Insanity And Ego Erosion

Insanity, Traumas and Disorders

The world holds many dangers, not all of them to the physical form. Eva pilots assailed by Angels; soldiers witnessing thousands of their comrades cut down in a second by an AT Field; a harrowing battle in a claustrophobic nest of tunnels with the most savage and cunning of spawn; all of these are just some of the threats to one's mental wellbeing. This is abstracted as a type of damage inflicted on characters called 'Insanity'.

Every campaign turn, whenever a character suffers Insanity, it is tallied up, and certain effects come into play depending on how much Insanity has been sustained.

For every 10 points of Insanity sustained, a character runs the risk of gaining a Trauma, a temporary change in their behaviour due to their harrowing circumstances. The character must make a Trauma Test for every 10 points taken; this is a Willpower test, with a -10 stacking penalty for every Trauma test past the second. On a failure, the character gains a single Trauma, chosen randomly by rolling on the Trauma chart, adding a +10 per degree of failure. If the character rolls a Trauma they already possess, then they roll again with a +10 modifier to the roll. Traumas persist until the end of the next Campaign Turn. Alternatively, depending on the situation, a fitting new and unique trauma may be granted.

Whenever a character suffers more Insanity in a Campaign Turn than their Willpower Bonus*5, they run the risk of gaining a Disorder, which is a debilitating and long-term injury on their mental state. Disorders come in three ranks: minor, severe and acute. On suffering more than their Willpower Bonus*5 insanity damage, the character makes a Disorder test, which is a Willpower test with a -5 penalty for every rank of Disorder the character has. A character may only make a single Disorder test once per Campaign Turn. On a failure, the character gains either a single Disorder or increases the rank of an existing Disorder by one, to a maximum of acute. Disorders are customised to the character, and often depend on the traumatic situation in general.


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Ego Damage, Fluctuations and Distortions

Everyone possesses an AT Field, although for most humans it is weak and invisible. These Fields form the outer boundary of the mind, contain memory and thought, and define one's own sense of self-identity as well as their possession of a body. With AT Fields, human beings are given self-definition, but this definition also separates them from other human beings. Without them, however, their forms become nothing but puddles of primordial ooze, and their consciousness becomes unable to act on the outer world.

The world as it is today possesses numerous dangers to the simple AT Fields of human beings. Exposure to powerful sources can erode and strip away the protective boundary that is the AT Field. This is especially problematic for Evangelion pilots, as the natural outcome of a high synch ratio is the blending of two AT Fields… And when the competition is between Eva and human being, it won't be the human being who prevails as an independent entity. The effect of erosion on an AT Field is called Ego Damage.

Every campaign turn, whenever a character suffers Ego Damage, it is tallied up, and certain effects come into play depending on how much Damage has been sustained.

For every 10 points of Ego damage sustained, a character runs the risk of gaining a Fluctuation, a temporary change due to their flickering AT Fields. The character must make a Fluctuation Test for every 10 points taken; this is a Willpower test, with a -10 stacking penalty for every Fluctuation test past the second. On a failure, the character gains a single Fluctuation, chosen randomly by rolling on the Fluctuation chart. If the character rolls a Fluctuation they already possess, then they roll again. Fluctuations persist until the end of the next Campaign Turn. Alternatively, depending on the situation, a fitting new and unique fluctuation may be granted.

Whenever a character suffers more Ego damage in a Campaign Turn than their Willpower Bonus*5, they run the risk of gaining a Distortion, which is a permanent alteration to the AT Field that causes it to change in strange ways, even allowing it to manifest physically. Distortions are often powerful and useful, but with each Distortion, the AT Field struggles to hold cohesion. On suffering more than their Willpower Bonus*5 ego damage, the character makes a Distortion test, which is a Willpower test with a -5 penalty for every Distortion the character already has. A character may only make a single Distortion test once per Campaign Turn. On a failure, the character gains a single fitting new and unique Distortion may be granted. If a character possesses Distortions in excess of their Willpower Bonus, they instead Dissolve into LCL.

If a character suffers more Ego damage in a Campaign Turn than their Willpower, or if the number of Distortions they possess is higher than their Willpower Bonus, then they collapse into LCL. This drastic event is not quite death, yet functionally the character is unable to act and for all intents and purposes relevant to the physical world, may as well be dead. A character who has been dissolved into LCL, if their LCL is recovered, may potentially be restored to full existence through their own force of willpower and help from technology or other AT Fields. At the end of the next Campaign Turn, they make a Willpower test; on a success, they are fully rebodied and lose any Distortions they possessed. If they succeed by 4 DoS or more, they can control the process enough to heal any permanent injuries or remove a physical drawback; in the absense of these, they can add a +5 bonus to one of their characteristics, although a characteristic may only be improved in this way once. If the character fails, then they are still rebodied, but they retain (or gain if they didn't already have them) one Distortion, plus another per Degree of Failure, if this would give them more Distortions than their Willpower Bonus, then the process has failed and the character is forced to burn fate, in which case they are rebodied with a number of Distortions equal to their Willpower Bonus. If the character has no fates left to burn, then they are permanently unrecoverable.


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