Compulsivity

Deranged GrimoireThe Serial

Root Effect • Roleplaying • Continuity • Character Flaw


Many of us have a tendency to do things without thinking. Sometimes without even knowing we’d had done it. Compulsivity reflects this flaw. With the Compulsivity Effect Tree we find. Oniomania, Kleptomania, and Mythomania are all prospective compulsivity choices, and as this Effect Tree advances, these things give strong changes to Roleplaying Continuity.


Continuity Restructuring

The base Root Effect, Compulsivity, allows for minor adjustments to continuity based on habitual and impulsive behavior.

Choose 1 Routine, this Routine becomes a compulsive behavior. Once chosen the Routine must be performed or the character will get the “Bad Hair Day” Enfeeblement. If they are successful in completing the Routine, they will get the “Routine Satisfaction” Buff.

Changing the Compulsive Behavior (Routine)

To change the compulsive behavior Routine, the character must undergo rehabilitation. They must not complete the Routine for 3 Days, suffering from “Bad Hair Day,” each day. During that period they must perform the new Routine every day in its place.


Vital Statistics Adjustment

Awareness: -5

Unlocking Compulsivity

Potential Cost: 10
Requirements
Minimum Level: 1


Compulsivity Branch Effects

KleptomaniaMythomaniaOniomania



Compulsive behavior is a curiosity, many times those who are locked into impulsive moments don’t even realize what they’re doing, and later, they deal with the consequences.
— Michi Anadinal, Lectures on the Psyche, y.178 - Altera University


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Oniomania

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Hygiene