2329 lines
99 KiB
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2329 lines
99 KiB
Plaintext
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THE COMPLETE GUIDE TO SANITY
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FOR FANTASY ROLE-PLAYING GAMES
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This guide should not be used by anyone that the GM feels is
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either to young, to immature, or not a good enough role-player to
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handle the topics presented here.
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-----------------------------------------------------------------------
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COPYRIGHT (C) 1996
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All trademarks of products, company names, logos, phrases, service
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names, and/or slogans are trademarks of the respective companies,
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artists, and/or individuals, where applicable.
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The following guide is the property of its authors, who hereby
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states that they retain the copyright except for where noted. You may
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distribute it at will, provided that nothing in the guide, this notice,
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or any of the credits are altered in any way; and that you do not make
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a profit from it.
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This document is not for sale and is made available for private
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game use only.
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*** DISCLAIMER ***
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All contents of this guide are presented for game purposes only.
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Advice oriented information is not to be taken as legal consultation or
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legal service, but as suggestions and examples of real-world or
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hypothetical models. Always consult a lawyer for legal and lawful
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guidance. The opinions and views contained in this guide reflect those
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of the individual authors. The opinions, content, and organization of
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this document are in no way connected with the faculty and staff of any
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educational institute where this guide was found.
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Information presented here is not clinically correct. It is
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designed to conform to game terms and situations. The information is to
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fill an area of the game where a condition exists and no adequate
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explanation is otherwise given.
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TABLE OF CONTENTS
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SANITY ATTRIBUTE
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SANITY ATTRIBUTE CHECK
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INSANITIES
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PHOBIAS
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SO YOUR INSANE
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MAGE SPELLS
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PRIEST SPELLS
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VECORS
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QUESTIONS AND ANSWERS
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INSANE ASYLUM
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MAGIC ITEMS
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SPECIAL THANKS
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-----------------------------------------------------------------------
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SANITY ATTRIBUTE
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"Mental Health will drive you mad."
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Long has it been that man values nothing more than his health,
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and the health of no organ is more important than that of the brain.
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What lurks in the minds of men and contorts them into who they?
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Lower attributes typically have hindrances, but a character
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doesn't suffer to much and in fact gets by quite nicely. With the
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Sanity attribute, life isn't so easy. When the Sanity attribute is low,
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the character can quite easily become insane and insanity is awful.
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A GM can give the players something to really fear. Most players
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are very happy with their characters. Many players feel that their
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characters are close to invulnerable as the characters advance in
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experience levels and in most incidences they are. With this attribute,
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the GM can give the character fighting chance on sanity, or go wacky.
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Sanity (San) represents mental health. Sanity is not pertinent to
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any class but is beneficial to all.
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As with all attribute scores, roll 3d6 to get this attribute
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score.
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Attribute Base Insan. # of Magical Wild Talent PSP Ability
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Score Points Phobias Def. Adj. Adjustment Modifier
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1 4 10 +7/-7 -5% -5
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2 8 9 +6/-6 -4% -4
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3 12 8 +5/-5 -3% -3
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4 16 7 +4/-4 -2% -2
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5 20 7 +3/-3 -1% -1
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6 24 6 +2/-2 0% 0
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7 26 6 +1/-1 0% 0
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8 30 5 0/0 0% 0
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9 34 5 0/0 0% 0
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10 38 4 0/0 0% 0
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11 42 4 0/0 0% 0
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12 48 3 0/0 0% 0
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13 52 3 0/0 0% 0
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14 56 2 -1/+1 0% 0
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15 60 2 -2/+2 0% 0
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16 64 1 -3/+3 +1% +1
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17 68 1 -4/+4 +2% +2
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18 72 0 -5/+5 +3% +3
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19 76 0 +1/+5 +4% +4
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20 80 0 +2/+6 +5% +5
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21 84 0 +3/+6 +6% +6
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22 88 0 +4/+7 +7% +7
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23 92 0 +5/+7 +8% +8
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24 96 0 +6/+8 +9% +9
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25 100 0 +7/+8 +10% +10
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BASE INSANITY POINTS
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This is the base insanity points the character starts out with.
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Whenever a character recovers from an insanity, this is what his
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insanity points will revert to.
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MAGICAL DEFENSE ADJUSTMENT
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These adjustments applies to saving throws against magical spells
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that attack the mind: charm, fear, illusions, suggestion, mind-reading,
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etc.. These bonuses and penalties are applied automatically, without
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any conscious effort from the character.
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The number to the left of the slash is the bonus or penalty for
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spells that try to change the mind such as charm, fear, suggestion,
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etc.. So why is there a bonus for low sanity, a penalty for sanity up
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to 18, but a bonus for sanity over 18. Mind "changing" spells have
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trouble affecting a mind warped with insanity proably because the magic
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is geared at normal minds. A sane mind tends to be an easier target for
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these spells. Sanity over 18 is typically reserved for beings on the
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diety level and so they recieve sane benefits to reflect such status.
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The number to the right of the slash is the bonus or penalty for
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illusionary spells. So why is there a penalty for low sanity and a
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bonus for high sainty. A sane mind tends to rationalize illusions as
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impossible, while an insane mind tends to believe in them a lot easier.
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WILD TALENT ADJUSTMENT
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When a character tests for a wild psionic talent, add this
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modifier to his base chance for having a talent.
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PSP ABILITY MODIFIER
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For a character with psionic power, add this modifier to his base
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PSP score.
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-----------------------------------------------------------------------
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SANITY ATTRIBUTE CHECK
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GMs must decide which situations require a Sanity check. The GM
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should determine if a character would be so mortified by a situation
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that it tests his sanity. If so, the player must make a Sanity
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attribute check.
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Culture and upbringing may determine which scenes can terrify a
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character into insanity. For example, an inexperienced character may go
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crazy on his first encounter with a lich while an experienced undead
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hunter will not. Some unnatural, horrific scenes that may do it to a
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character are a rotting pile of body parts crawling with worms and
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flies; twisted, perverted creatures such as powerful undead; or
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terrible evil beings from the Lower Planes.
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Dramatic events could also make a character a little crazier. The
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death of a comrade or loved-one is definitely dramatic. Being
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resurrected is one of the most dramatic experiences a person can go
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through and the GM should always require a check when this happens.
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If the character makes the check, then he has survived a sanity-
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testing experience and gets the difference of his Sanity attribute from
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the die roll added to his current Insanity Points. For example, Rock
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has a Sanity attribute of 15. The GM requires a Sanity check. The
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player rolls a 5 thus making the check. He adds 10 (the difference) to
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his current Insanity Points.
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If the character fails the check, then he comes that much closer
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to insanity and gets the difference of his Sanity attribute from the
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die roll subtracted from his current Insanity Points. For example, Rock
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has a Sanity attribute of 15. The GM requires a Sanity check. The
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player rolls a 19 thus failing the check. He subtracts 4 (the
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difference) from his current Insanity Points.
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-----------------------------------------------------------------------
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-----------------------------------------------------------------------
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INSANITIES
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Whenever a character's Insanity Points equals 0. He goes insane.
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The player must make a Sanity ability check. Failure indicates that the
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insanity is permanent (until cured). Success indicates that the
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insanity is temporary. Roll on the Insanity table.
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Insanities can add spice and excitement to the game or they can
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totally throw it out of balance. The GM should consider the disorder
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and its effects on the game (not just game continuity or balance, but
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the player whose character will be affected).
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Realize that not all people suffer in the same degree. For example
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two people with the exact same phobia will have the phobia to varying
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degrees.
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The first attempts at explaining abnormal behavior was demonology.
