Hindrance: Half-Decked

Value:
10

Description:
Ever heard the expression “Not playing with a full deck?” Your character is who it’s talking about. Your character’s mind is completely intact; they’re simply not completely aware of what’s going on around them. They might act like they’re in a different place, or do things that are seemingly pointless, like water dead flowers, attempt to bake muffins in an oven that isn’t hooked up, or write invitations to a garden party they claim they’re having next week. Ponies with this hindrance tend to be very smart, but because they frequently lose touch with reality they don’t necessarily have a high rate of survival when the bullets start flying. This hindrance, it should be noted, can be very difficult to role-play. Whenever a character with this hindrance starts play, roll intellect DC 15. If they succeed, that character is lucid for the rest of the session, and may act as such. If they only succeed over DC 10, then the next time that character is put under stress (combat being a prime example of what we’re defining as “stress”) then they must roll once per round (six seconds) or once per five minute period outside of combat until they either succeed over 15 or fail below 10. If they fail, they will revert to acting as if they are in a better place. Note that they may end up there, as the source of stress hasn’t necessarily disappeared; bullets may still be flying. While in their half-present state, they may make remarks and communicate with other players (though usually not coherently or in a way that pertains to the current situation), and will continue to respond in a cooperative fashion to suggestions or physical attempts to move their person.