A Departure of Sanity Version 2.0


Introduction
   This may be your first time to venture into the world of
A Departure of Sanity, or the first step down a new road,
but I guarantee that this will be a journey quite unlike any
other.  The first game was an early attempt to capture a
strange set of house rules in game form.  This however,
is a fully realized game.
   Combining rules from the first game, its campagin 
settings, and the destroyed Journeyman game, it creates a 
realistic, powerful, and fun system with Alternity-like
compatibility.  It now focuses on all dynamics of the 
gaming experience, not merely psychological, and stands
as less of a thesis and more of a real game.
   However, the basic aim is still the same, to pit a set
of normal people against the powers that be, to have 
mortal battle god on a seemingly normal battlefield.
   Now join me as we take that famous first step, making
a character:

Step 1: Creating a Character

   An ADOS character is not an adventurer unless you want
him to be.  Thus, one may create an identity based on the
real world, or a realistic creation of a fantasy world.
Do not take the creation of an alter-ego lightly, it is
the most important decision a player can make.  To Create 
a characterdetermine their:

Occupation-This is what they do for a living.  You could
be anyone from a street sweeper to a baker.  A job such
as warrior, theif, or adventurer is only adviseable in a
converted campaign, or a campagin where the concept of
adventuring makes sense.
   Your character earns money and talents from this job.  
You begin at an entry-level position and go up from there.  
Consult this chart:

entry level   3 talents   1,000 dollars
established   4 talents   2,000 dollars
veteran       6 talents   3,500 dollars
jr. exec      6 talents   4,500 dollars
exec          6 talents   6,000 dollars
management    7 talents   6,000 dollars

The characters recive the above amount of money per 
two weeks.  3/4 of the character's money goes to 
living expenses.
(note: If a character's job makes more or less money
adjust that.  Also, if your character has no salary
[i.e. a vagrant or member of a feudal goverment] give 
them none.)

Hobbies-A character's hobby is anything they do outside of
work.  It must be reasonable (no skunk fishing) and should
give your character no more than 2 talents.  A person can
chose not to have a hobby and start off the game at the
established position in his/her job.  Your gain 2 additonal
talents from your hobby every year.
(note: Hobbies like camping, fishing, hunting, divining,
etc. are good ways to give characters skills needed to
survive in adventure settings.  However, a player's goal
should be more to create a complex character, than to
create a survivor.)

Demeanor-A character's demeanor is how they relate to others.
When conversing with other players or NPCs act in your
character's demanor.  Your demeanor determines who you will
associate with:

wrathful      Your characters will only speak to loved-ones
              or others of wrathful demanor.
depressed     Your character associatees with loved-ones, the
              poor, or anyone who has fallen on hard times.
normal        Associate with most average joes or those 1
              demaenor level below or above.
kind          Will go out of their way to associate with anyone.
polite        Always acts in accordance to the rules of etiqute.
              That may cause some to dislike them.
aristocratic  Will speak  to anyone if personal gain is involved.

Talents-Talents are things that your character is good at.  Unlike
most RPG's.  You can pick any talent, as long as it applies to your
job or hobbies.
   Much like in Battletech, talents have levle; (e.g. Computer Use 3).
Each level of a talent counts as one talent, however, a talent 
shouln't exceed more than two from the begining of the game.

Exceptional Skills-Each character may chose one final talent, the
exceptional talent.  These are: execptional strength, constitiution,
intelligence, speed, or personality.  It expresses something special
about your character.
(note: this talent cannot be leveled, but counts as five in your
general offense and defense.

General Offense-General offense is a combination of all the talents
you have that could be used offensively in a combat situation.  The
numbers next to them are added to your general offense number.  There
are no set rules about what is legitimate, but you should be able to
put up a good arguement for something to have it added.  Example:

The character Joe Blow has:
Hunting 3
Exceptional Speed (5)
Survival 1
Creating a general offense of 9.

General Defense-General offense is a combination of all the talents
you have that could be used offensively in a combat situation.  The
numbers next to them are added to your general offense number.  There
are no set rules about what is legitimate, but you should be able to
put up a good arguement for something to have it added.  Example:

The character Joe Blow has:
Negotiation 2
Exceptional Speed (5)
Survival 1
Creating a general offense of 8.

General Skill-General offense is a combination of all the numbers
that come from your talents.  This represents how able a character
is to "get the job done."  Example:

The character Joe Blow has:
Hunting 3
Exceptional Speed (5)
Survival 1
Creating a general offense of 9.

Weakness-Each character has a weakness, the driving force of the game
because the weaknesses cause the character's situation.  These may
range anywhere from fear of the dark to O.C.D.  A weakness is anything
that hinders you, including prejudices.  Remeber that the
characters should have differing levels of weakness.  After all,
a party full of psychos can't get anything done.