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This is, abnormal behavior was caused by demon possession or evil
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spirits. Treatment was often by spells, incantations, potions, and
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psycho-surgery. A more scientific/medical model was introduced by
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Hippocrates (460-377 B.C.). His focus was on physical causes; namely
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excess of bodily fluids which he called "humors". Treatment was to
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drain the excess fluids by bleeding, vomiting, dieting, and holistic
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medicine. In the Middle Ages there was a return to demonology with the
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rise in the importance of religion in society. However, there was the
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first attempt at "humanitarian" treatment: insane asylums. They were
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far from humanitarian, but it was a start. The next advancement didn't
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occur until the 1700-1800s.
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TABLE: INSANITY (1d10)
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01 ANXIETY DISORDERS (1d8)
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02 COGNITIVE-IMPAIRMENT DISORDERS (1d10)
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03 DISSOCIATIVE DISORDERS (1d6)
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04 PERSONALITY DISORDERS (1d8)
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05 PSYCHOTIC DISORDERS (1d20)
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06 SELF CONTROL DISORDERS (1d10)
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07 SEXUAL DISORDER (1d20)
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08 SLEEP DISORDERS (1d8)
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09 SOMATOFORM DISORDERS (1d4)
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TABLE: ANXIETY DISORDERS (1d8)
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01 Generalized Anxiety
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02 Nervous Breakdown
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03 Obsession
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04 Obsessive-Compulsive
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05 Panic Disorder
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06 Paranoia
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07 Phobia
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08 Post Traumatic Stress
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TABLE: COGNITIVE-IMPAIRMENT DISORDERS (1d10)
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01 Amnestic Disorder
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02 Catatonia
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03 Delirium
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04 Homicidal Mania
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05 Lunancy
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06 Mania
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07 Manic-Depressive Disorder
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08 Melancholia
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09 Suicidal Mania
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TABLE: DISSOCIATIVE DISORDERS (1d6)
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01 Hebephrenia
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02 Multiple Personality / Split Personality
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03 Schizophrenia
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04 Psychogenic Amnesia
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05 Psychogenic Fugue
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TABLE: PERSONALITY DISORDERS (1d8)
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01 Avoidant Personality Disorder
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02 Dementia Praecox
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03 Dependent Personality Disorder
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04 Histrionic Personality Disorder
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05 Obsessive-Compulsive Disorder
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06 Paranoid Personality Disorder
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07 Passive-Aggressive Personality Disorder
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TABLE: PSYCHOTIC DISORDERS (1d20)
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01 Alignment Change
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02 Delusion Control
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03 Delusion Granduer
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04 Delusion Infidelity
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05 Delusion Nihilism
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06 Delusion Persecution
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07 Delusion Poverty
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08 Delusion Reference
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09 Delusion Self-Blame
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10 Delusion Somatic
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11 Delusion Thought Broadcasting
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12 Delusion Thought Insertion
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13 Delusion Thought Withdrawal
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14 Induced Psychotic Disorder
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15 Hallucinatory Disoder
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16 Megalomania
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TABLE: SELF CONTROL DISORDERS (1d10)
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01 Dipsomania
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02 Kleptomania
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03 Monomania
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04 Pyromania
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05 Pathological Gambling
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06 Pathological Liar
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07 Sado-Masochism
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08 Trichotillomania
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09 Intermittent Explosive Disorder
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TABLE: SEXUAL DISORDER (1d20)
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01 Bitchamania
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02 Coprophilia
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03 Exhibitionism
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04 Fetishism
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05 Foulmouthia
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06 Geroniophilla
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07 Innecrophilia
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08 Masochism
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09 Mirusmania
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10 Necrophilia
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11 Nymphomania
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12 Pedophilia
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13 Periculuphilia
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14 Pigmalionism
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15 Sadism
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16 Unus-????mania
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17 Uridpsomania
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18 Voyeurism
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19 Zoophilia
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TABLE: SLEEP DISORDERS (1d8)
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01 Dream Anxiety
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02 Disorder
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03 Hypersomnia
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04 Insomnia
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05 Sleep-Schedule Disorder
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06 Sleep Terror Disorder
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07 Sleepwalking Disorder
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TABLE: SOMATOFORM DISORDERS (1d4)
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01 Hysterical Neurosis / Conversion Disorder
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02 Body Dysmorphic Disorder
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03 Hypocondriasis
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ANXIETY DISORDERS
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Generalized Anxiety - The character with this disorder worries about
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minor problems, and tend to magnify the extent of problems and are
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often pessimistic.
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Nervous Breakdown - The character has a nervous breakdown. He is not
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"dangerous", he just needs a nice quiet place to spend some time. For
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humans the time needed to recuperate is typically a few months. For
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long-lived races like elves and dwarves the time needed to recuperate
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is typically a few years. The GM decides the time period need for
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recuperation.
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Obsession - The character becomes obsessed to a person, place or thing.
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The obsession becomes his life and it totally consumes him to the point
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where he ostricises his friends and family, spends all his wealth on
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his obsession, etc..
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Obsessive-Compulsive - The character suffering from this disorder
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experiences recurrent obsessions and compulsions that a causes distress
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(anxiety), occupies much of his time which interferes with normal
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functioning. A compulsion is a behavior repeated in a ritualistic
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manner often in response to an obsession. An obsession is a persistent
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thought, idea, impulse, or image that causes distress and feels out of
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the person's control. The following is a list of the common compulsions
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and their related obsessions:
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1) Hand washing - The obsession is fear that germs are everywhere.
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2) Checkers - They are obsessed with being sure they did
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everything necessary before leaving. A person may be three hours late
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for an appointment because they checked and rechecked over and over.
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3) Rigid behavior patterns - These people will have such behavior
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patterns as: always putting the left boot on before the right, or put
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the shirt on before the pants in order for it to be right.
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4) Counting - These people are obsessed with counting. Taking the
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same amount of steps with the left foot as the right foot, counting
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buttons on people's shirts, et cetera.
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5) Cleaning - These people feel that "it's never clean enough."
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They are obsessed with cleaning. They are similar to checkers in many
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ways (see 2).
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Depression, avoidance behavior, and substance abuse is sometimes
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seen in these people for obvious reasons. This disorder is often among
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people in the upper socio-economic status. The course is chronic, not
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acute.
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This differs from the personality disorder of the same name
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because in the personality disorder you do not find the ritualistic
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behavior or the anxiety and distress that these people with the anxiety
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disorder experience (cf. Obsessive-Compulsive Personality Disorder).
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Panic Disorder -The characteristic most prominent of this disorder is a
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panic attack. A panic attack includes intense fear and physical
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discomfort, fearful thoughts, many bodily sensations, and a fear of
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losing control. Another characteristic of this disorder is anticipatory
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anxiety (fear of fear), that is, they engage in avoidance behavior
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because they are not sure when they'll have their next panic attack.
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Paranoia - The character becomes convinced that "they" are plotting
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against him, spying, listening, and always nearby. As the affliction
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develops over several days, the character will become convinced that
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everybody around is part of the plot. Conversations are about him,
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laughter is directed at him, and every action of former friends is
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aimed at deluding him so as to fulfill the "plot". The character will
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be principally concerned about position or goods first, but as the
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insanity advances, he will realize that the plotters are actually after
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his life. The paranoid will evidence signs of increasing suspicion and
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take elaborate precautions with security. In the later stages of the
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insanity, he will have highly irrational behavior, hire assassins to do
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away with "plotters", and even become homicidal in order to "protect"
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his life. The character will trust no one when the affliction has
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advanced, regarding their former close comrades and friends as their
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worst enemies.
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Phobia - Many a time will a character come upon something so strange or
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gruesome that it will shock the mind itself. A phobia is an intense,
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abnormal, or illogical fear of something. See the Phobia section to
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determine what phobia the character gains.
