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Terror in the Stars
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==System Changes== Crew still have '''Discipline''' dice. It is difficult to stay disciplined when you learn your comrades are secretly planning to eliminate you. A discipline outcome means the ship is working more smoothly or repairs were successful (decrease Systems/Exhaustion by one), or a modicum of trust between crew has been regained (reclaim a Fight or Flight response). Instead of Exhaustion, characters have (ship) '''Systems''' dice, named something relevant to your role in the ship's crew. Using Systems dice is to use ship facilities beyond specifications. A Systems outcome to a conflict means that something important on the ship has broken. When you accumulate six Systems dice, a major catastrophe has happened to the ship and your character is right in the middle of it, cut off from the rest of the crew or otherwise completely incapacitated. Instead of Madness, characters have '''Paranoia'''. Using Paranoia will fuel the wrongness of deep space or hyperspace or the Warp, with surreal or abhorrent effects. A paranoia outcome means the character must check off a Fight or Flight response and act appropriately. Losing all your reactions triggers an acute psychotic episode, and a permanent Paranoia die, and a growing certainty that the only way you'll survive this or finish the mission is to eliminate the rest of the crew. At six Paranoia, your psychosis commits you to to becoming a warped nightmare to achieve this. '''Pain''' is still pain, but the nightmares that use pain dice are more personal to the crew instead of the setting. The GM doesn't need to always attack a crew member with their own personal nightmares. ("Why are YOUR fears attacking ME? Do you secretly hate me or something???") A pain outcome means the crewmmember lost something they value. '''Despair''' and '''Hope''' coins work the same way.
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