WHAT IS AN
EMPATHY CHECK?
The basic principle behind an empathy check is:
does the character feel sorry, regretful, or guilty about what he just
did, or what he has done recently. It is kind of like a
conscience.
A friend of mine (Ghostlord) reminded me of how much this is like a
sanity
role in CALL OF CTHULU. I had completely forgotten about that
game
until he reminded me. The basic roll is against the current EMP
score.
If the roll is less than the current score, the character feels a bit
regretful,
sorry, heelish, or guilty, or whatever about the cause of the empathy
check.
WHEN SHOULD I
DO AN EMPATHY CHECK?
Ah, the age old question. When should this
be used? When do you think this should be used? I
personally
think that this is a matter of common sense, and GM discretion.
You
could do it for every combat encounter, if you feel it justified, but I
don't so I wouldn't. I use this whenever my players do some kind
of random killing. If my player just goes out and shoots some bum
for no reason, that would be worthy of an empathy check. Random
drive-by-shootings,
pedestrian hunting, even playing potentially deadly practical jokes.
Now, here is another condition I have used this
for in the past. Shooting someone who is already dead. Now
this can be tricky, because there is always the guy who will walk up to
someone they just killed, and pump one or two more 10 mm rounds into
his
chest to "just make sure" he is dead. This I have nothing
against,
if it is done properly, appropriately, and at the correct time.
If
you have been trying to take down some metal head for 20 or 30 rounds
of
combat, then all of a sudden he just collapses, I would have nothing
against
pumping him with a few pistol rounds(maybe one or two) or another
shotgun
round. But I am against, in the same situation, strapping
dynamite
to the guy and blowing him in 50 different directions. That is
just
uncalled for. I've unfortunately had players who've ripped up
entire
streets, trying to kill a guy, using C6, grenades, rockets, fully
automatic
rifles, sniper gear, and some other things which I don't immediately
recall.
I made him take a huge empathy check for all the damage he did when he
finally took the full-body-conversion down. And unfortunately he
passed. He passed against all the damage to the streets, against
the guy, against himself, and against the 20-some-odd civilians he
killed
or severely injured. (I think he had an empathy of like 3 or 4 at the
time).
As you can see, empathy checks applies to more than
just people. It applies to situations, animals, organisms, etc.
SOLO'S AND
EMPATHY CHECKS
Now I know some of you are thinking, hey, I'm a
solo. I am a professional killer, I don't have to worry about
this.
WRONG!! I have learned something this year, talking to many
soldiers.
More than not, most are what they call "Doves" instead of
"Hawks".
Doves are peace lovers, and Hawks are war lovers. Not only that,
from what I've also learned, talking to some Vietnam veterans, many
regret
and have deep emotional scars concerning what they saw and did.
Many
regret being ordered to shoot vietnamese children, and women (generally
considered civilians and noncombatants). I don't blame them
either,
but getting back to the point: Solos (for the most part) are
exsoldiers.
Granted they have been hardened by the violence that they witnessed in
the army, and on the street (for those of us who came up on the road of
bad breaks and playgrounds of hard knocks. Example, when my
character
was forced to shoot his girlfriend in order to get her back (see Trax's
bluebook), I forced an empathy check on myself (I consider those of us
who do these kinds of things to ourselves are really pushing the
role-playing
envelope). My guy passed (but barely), so he did it, but he
really
did everything he could to make sure he was able to have her
revived.
Even as Trax was pulling the trigger, his doubts grew. And when
he
watched her die, they peaked (it was one of the first, and last since,
I let Trax actually shed a tear - amazing considering he had no tear
ducts).
So, by this hardening, I think it is appropriate to give the Solo a
bonus.
The bonus should be decided by the GM. It should be anywhere from
a +1 to a +3, anymore and balance will be lost.
OTHER
CHARACTERS AND EMPATHY CHECKS
Other characters, of a nonsolo type should not
recieve
this bonus. Solo Types include but are not restricted to: ACPA
pilots,
soldiers(any branch), Nomads(Nomads should be restricted to a +1 and +2
left for the REALLY hardened), Covert Ops, anything with EXTREMELY
STRONG
combat relations.
Now other characters are gonna be tricky.
Everyone is on a different level of expossure to violence. A
fixer
has seen more violence (and probably been the cause of half of it) than
say a super model; therefore, a fixer is more likely not have as much
of
a problem seeing the scene than a super model would. Also, he
probably
wouldn't be as shaken as the model would. I run other roles as
follows:
if the character is very stret based, and gets out often, and has been
seeing heafty violence all, or a good deal of his or her life, then no
adjustments to the role should be made. If they are tower
dwellers(as
I call the upper class), and don't get down to the street much, and
consequentially
don't see as muchb blood being spilt, will have to make more frequent,
and penalized empathy checks. When dealing with this type of
characte,
I would also recommend a COOL roll, have failure result in queezyness,
screaming in horror or terror, or even shock(if the scene is disturbing
enough).
THIS IS ALL
FINE AND GOOD, BUT WHAT ABOUT THOSE WITH NATURALLY
LOW EMP SCORES WHO RUN AROUND DOING THIS KIND OF THING?
Well, if that is the way their character is, then
you can't blame them for staying true to their character.
However,
murder is still not greatly tolerated by the local police forces, and a
string of murders are especially going to catch the Police's eye.
Also, who is going to hire a 'runner who enjoys murdering people?
The only person who wouldn't mind is someone who is insane, or so bent
on vengence that he would throw his kids and/or grandkids into harms
way.
Think about these kinds of things when you next see your players
becoming
berserkers.
LITTLE THING
I NOTICED IN NEVER FADE AWAY AND CONCLUSION
In the end of the story, NEVER FADE AWAY, Johnny
Silverhand pulls out his pistol, and simply, and purposefully blows the
Arasaka Corp's brains across the far wall. Now, you might be
thinking
I'm going to say, HEY! JOHNNY SHOULD HAVE HAD TO MAKE A ROLL FOR
THAT! But you know what? It would have killed the drama
worse
than the "death" of Alt Cunningham. This is a situation where a
roll
would not have fit in too well. The point I am making, is that,
if
you want to use the empathy checks, more power to you, BUT don't over
do
it, and don't let your players get too carried away.