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An example of how a phobia can severely disrupt a person's life; a
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person has a phobia of snakes. He will not walk by bushes for fear that
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snake is hiding inside, he will not walk under trees because snakes
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have been known to live in trees, he will not sit down to go to the
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bathroom (who knows what kind of serpent is down in that hole), etc..
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Post Traumatic Stress - This is generally defined at a reaction and
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re-experiencing of a traumatic event with symptoms of anxiety and
|
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depression. What is a traumatic event? An event that would evoke
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||
significant symptoms of distress in almost everyone; usually outside
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the range of normal experience (although most of an adventurer's life
|
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fits into this category). There are five symptoms which point to this
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insanity:
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1) Traumatic event outside range of normal experience (rape,
|
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floods, combat).
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2) Traumatic event persistently re-experienced in any of the
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following ways: distressing recollections of event; recurrent
|
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distressing dreams; feeling that event is happening again (flashback);
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||
intense distress at exposure to events that resemble some aspect of the
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trauma.
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3) Persistent avoidance of stimuli associated with the trauma or
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"numbing" of general responsiveness. Avoiding thoughts and feelings
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about the event, or avoiding things that would remind the victim of the
|
||
trauma. For example, if Rock's friends were decimated in a dragon fight
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and he barely escaped with his life, Rock may be apprehensive about
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petting his pet lizard (he might kill the poor beast as a result of the
|
||
trauma). "Numbing" refers to the inability to recall some aspect of the
|
||
trauma, restricted range of emotional expression. Perhaps Rock can't
|
||
quite remember how one of his arms got ripped off, he just knows that
|
||
one minute he had it, and the next thing he knew he didn't have it.
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||
4) Increased arousal/activity. Things such as insomnia, difficulty
|
||
concentrating, easily startles, increased aggressiveness or
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||
irritability.
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5) Symptoms present for at least a month.
|
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||
COGNITIVE-IMPAIRMENT DISORDERS
|
||
|
||
|
||
Amnestic Disorder - Psychogenic amnesia is caused by psychological
|
||
reasons. Amnestic disorder is caused by a biological reason. There are
|
||
two forms of this disorder: retrograde amnesia (characterized by memory
|
||
loss of events prior to the problem that caused the amnesia), and
|
||
anterograde (characterized by inability to learn or remember events
|
||
taking place after the event). The problem is chronic and the person is
|
||
unlikely ever to recover.
|
||
It is up to the individual GM to dictate if any experience levels
|
||
are lost due to amnesia. Some players may find this hard to take, so
|
||
GMs should be very careful in implementing level loss. If the GM does
|
||
so, it is suggested that the character lose only one level.
|
||
Another problem, unfortunately, is that character who suffers from
|
||
anterograde amnesia cannot advance in level or learn new skills.
|
||
|
||
Catatonia - Whe character completely withdraws from reality. He will
|
||
sit staring and unmoving, will not react to any outside stimuli, and
|
||
will eventually die of dehydration if left alone. The catatonic
|
||
icharacter can be moved, led around, fed, and so forth; but he will do
|
||
nothing personally. If continually provoke and irrated in order to get
|
||
a response, there is a 1% cumulative chance per round that the
|
||
character will react with homicidal mania (see insanity). Once
|
||
provaction ceases, the catationa returns.
|
||
|
||
Delirium - This disorder involves a temporary state in which a
|
||
person's thoughts, level of consciousness, speech, memory, orientation,
|
||
perceptions, and motor patterns are very confused, unstable, or
|
||
otherwise grossly disturbed. The person may also experience delusions
|
||
and/or hallucinations, as well as emotional disturbances (anxiety,
|
||
euphoria, etc.). Delirium is caused by a change in brain metabolism.
|
||
This can be caused by brain damage from head injury, drugs, fever, and
|
||
others. It has a quick onset and a brief duration, usually and it
|
||
rarely lasts longer than a month because the person either naturally
|
||
recovers, or dies from the underlying physical condition. GMs should be
|
||
very careful in killing off a character with this insanity.
|
||
|
||
Homicidal Mania - The character appears absolutely normal. He will
|
||
behave with what seems to be complete rationality, and nothing unusual
|
||
will be noted regarding the individual - except he will occasionally
|
||
manifest an unique interest in weapons, poisons, or other lethal
|
||
devices (but for adventurers this may seem normal). The insanity causes
|
||
the character to be obsessed with the desire to kill. The desire must
|
||
be fulfilled periodically. Once a week the character must make a
|
||
successful Insanity check or go kill. If prevented from killing, the
|
||
frustrated individual will become uncontrollably maniacal and attack
|
||
the first person he encounters, widely seeking to slay. After a kill,
|
||
the character will fall into a fit of melancholia (see insanity) for
|
||
1d6 days before returning to a homicidal state once again.
|
||
|
||
Lunacy - The violent and often homicidal state occurs whenever the moon
|
||
is full, or nearly full. The GM may allow the character to make a
|
||
Sanity check on full moon nights to keep from flipping out. The
|
||
character will generally behave as one in a maniacal state, with
|
||
paranoid, hallucinatory, or homicidal tendencies. When the moon is
|
||
absent or in its first or last quarters, the character will be
|
||
melancholic. At other times, he will be relatively normal - perhaps a
|
||
bit suspicious and irascible.
|
||
|
||
Mania - The character must make a Sanity check everyday. If he fails
|
||
then he freaks for 2d6 turns. The character (roll 1d6) will become
|
||
hysterical (1-2), enraged (3-4) or completely maniacal (5-6). The
|
||
character will shriek, rave, and behave in a violent manner. His
|
||
strength will increase by 2d2, dexterity by 1d2, and constitution by
|
||
1d2. The maniac is unreasoning when spoken to, but he will posses great
|
||
cunning. The afflicted will desire to avoid or to do something
|
||
according, but not necessarily appropriate, to the situation at hand.
|
||
When the maniacal state passes, the afflicted will not remember his
|
||
insane actions and will not believe that he is insane.
|
||
|
||
Manic-Depressive Disorder - This alternating insanity form causes the
|
||
afflicted to swing from one state to the other in 1 to 4 day intervals.
|
||
When excited, the character must make a Sanity check. If he fails, he
|
||
becomes maniacal (see mania insanity). When disssapointed or frustated
|
||
the character must make a Sanity check. If he fails, he becomes
|
||
melanchlic (see melancholia insanity). Thus in addition to the usualy
|
||
1-4 day cycle of mainta-depression, he can jump from one state to the
|
||
other depending on outside stimuli.
|
||
|
||
Melancholia - Similiar to dementia praecox, this malaody makes the
|
||
afflicted giveen to black moods, fits of brooding, and feelings of
|
||
hopelessness.. Everytime a siutation presents itself, the character
|
||
must make a Sanity check or have a fit of melancholia.
|
||
|
||
Suicidal Mania - The character has overwhelming urges to destroy
|
||
himself whenever means are presented - a perilous situation, a weapon,
|
||
or anything else. The more dangerous the situation or item, the more
|
||
likely the individual is to react self-destructively. Use a scale of
|
||
10% to 80% probability, and if the afflicted does not react suicidally,
|
||
then he will become melancholic for 1d6 days. If he is frustrated in
|
||
suicidal attempts, then the character will become maniacal for 2d4
|
||
turns, and then fall into melancholy for 2d6 days.
|
||
|
||
|
||
DISSOCIATIVE DISORDERS
|
||
|
||
|
||
Hebephrenia - The character will withdrawl from the real world. He will
|
||
wander aimlessly, talk to himself, giggle and nutter, and act
|
||
childishly - sometimes even reverting toi such a state as to disire to
|
||
play childish games with others. This insanity is constant, but if
|
||
suffciently irriated by somebodu nearby, the character is 75% likely to
|
||
become enraged and maniacal, attackibng the offender fiercly. If the
|
||
character does not not become so enraged, he will become catatonic for
|
||
1d6 hours and then revert to hebephernic behavior once again.
