this costs 3 extra strain points.
The difficulty is the highest Social Defense among
anyone who must believe it, +1 for each target beyond the first (highest)
Force
Weapon
Step: R+W, action, 5 strain, Requires Karma: yes.
Effects:
This allows a character to create a weapon through
sheer force of will; the weapon must be ONE-HANDED (size 3 normally, size 4 for
Obsidiman and Troll), when striking from behind (unnoticed) add 8 steps to the
damage step. The Karma is spend on the attack test.
Intimidating
Laugh
Step: R+W, action, 2 strain
Effects:
This talent is used when a character wants to make his
victim/captive/hostage(s) believe that attacking or resisting him is naughty and
most likely will resolve in pain and/or death. Works nice after first killing
one as an example.
The difficulty is the highest Social Defense or
Willpower step among the victim's,
whichever is higher.
Stalk
step:Rank + Perception, action
Effects:
Using this the character stalks a specific
victim-to-be, learning daily routines, maybe even fears. This also makes finding
a Key Knowledge for a Thread Item much easier.
If the question of detection rises the victim-to-be
must make a Perception test against a character's Stalk test result, if detected
two times nothing happens, but when detected a third time only quick talking or
striking is advisable.
Additional note: You might find it strange that the
Psycho uses Willpower where normally Charisma is used... Well imagine you trying
to talk fear into a victim... would you fear her/him with flair, no you need
persistence. That's why.