Okay, so my badass new BE game features three, count them three (3) (tres!) Psychologists. Two are PCFoNs: the planet’s grand Inquisitor, and the Cotar Fomas (former Circle of 10,000, codebreaker, and now a secret heretic within the Mundus Humanitas). One is a GMFoN: an Anvil Lady (also former Circle of 10,000, now just a bitch).
Given this staggering amount of power floating around, it’s got me thinking about the limits and uses of Psychology in the game. I’ve got questions.
What’s the timing to Psychology tests? I know they happen “instantly” and will pre-empt a Firefight!, but what about multiple Psychology tests? Let’s say three guys jump the Inquisitor – will he have time to engage in three DoWs, force connections on all of them, and then lock 'em? That’s more conflicts than the humans have in the first place, obviously, so what’s a poor Inquisitor to do, should he be jumped?
How, precisely, does one’s brains get fried via Psychology? There’s no direct-damage effect. You can Lock or Hinder someone but they need a connection die with you. You can force them into a PsiDoW and (re)write a Belief/Instinct/CT as your objective. Are there any other effects I’m overlooking?
When you’re using Psychology to read them (hidden mood, character trait, past lifepath, etc,) I assume this is intended to bridge the player knowledge/character knowledge gap, yes? Because my understanding is that players know everything about other players but characters know only what the characters have found out so far.
Are there any restrictions, beyond the social contract of not being a dick, to the Beliefs/Instincts one may be given as a result of losing a PsiDoW? Because being handed a Belief of “I must kill my brother” and then just saying “meh, rewrite that” at the end of a maneuver kind of undermines the power of Psychology.
I think that’s about it for now.