|
||
|
||
Multiple Personality / Split Personality - Having multiple
|
||
personalities is considered to be a mental illness which shows itself
|
||
with the different attitudes of the person. This is especially
|
||
dangerous to the balance of a game. Careful consideration is required
|
||
on the GM's part. This insanity often manifests itself in mages and
|
||
psionics, when mental strain is part of everyday life.
|
||
Also this sanity manifests itself in a person who experiences
|
||
severe and protracted trauma. During the experience the person
|
||
dissociates during the trauma (like self-hypnosis, escape mentally if
|
||
you can't escape physically). Now during this period of dissociation
|
||
period an alter steps in and develops a memory -personality. For
|
||
example, if Rock was captured during a raid and was tortured daily,
|
||
when the torturer walks into to give Rock his daily beating, Rock
|
||
disassociates and an alter steps in. It must also be noted that people
|
||
with this illness can function perfectly normal in society or it can
|
||
totally hinder their ability to function properly in society.
|
||
"Host" or "core" refers to the real person, there is only one host
|
||
personality. "Alter" refers to all other personalities present. There
|
||
are two common personality types: the victim (the personalities of an
|
||
abused person), the protector (the personalities keeps the host from
|
||
acting on self-damaging behavior).
|
||
The number of personalities the character depends of on the
|
||
severity of what causes the insanity to manifest itself. If the cause
|
||
was relatively mild, the character only gets one or two additional
|
||
personalities. For very harsh, traumatic experiences, the character
|
||
gains multiple personalities. A character can have no more than seven
|
||
additional personalities.
|
||
A personality takes complete control over the person's behavior.
|
||
Therefore, only one personality can be in control at one time.
|
||
Switching personalities can happen at completely random intervals.
|
||
However, being in tense situations (like combat) can trigger a change
|
||
to another personality. When a GM deems that the character is in such a
|
||
situation, the character must make a Sanity check or switch to another
|
||
personality.
|
||
The transition from personality to personality is subtle and
|
||
quick. Physical clues of transition are fluttering eye lids, eyes roll
|
||
up in head, and/or a small head jerk (like a flinch when startled or
|
||
suddenly coming out of a doze).
|
||
A new personality can actually be of a different class and have
|
||
different ability scores. For example, an insane fighter can enter
|
||
combat, switch personalities, and begin casting spells because he now
|
||
is a mage. On the same token, he could believe he is just a 10 year old
|
||
girl (with an Intelligence to match).
|
||
Another personality that may develop is one that already exists.
|
||
That is, a personality of somebody else such as an adventuring comrade,
|
||
a high official, etc..
|
||
The GM should develop tables for a player to roll on to find out
|
||
which personality is currently active. The GM may want to make certain
|
||
personalities more popular than others.
|
||
Co-consciousness is the phenomenon that allows the personalities
|
||
to talk to each other. However not all personalities may be known of,
|
||
this explains some of the bouts of amnesia that people with this
|
||
insanity often report. After every personality switch, the character
|
||
has a percentage chance equal to his Intelligence of becoming aware of
|
||
one of the other personalities. When personalities meet (i.e. in the
|
||
mind), the character becomes paralyzed for 1d6 hours, while both sides
|
||
are trying to take control of his mind.
|
||
The following list of symptoms are often found this insanity:
|
||
depression, substance abuse, sleep disturbances, somatoform disorders,
|
||
severe headaches, suicidal/self-mutalative, anxiety, intrusive
|
||
images/flashbacks, amnesia/blank spells, auditory hallucinations.
|
||
|
||
Psychogenic Amnesia - The individual is unable to remember important
|
||
facts of personal importance (details and experiences). There are three
|
||
types of psychogenic amnesia:
|
||
1) Localized amnesia (the most common) - The individual forgets
|
||
all events during a specified time interval. This period usually
|
||
follows a distressing event.
|
||
2) Selective amnesia - A survivor of a flood may remember going to
|
||
the hospital but not how he got there.
|
||
3) Continuous amnesia - The person can't remember anything from a
|
||
certain date to the present. For example, a war veteran may remember
|
||
his childhood up to the point of going into the service, but has
|
||
forgotten everything that has taken place after that.
|
||
|
||
Psychogenic Fugue - The person becomes confused about personal
|
||
identity, and suddenly and unexpectedly travels to another place. The
|
||
person may assume another identity. Once the fugue has passed the
|
||
person can't recall what happened during the fugue. This is rare and
|
||
often passes quickly.
|
||
A variation could be that the character never recovers from the
|
||
fugue and travels to a far off land only to join a certain party of
|
||
characters. This could easily explain why the oriental is travelling
|
||
with the Westerners.
|
||
|
||
Schizophrenia - This insanity manifests its effects in a personality
|
||
loss. The afflicted has no personality of his own, so he will select a
|
||
role model and make every attempt possible to become like that
|
||
character. Selection will based upon as different a person as possible
|
||
with regard to the insane character. Thus an insane mage will begin to
|
||
follow the habits of a fighter, for example, dressing and speaking like
|
||
that character and seeking to be like him in all ways.
|
||
|
||
|
||
PERSONALITY DISORDERS
|
||
|
||
|
||
Avoidant Personality Disorder - The character with avoidant
|
||
personality disorder refrains almost entirely from social encounters.
|
||
He feels if he goes out he'll cause some catastrophic situation. He
|
||
desires no relationships. He likes to be alone.
|
||
|
||
Dementia Praecox - The afflicted character will be quite uninterested
|
||
in any undertaking when suffering from this form of madness. Nothing
|
||
will seem worthwhile, and the individual will be continually filled
|
||
with lassitude and a tremendous feeling of ennui. No matter how
|
||
important the situation if the character fails a Sanity check, he is
|
||
will choose to ignore it as meaningless to him.
|
||
|
||
Dependent Personality Disorder - The character is strongly attracted to
|
||
others. He feels like he can't make the most simple decisions without
|
||
others help. For example, Rock doesn't believe he can pick his clothes
|
||
for the day without his mother's opinion.
|
||
|
||
Histrionic Personality Disorder - The character shows extreme emotions
|
||
for the sole purpose of the effects it has on others and not expression
|
||
of feelings. He also expects others to fulfill his expectations, but
|
||
he has no concern for others. He resents people who are more beautiful,
|
||
successful, etc.. The term comes from the Greek legend of Narcissus,
|
||
who fell in love with his own reflection in the pond.
|
||
|
||
Obsessive-Compulsive Disorder - The character is not like the
|
||
obsessive-compulsive anxiety disorder, this character is a
|
||
perfectionist. He concerns himself with schedules and is very
|
||
methodical. For example, Rock will refuse to start a meeting until the
|
||
exact second it was scheduled to meet.
|
||
|
||
Paranoid Personality Disorder - The character with this insanity is
|
||
extremely suspicious and is always on guard against danger. It is
|
||
impossible for him to trust others, and he always project blame on
|
||
others.
|
||
|
||
Passive-Aggressive Personality Disorder - The character cannot express
|
||
his anger appropriately. He is either conniving or very outward. Either
|
||
way he expresses his anger in very spiteful ways.
|
||
|
||
|
||
PSYCHOTIC DISORDERS
|
||
|
||
|
||
Alignment Change - The character suffers a major alignment change. The
|
||
GM can decided what the character's alignment becomes. Chaotic Neutral
|
||
is typical of an insane person however a GM may wish the alignment to
|
||
be completely opposite of the character's original alignment.
|
||
|
||
Delusion Control - The character has the feeling that one is being
|
||
controlled by others, or even by machines or appliances.