Step 2: Learning the Story

(DM's, please read this section before deciding what you want the players to hear. Also please make sure players no nothing about the game before creating characters. Making a game-perfect character is not a good way to go.) The basic idea behind this game is that a group of working-class stiffs (in any era) comes into a bit of trouble. Something seems wrong in a minor way. Things aren't how they're supposed to be and they are starting to see some really weird stuff that isn't there. It keeps getting stranger and stranger until they feel like they've lost control. This feeling comes on slower or quicker, and not always the same way with the same people. Suddenly, a phenomenon called "The Revealing" happens. Crazy paranormal shit starts happens, stuff stranger than anything Chris Carter could ever dream up. These forcers appear to the people, and soon they become taunted by forces beyond their control. Their dark secrets (weaknesses) are coming out and being used against them. They are suddenly forced to fight for their life, and sanity. The games's antagonists are the Elder Gods (Found in Lovecraft novels, especially the Cthulhu Cycle.) and Lucifer, the new god of darkness (find out about them in Milton, Dante, or your local Family Christian Book Store), or maybee somebody even worsem, like Jehovah himself. These god's influence is not direct, but it is felt through other means. There may be amazing things to happen to the characters, but there are no vampiric hitmen. The characters are being tortured by normal folks, large amounts of crazy shit and mysterious strangers. They may sense something masterminding their problems, but they cannot find the clues for some time. The characters should each have their problems brought out into the forefront slowly. This is not a game of combat and is meant to be played on the table or live, for it is a game of conversation. For, tortured people are standing around trying to find out what the hell happened to them and how they can stop it. The game should go on until the characters reach a solution and there is a resolution (Hint: sometimes good solutions won't work). This game is really about dealing with strange problems and stranger hosts, have fun.


Part 3: How to Play

I.Progress of Play

Each game has four steps:

Exposition-All the characters say hi, reflect on the previous
adventure, and possibly buy items.  If you buy any items, in
this or any phase, buy them according to a catalog or vendor
price.  This part really is not plot relavent.

Problem-A character's weakness is used against them once in a
minor way or some strange things go about.  Characters use this
time to investigate what the heck is going on.  This a stressful
time, where action must be taken, so, non-plot-related actions are
prohibited.

Danger-The problem is manifesting itself in a greater way.  The
investigation is over and a solution must be made.

Resolution-Everything comes together, your characters win out
(or lose out) over the problem.  However, loss doesn't equal
'86.

Fall-Out-Take crucial, or not so crucial actions, like preforming
First Aid or appraising a mysterious object before the game is
over.

II.Doing Something

Talents-You do something based on a talent you have.  The DM 
usually decides if your talent attempt is sucessful (see Dice).
Characters can also undertake non-skilled actions or attempt
a skilled action.  If they attempt a skilled action that
they are not talented in, they must detract 1 from every die
rolled. You may only attempt one non-skilled action per attempt.
Note: a simple, everyday function, like making a sandwich, 
doesn't require a talent.

Items-You can use objects like talents, even in talent rolls,
the same rules apply.

III.Dice

Most RPGS have dice rolls, but I make it an option.  This is a
game of storytelling, so the plot should hold precedence.  
However, I understand how a random element can add to story
-telling.  Here it goes:

Rolling for Talents-Characters should normally complete talent 
attempts depending on the wishes of the DM.  However, in 
situations where chance is important to the story, you should
make a roll.  First, the DM should tell the character the
situation and how many problems the character faces at the
present moment.  The character should then determine how many
talents help them in the present situation.  Both should roll
a number of six-sided dice equal to the number of problems
or talents.  Which ever has the higher score wins.  Each level
of a talent counts as a die.

Rolling for Combat-If, for any reason, you happen to fight another 
character or a character controlled by the DM, you go into combat.  
You first determine bonuses.  Exceptional strength, speed, and 
constitution give you an additional die, as does any talent that
helps you in the particular combat situation.  You also get an
additional die if you are in one of the following combat situ
-ations:

Close Range

Hands VS. Projectile
Bludgeon VS. Hands
Fail VS. Hands
Knife VS. Hands
Sword VS. Hands/Flail
Shield/Armour VS. All except Flail and Hands

Long Range

Projectile VS. All
Fail VS. All except Projectile
Sword VS. Flail, Hands, and Bludgeon
Shield/Armour VS. All except Flail and Hands

You should then tally up all bonuses and have each involved player
roll the dice.  The winner wins the combat, but does not usually
make a kill (that is against another player).

Rolling For Safety-Some cases require quick reaction based only
on the instincts you get from experience.  In this case, you
contest your general offense and defense.  If an attacker comes
upon you suddenly, your general defense saves you.  You must
roll dice equal to half your defense number (rounded up) against
his number.  You then react by playing dice equal to your full
general offense for one turn.  If you are in immediate danger
(e.g. Falling off a train) you roll your general defense against
a number of dice deemed acceptable by the GM.

IV.Advancing

All games have means of advancing.  Here is our rules for 
advancement:

Actualization-The highest step on Maslow's Pyramid, you one 
actualization point every time your character survives a
adventure without being overcome by a major trauma.  You gain 
a new talent every five actualization points.  At 50 actualization 
points you can utilize certain special talents and at 75 points you 
become even stronger and aware of your tormentor's true nature.

Trauma-If your character has something horrible happen to them or
loses, you gain a trauma point.  Every two trauma point erases one
actualization point (but never what you learn from it).  Every 25
trauma points, your character takes on a new weakness.

Promotion-You gain levels in your job if you spend 4 real-world
months (3.75 game years).  Without gaining more than 3 trauma
points.  During that time, you must play over 10 games.  In
the executive positions, you must not gain any game trauma points,
but you gain 1 trauma point for every real-world month as an exec
(stress).