|
||
|
||
Delusion Granduer - The character has grossly exaggerated conception of
|
||
the individual's importance. He is convince that he is a famous figure
|
||
such as a monarch, deity, or similiar personage. Those who "fail" to
|
||
recognize the afflicted as such will incur great hostility. In normal
|
||
affairs, the character will seem quite sane, but he will act approrate
|
||
to a station which he does not actually have and tend to order arounf
|
||
actual and imagenery creatures, drawe upon monies and items which do
|
||
not exist, and so on.
|
||
|
||
Delusion Infidelity - The character has a false belief usually
|
||
associated with pathological jealousy. The belief that spouse or lover
|
||
is unfaithful with no reason or evidence.
|
||
|
||
Delusion Nihilism - The character has the feeling that one's self,
|
||
others, or the world is nonexistent. Commonly feelings of unreality or
|
||
the feeling that one is in a dream.
|
||
|
||
Delusion Persecution - The character has the belief that another person
|
||
or persons are trying to inflict harm on the individual or his family.
|
||
|
||
Delusion Poverty - The character has the belief that the he has no
|
||
material possessions of value. When confronted with the real value he
|
||
may say that it's not his or insist on its worthlessness.
|
||
|
||
Delusion Reference - The character has the belief that the actions of
|
||
others is somehow personal references to him. For example, the nobleman
|
||
goes to opera and believes the opera is telling the story of his life.
|
||
|
||
Delusion Self-Blame - The character has the feelings of remorse without
|
||
justification. For example, a man may feel responsible for a famine
|
||
because of some sin he committed.
|
||
|
||
Delusion Somatic - These delusions are much more psychotic than the
|
||
somatoforms to be discussed! Inappropriate concerns about one's own
|
||
body typically relating to some disease. Without justification a person
|
||
may feel his liver is missing, or ants have invaded his brain.
|
||
|
||
Delusion Thought Broadcasting - The character has the ideas that his
|
||
thoughts are being broadcast to others. For example, a man believes
|
||
everyone in the room can hear what he's thinking.
|
||
|
||
Delusion Thought Insertion - The character has the belief that thoughts
|
||
are being inserted into his mind by outside forces.
|
||
|
||
Delusion Thought Withdrawal - The character has the belief that
|
||
thoughts are being extracted from his mind.
|
||
|
||
Hallucinatory Disorder - The character sees, hears, aqnd otherwise
|
||
senses things which do not exist. The more exciteding or stressful the
|
||
siutation, the more likely the indivudual is to hallucinate. When in
|
||
such a situation, the character must make a succsfdul Sanity check or
|
||
halluncinate. Commion halluinations are: ordinary objects, which do not
|
||
exist, people nrearby or passing when there are none, voices giving the
|
||
character information ot insttructions, abilities or form which the
|
||
character does not really have (strength, sex, wings, etc.),
|
||
threatening creatures appearing from nowhere, etc.. Unless stimulated
|
||
or under stress, the character acts normal. Hallunicnations will then
|
||
commence and continue for 1d20 turns after the excitment/sstress
|
||
passes.
|
||
This malody is often confused with some great ability to see into
|
||
the ethereal plane.
|
||
|
||
Induced Psychotic Disorder - A person develops the disorder by being in
|
||
close relationship to a psychotic person. That means if the character
|
||
knows someone who is psychotic, chances are he'll develop that same
|
||
psychosis.
|
||
|
||
Megalomania - With this insanity, the insane character will be
|
||
absolutely convinced that he is the best at everything: the smartest,
|
||
wisest, strongest, fastest, handsomest, and most powerful character of
|
||
his profession. The character will take immediate umbrage at any
|
||
suggestion to the contrary, and he will demand the right to lead,
|
||
perform any important act, make all decisions, etc..
|
||
|
||
|
||
|
||
SELF CONTROL DISORDERS
|
||
|
||
|
||
Dipsomania - This mild insanity form manifests itself periodically.
|
||
About once per week, or whenever near large quantities of alcoholic
|
||
beverages, the afflicted will begin drinking excessive quantities of
|
||
ale, beer, wine, or like spirituous liquors. The player questions the
|
||
GMs decision, the GM should require an Sanity check. Such drinking
|
||
will continue until the character passes out. It is 50% likely that the
|
||
dipsomania will continue when he/she awakens if anywhere near alcohol,
|
||
10% likely otherwise (in which case the individual will seek to find
|
||
drink and become violent if denied).
|
||
|
||
Kleptomania - This mild insanity manifests itesslef in an ardent diser,
|
||
in this case an uncontrollable urge to steal ant small objects
|
||
avaiable. Kleptomaniacs steal things not on a whim or out of economic
|
||
need, but persistent urges to steal. The targets can be the market,
|
||
work, or people. It is not the value of the object that matters. There
|
||
is usually a lack of interest in the stolen item after its stolen. Once
|
||
a day, the character must make a Sanity check. If he fails, he must
|
||
steal something. There is a 90% proabalbity of being seen stealing (if
|
||
the character isn't a thief) if the character is being observed.
|
||
Some GMs may require the character to become a thief and drop the
|
||
current class. Kleptomaniac thieves have a -10% on their staeling
|
||
ability due to the overpowerinhg urge to immedialtely steal an item.
|
||
|
||
Monomania - The character will seem absolutely normal until presented
|
||
with an idea, goal, or similar project which seems promising or
|
||
purposeful to him. As of then, the character will become obsessed with
|
||
the accomplishment of the purpose. He will think of nothing else, talk
|
||
of nothing else, plan and act to accomplish nothing save the fixed end.
|
||
The character will brook swerving from any friend or associate, and he
|
||
will insist that such individuals serve the "cause" with the same the
|
||
dame devotion that the afflicted shows. Hostility and violence could
|
||
result, and certainly not a little suspicion and mistrust if co-
|
||
operation is not inherit. Once the desired end has been accomplished,
|
||
the insane character will manifest symptoms of dementia praecox.
|
||
|
||
Pyromania - Fire fascinates many people, but it fascinates no one more
|
||
than a pyromaniac. He has a compulsive urge to set fires deliberately.
|
||
He often enjoys watching his fires, too. Motivation is not criminal or
|
||
financial. Once a day, the character must make a Sanity check. If he
|
||
fails, he must set fire to something. The bigger the fire, the better
|
||
he feels.
|
||
|
||
Pathological Gambling - A person with this disorder may lie, cheat,
|
||
steal in order to fuel his habit. The person is driven to the big win
|
||
and believes he can make up the losses easily. Whenever a character is
|
||
near a gambling situation or can make such a situation, he must make an
|
||
Sanity check. If he fails, he must gamble.
|
||
|
||
Pathological Liar - A person with this insanity makes outrageous
|
||
statements regarding his abilities, possessions, experiences, or
|
||
events. Whenever anything important or meaningful is discussed or in
|
||
question, the character can not tell the truth, and not only will he
|
||
lie, but do so with the utmost conviction, absolutely convinced that
|
||
the prevarication is truth. "Yeah, that's the ticket..."
|
||
|
||
Sado-Masochism - This insanity is coupled with maniacal urges and
|
||
behavior. The character is equally likely to be in a sadistic or
|
||
masochistic phase. When sadistic, the victim of this insanity has a
|
||
desire to physically hurt and (and probably kill) living things. When
|
||
masochistic, the victim of this insanity has a desire to be physically
|
||
hurt. Normalcy returns for 1 to 3 days. Note that friends and
|
||
associates do not matter to the afflicted individual, nor do enemies.
|
||
|
||
Trichotillomania - Trichotillomaniacs have the urge to pull out their
|
||
hair. People become so obsessed with removing body hair they fail to
|
||
realize they are marring their appearance by giving themselves bald
|
||
spots, or removing their eyebrows. These people often times suffer from
|
||
anxiety disorders and are potential substance abusers.
|
||
|
||
Intermittent Explosive Disorder - These people are unable to hold back
|
||
urges of rage brought on by no apparent reason. They are very
|
||
aggressive and destructive.
|
||
|
||
|
||
SEXUAL DISORDERS
|
||
|
||
|
||
Bitchamania - This insanity can only manifest itself within females.
|
||
Males should reroll for another insanity. Females with this insanity
|
||
suffer the effects of The Bitch Rule.
|
||
|
||
Coprophilia - This bizarre insanity causes the character to have an
|
||
uncontrollable desire to eat the lees (the sediment of a liquid) of the
|
||
sexual partner. If the partner is diseased (hopefully a sexual one),
|
||
then the insane person's chance of contacting the disease is doubled
|
||
and should be checked after each feast.
|
||
|
||
Exhibitionism - This insanity causes the victim to have a fascination
|
||
of being observed while nude or having sex. The more who witness the
|
||
person the better. The person must exhibit himself/herself a minimum of
|
||
1d10+4 times a week. A few examples are to have sex in a public places,
|
||
flash people, streak, etc..
|
||
|
||
Fetishism - The victim has a fascination and desire to have sex only if
|
||
a specific object is in his/her possession or if possible the object is
|
||
used in the act (like rods, rings, balls).
|
||
|
||
Foulmouthia - The victim has an uncontrollable desire to say something
|
||
perverse when he/she sees somebody of the opposite sex. When the victim
|
||
sees such a person, he/she must make a Wisdom check with a -3 modifier.
|
||
Failure and the victim says something profane. If the player can't
|
||
think of anything, he/she can roll on the Sexist Quotes table found
|
||
later in this guide.
|
||
|
||
Geroniophilla - This insanity causes the character to strongly desire
|
||
sex with older people (a minimum of 1d4 times per week). The older
|
||
person must be at least be twice the character's age and is 50% of the
|
||
time a three times the character's age (if possible).
|
||
|
||
Innecrophilia - This insanity causes the character to have an obsessive
|
||
fascination with the undead. This obsession extends to the point of
|
||
engaging in sexual intercourse with undead creatures when the
|
||
opportunity arises. When coming across undead the afflicted character
|
||
is 75% likely not to cause harm to the undead. Furthermore, he/she is
|
||
50% likely to rape unintelligent undead or seduce (to the point of
|
||
begging) intelligent undead. The GM and players can see the dangers of
|
||
a character desiring the likes of a vampire.
|
||
|
||
Masochism - This insanity causes the character to like to be hurt by
|
||
the partner (normally a sadistic one), using the same ways as the
|
||
sadism. In other words, he/she likes to be on the receiving end of
|
||
physical pain during sexual encounters.
|
||
|
||
Mirusmania - This insanity causes the victim to desire to have weird
|
||
sex (although some characters may already do weird things). Some
|
||
examples are during fly, jump spells; while polymorphed or ethereal; in
|
||
strange places like a dungeon, temple, tree; under the influence of
|
||
transmute flesh to spells. The GM and player should flesh out this
|
||
insanity for good role-playing purposes.
|
||
|
||
Necrophilia - This insanity causes the character to have an obsessive
|
||
fascination with death and corpses. This obsession extends to the point
|
||
of engaging in sexual intercourse with a corpse. The afflicted
|
||
character is 50% likely to attempt a sexual act with a corpse of the
|
||
opposite sex when such an opportunity arises. Thus, a character
|
||
adventuring in catacombs may sneak away from the party for a quick
|
||
interlude with the dead. This insanity could reach a point where the
|
||
character keeps a supply of dead handy to serve his/her purposes.
|
||
|
||
Nymphomania - Sex! Sex! Sex! This insanity manifests itself in an
|
||
ardent desire, in this case an uncontrollable urge to have sex (lots of
|
||
sex). The afflicted will furtively attempt to seduce a person of the
|
||
opposite sex, whenever the opportunity presents itself, and he/she will
|
||
usually seek out such opportunities. The afflicted must have sex a
|
||
minimum of 1d10+10 times per week. Not getting the minimum weekly
|
||
requirement causes the person to gain an accumulative +1 to
|
||
constitution, but lose an accumulative -1 to intelligence and an
|
||
accumulative -1 to wisdom until relief presents itself. Other problems
|
||
could be continuous dissatisfaction, inability to prioritize, egotistic
|
||
view that everyone wants it, patronizing view that all need to be
|
||
defiled by sex because they are naturally evil, or that he/she is doing
|
||
people a "favor". He/she will not go to the extent of rape or
|
||
molesting, but hiring prostitutes is not above the insanity.
|
||
|
||
Pedophilia - This insanity causes the character to strongly desire sex
|
||
with younger people (a minimum of 1d4 times per week). The younger
|
||
person must be at least be half the character's age and is 50% of the
|
||
time a fourth of the character's age. Of course this insanity can
|
||
cause a lot of trouble with governmental laws on statutory rape.
|
||
|
||
Periculuphilia - This strange insanity causes the inflicted to have a
|
||
desire for sex only in dangerous situations and places. When in such a
|
||
situation, the character is 50% likely to go into a sexual frenzy in
|
||
which he/she must have sex immediately, preferably with a close sexual
|
||
partner. Thus, a character will usually have such a partner along with
|
||
him/her when adventuring. Note the afflicted must have this dangerous
|
||
sex a minimum of 1d4+1 times per week. Not getting the minimum weekly
|
||
requirement causes the person to gain an accumulative +1 to
|
||
constitution, but lose an accumulative -1 to intelligence and an
|
||
accumulative -1 to wisdom until relief presents itself. Some examples
|
||
of dangerous situations and places would be when he/she is surrounded
|
||
by a few dragons, in front of a angry lich, or maybe in any battle
|
||
he/she is involved in.
|
||
|
||
Pigmalionism - This insanity causes the character to have an obsessive
|
||
fascination with statues because they are cold, have hard muscles, nice
|
||
form, unemotional, etc.. This obsession extends to the point of
|
||
engaging in sexual intercourse with a statue (if physically possible).
|
||
The afflicted character is 50% likely to attempt a sexual act with a
|
||
statue when such an opportunity arises. Thus, a character adventuring
|
||
in temple may sneak away from the party for a quick interlude with the
|
||
a lovely statue. This insanity could reach a point where the character
|
||
collects statues to serve his/her purposes. The ideal partner would be
|
||
a golem or enchanted statue.
|
||
|
||
Sadism - The victim of this insanity has a desire to physically hurt
|
||
the person which he/she is having sex with. This attack can be done by
|
||
various strange ways like whipping, kicking, chaining the partner,
|
||
etc.. This insanity could reach a point where the character, under a
|
||
orgasm, kills the engaged person.
|
||
|
||
Unus-????mania - This insanity manifests itself in an ardent desire and
|
||
obsession, in this case an uncontrollable urge to have sex with a
|
||
particular type of creature. The afflicted will furtively attempt to
|
||
seduce this type of creature (still of the opposite sex), whenever the
|
||
opportunity presents itself, and he/she will usually seek out such
|
||
opportunities. He/she will not desire to have sex with any other, even
|
||
his/her own species; and will actually reek at the thought. When he/she
|
||
has sex with such a creature, he/she likes the creature to do weird
|
||
things relative to the creature's abilities and talents (see example
|
||
below). Of course some creatures maybe harder to get a hold of then
|
||
others. The table below is small and simplistic, GMs may add any
|
||
creatures he wants. Roll (1d20) on the following table to get the type
|
||
of creature that is desired:
|
||
|
||
Mania
|
||
Roll Name (????) Type of Creature
|
||
1 Daemon Demons *
|
||
2 Dimidiuselfe Half-elves
|
||
3 Divus Dieties, Demigods, etc
|
||
4 Draco Dragons *
|
||
5 Druidae Druids
|
||
6 Elfe Elves *
|
||
7 Giant Giants *
|
||
8 Gnome Gnomes
|
||
9 Gobla Goblins
|
||
10 Gole Golems *
|
||
11 Halfline Halflings
|
||
12 Homo Humans *
|
||
13 Lycanthrope Lycanthropes *
|
||
14 Magus Mages
|
||
15 Nanus Dwarfs *
|
||
16 Nequam Rogues
|
||
17 Ogra Ogres
|
||
18 Pugna Fighters
|
||
19 Sacerdos Clerics
|
||
20 Vates Bards
|
||
|
||
* can be specific type
|
||
|
||
Example: A person with unus-sacerdosmania insanity will have a desire
|
||
to have sex with clerics. When having sex with cleric, he/she might
|
||
want the cleric to pray. A person with unus-pugnamania will only have
|
||
sex with fighters and might want the fighter to punch, scratch, and
|
||
wrestle during sex. A person with unus-vatesmania will only have sex
|
||
with bards and might want the bard to sing during sex.
|
||
|
||
Uridpsomania - This bizarre insanity causes the character to have the
|
||
desire to drink the urine of his/her partner. Check for an unhealthy
|
||
disease each time he/she drinks.
|
||
|
||
Voyeurism - The person affected by this insanity only has pleasure from
|
||
observing the other's sexual organs or people having sex, especially in
|
||
secret.
|
||
|
||
Zoophilia - This insanity manifests itself in an ardent desire and
|
||
obsession, in this case an uncontrollable urge to have sex with a
|
||
particular type of normal animal. The afflicted will furtively attempt
|
||
to seduce this type of animal (still of the opposite sex), whenever the
|
||
opportunity presents itself, and he/she will usually seek out such
|
||
opportunities. He/she will not desire to have sex with any other, even
|
||
his/her own species; and will actually reek at the thought. The table
|
||
below is small and simplistic, GMs may add any animals he wants. Roll
|
||
(1d20) on the following table to get the type of creature that is
|
||
desired:
|
||
|
||
Roll Animal Roll Animal
|
||
1 dog 11 mule
|
||
2 horse 12 wolverine
|
||
3 pig 13 rhinoceros
|
||
4 cat 14 hippopotamus
|
||
5 monkey 15 boar
|
||
6 bear 16 bull
|
||
7 elephant 17 buffalo
|
||
8 skunk 18 goat
|
||
9 camel 19 sheep
|
||
10 lion 20 roll twice -ignore this
|
||
|
||
|
||
SLEEP DISORDERS
|
||
|
||
Dyssomnias are sleep disturbances interfere with quantity and
|
||
quality of sleep. Parasomnias make up nightmares, wake-ups of
|
||
screaming, and sleep walkings which is most common in children. The
|
||
character experiences a sleep disorder every night.
|
||
|
||
Dream Anxiety Disorder - The character experiences nightmares on a
|
||
repeated basis. The dreams are very distressing. An adventurer can have
|
||
some real nasty ones.
|
||
|
||
Hypersomnia - This is when the character never feels rested. He often
|
||
has problems getting up in the morning.
|
||
|
||
Insomnia - This is the chronic inability to get sleep. The character
|
||
may have difficulty falling asleep. He may wake up frequently or have a
|
||
full night's sleep but not be rested.
|
||
|
||
Sleep-Schedule Disorder - is basically "jet lag" in a chronic course.
|
||
There is a mismatch between body sleep rhythms and the demands of their
|
||
environment.
|
||
|
||
Sleep Terror Disorder - The person wakes up suddenly and in pain from a
|
||
sound sleep. There are physical and psychological conditions involved.
|
||
The physical conditions include sweating, increased heart rate, and
|
||
gasping for breath. The person is hard to calm and is often confused or
|
||
disoriented. Most people do not remember night terrors.
|
||
|
||
Sleepwalking Disorder - The person is unresponsive to others and their
|
||
attempts to awaken him. He does not remember sleep walking.
|
||
|
||
|
||
SOMATOFORM DISORDERS
|
||
|
||
Somatoform disorders involve psychological conflicts transferred
|
||
into physical conditions.
|
||
|
||
Body Dysmorphic Disorder - The character feels his body is defective or
|
||
ugly. This is similar to the somatic delusion, but is not quite as
|
||
psychotic.
|
||
|
||
Hypocondriasis - The character feels that he has a serious illness or
|
||
disease, when he is experiencing normal bodily functions. This is
|
||
different from conversion disorder because he does not have
|
||
unexplainable medical symptoms, and he does not experience la belle
|
||
indifference. No amount of reassurance will relieve him of his fears.
|
||
|
||
Hysterical Neurosis / Conversion Disorder -This disorder involves the
|
||
translation of unacceptable drives or troubling conflicts into physical
|
||
symptoms. The person is not intentionally producing the symptoms.
|
||
However a medical basis for symptoms cannot be found, and it is assumed
|
||
that the person is converting psychological conflicts or need into a
|
||
physical problem.
|
||
Once the psychological problem passes to the physical side, it is
|
||
no longer a source of mental stress for the person. This is called la
|
||
belle indifference or "beautiful lack of concern". They often dismiss
|
||
it, even if it's incapacitating. For example, before the big game the
|
||
quarterback's hand becomes paralyzed.
|
||
Conversion disorders fall into four categories: motor disturbances
|
||
(tremors, paralysis), sensory disturbances (hearing loss, tunnel
|
||
vision), symptoms simulating physical illness (involve conversions that
|
||
mimic the actual symptoms of a physical illness), symptoms complicating
|
||
physical illness (complicate or delay physical recovery from a physical
|
||
disorder).
|
||
|
||
-----------------------------------------------------------------------
|
||
|
||
|
||
-----------------------------------------------------------------------
|
||
|
||
|
||
PHOBIAS
|
||
|
||
|
||
A phobia is an intense, abnormal, or illogical fear of something.
|
||
Almost everybody has things that they are afraid of to one degree or
|
||
another. Even great adventurers can have a intense fear of something.
|
||
The number of phobias a character has is dependant of his Sanity
|
||
attribute. If his Sanity score changes, so will the number of phobias.
|
||
This is the base number of phobias a character will always have. He may
|
||
gain additional phobias as an insanity during his adventuring career.
|
||
The first step is to determine what class of phobia the character
|
||
has. This is done by rolling 1d100 and comparing the result to the
|
||
Phobia Class Table.
|
||
The second step is to determine the exact nature of the phobia.
|
||
Roll on the appropriate phobia class table to get the phobia the
|
||
character has.
|
||
If the GM wishes to add more phobias to the list, he should get a
|
||
Latin-English dictionary. Then he should look up the word he wants for
|
||
a phobia, get the Latin translation, and add phobia to the end of the
|
||
word.
|
||
|
||
Sexual Phobias
|
||
|
||
If played properly, these phobias can give character a good amount
|
||
of extra depth, however, played incorrectly can be disastrous. There
|
||
are two tables for this section, Male and Female. If the character is
|
||
homosexual or bisexual, then go to the appropriate sex 90% of the time
|
||
and the opposite sex of the character the remaining 10% of the time. If
|
||
a character rolls an impossibility (a male rolls a strictly female
|
||
phobia), then reroll on the table appropriate to the character's sex.
|
||
|
||
|
||
Phobia Class Table
|
||
|
||
Roll Phobia Class
|
||
01-10 Animal
|
||
11-30 Medical
|
||
31-40 Miscellaneous
|
||
40-55 Positional
|
||
56-60 Sexual
|
||
61-90 Social
|
||
91-00 Weather (Natural)
|
||
|
||
|
||
Severity Table
|
||
|
||
Roll Severity
|
||
01-03 +40
|
||
04-07 +35
|
||
08-13 +30
|
||
14-20 +25
|
||
21-27 +20
|
||
28-34 +15
|
||
35-41 +10
|
||
41-50 +05
|
||
51-60 -05
|
||
60-66 -10
|
||
67-73 -15
|
||
74-80 -20
|
||
81-87 -25
|
||
88-93 -30
|
||
94-97 -35
|
||
98-00 -40
|
||
|
||
|
||
Animal Phobias Table
|
||
|
||
Roll Animal Phobia Fear of
|
||
01 Acarophobia Mites
|
||
02-04 Aelurophobia Cats
|
||
05-10 Agrizophobia Wild Animals
|
||
11-12 Alektorophobia Chickens
|
||
13-15 Apiphobia Bees
|
||
16-20 Arachnophobia Spiders
|
||
21 Bacillophobia Microorganisms
|
||
22 Bacteriophobia Bacteria
|
||
23-24 Batrachophobia Frogs
|
||
25 Blennophobia Slimes
|
||
26-28 Botanophobia Plants
|
||
29-32 Bogyphobia Boggyman
|
||
33-37 Bugphobia Insects
|
||
38-41 Cynophobia Dogs
|
||
42-50 Demonophobia Demons
|
||
51 Doraphobia Animal Skins
|
||
52-53 Equinophobia Horses
|
||
54 Featherphobia Feathers
|
||
55-59 Helminthophobia Worms
|
||
60-63 Herpetophobia Lizards
|
||
64-65 Icthyophobia Fish
|
||
66 Isopterophobia Termites
|
||
67-71 Murophobia Rats
|
||
72-74 Musiphobia Mice
|
||
75 Myrmecophobia Ants
|
||
76-80 Ophidiophobia Snakes
|
||
81-82 Ornithophobia Birds
|
||
83 Ostraconophobia Shellfish
|
||
84-85 Paraistophobia Parasites
|
||
86-88 Phasmaphobia Ghosts
|
||
89 Phthirophobia Lice
|
||
90 Spheksophobia Wasps
|
||
91 Taeniophobia Tapeworms
|
||
92-93 Taurophobia Bulls
|
||
94-00 Zoophobia Animals
|
||
|
||
|
||
Medical Phobias
|
||
|
||
Roll Medical Phobia Fear of
|
||
1-2 Aerophobia Airborne diseases
|
||
3-4 Albuminurophobia Kidney diseases
|
||
5 Amychophobia Scratches
|
||
6-8 Anginophobia Heart problems (Angina)
|
||
9 Asthenophobia Fainting/weakness
|
||
10 Belanophobia Needles
|
||
11 Chaetophobia Hair disease
|
||
12 Cnidoiphobia Stings
|
||
13 Copraustasophobia Constipation
|
||
14 Coprophobia Feces
|
||
15 Dementophobia Insanity
|
||
16-17 Dentophobia Dentists
|
||
18-19 Dermatopathophobia Skin disease
|
||
20 Diabetophobia Diabetes
|
||
21 Dinophobia Dizziness
|
||
22 Diplopiaphobia Double vision
|
||
23 Dipsophobia Drinking (alcohol)
|
||
24 Dysmorphophobia Being deformed
|
||
25 Dystychiphobia Accidents
|
||
26 Emetophobia Vomiting
|
||
27 Epistaxiophobia Nose bleeds
|
||
28 Genuphobia Knees
|
||
29 Geraseophobia Growing old
|
||
30-31 Gerontophobia Aging
|
||
32 Helminthophobia Worm infections
|
||
33 Hematophobia Blood
|
||
34 Hormephobia Shock
|
||
35 Hydrargynophobia Mercurial medicine
|
||
36 Hydrophobophobia Rabies
|
||
37 Hylephobia Epilepsy
|
||
38 Hypnophobia Sleep
|
||
39 Iatrophobia Doctors
|
||
40 Illyngophobia Vertigo
|
||
41-43 Iophobia Poison
|
||
44-46 Leprophobia Leprosy
|
||
47-48 Luiphobia Syphilis
|
||
49 Lyssophobia Becoming insane
|
||
50 Meningitophobia Brain disease
|
||
51 Misophobia Contamination with dirt
|
||
52-53 Monopathophobia A specific disease
|
||
54 Molysmophobia Infection
|
||
55 Neopharmaphobia New drugs
|
||
56-58 Nosmaphobia Illness
|
||
59 Nosocomephobia Hospitals
|
||
60 Obesophobia Gaining weight
|
||
61 Odonephobia Teeth
|
||
62 Odynesphobia Pain
|
||
63 Ommatophobia Eyes
|
||
64 Patrioiphobia Heredity
|
||
65 Peladophobia Bald people
|
||
66 Pellagrophobia Pellagra
|
||
67-68 Permatophobia Skin lesians
|
||
69 Photoalgiaphobia Eye pain
|
||
70 Phthisiophobia Tuberculosis
|
||
71 Pnigophobia Being smothered
|
||
72 Proctophobia Rectal disease
|
||
73 Psychophobia Mind
|
||
74 Pyrexecophobia Fever
|
||
75 Radiophobia Radiation
|
||
76 Rhabophobia Being beaten with a rod
|
||
77 Rhytiphobia Wrinkles
|
||
78 Scabiophobia Itching
|
||
79 Scatophobia Fecal matter
|
||
80 Tetanophobia Lockjaw
|
||
81 Thahatophobia Death
|
||
82 Tomophobia Surgery
|
||
83 Toxocophobia Being poisoned
|
||
84-93 Traumatophobia Injury
|
||
94-96 Trichinophobia Trichinosis (caused by eating pork)
|
||
97-98 Trichophobia Hair
|
||
99-100 Trypanophobia Needles
|
||
|
||
|
||
Miscellaneous Phobias
|
||
|
||
Roll Miscellaneous Phobia Fear of
|
||
1-3 Acarophobia Small objects
|
||
4-6 Acerophobia Sourness
|
||
7-9 Acousticophobia Noise
|
||
10-12 Aichmophobia Pointed objects & knives
|
||
13-14 Aichurophobia Points
|
||
15-20 Algophobia Pain
|
||
21-22 Alliumphobia Garlic
|
||
23-25 Amathophobia Dust
|
||
26-27 Amnesiophobia Amnesia
|
||
28-30 Anthophobia Flowers
|
||
31-33 Apeirophobia Infinity
|
||
34-40 Arachibutyrophobia Peanut butter sticking to top of mouth
|
||
41-44 Ataxiphobia Chaos
|
||
45-47 Autophobia Self
|
||
48-50 Ballistophobia Missles
|
||
51-52 Bolshaphobia Communism
|
||
53-55 Carnephobia Meat
|
||
56-58 Catoptrophobia Mirrors
|
||
59-60 Cherophobia Being happy
|
||
61-63 Chrematophobia Money
|
||
64-66 Chromatophobia Certain colors
|
||
67-69 Chronophobia Time
|
||
70-72 Clinophobia Beds
|
||
73-75 Cnidophobia Stings
|
||
76-77 Dendrophobia Trees
|
||
78-80 Dextrophobia Right-handed things
|
||
81-83 Didaskaleinophobia School
|
||
84-86 Dikephobia Justice
|
||
87-88 Eleuthrophobia Freedom
|
||
89-90 Erythrophobia Red things
|
||
91-92 Geliophobia Laughter
|
||
93-95 Geniophobia Chins
|
||
96-98 Geumaphobia Taste
|
||
99-100 Graphophobia Writing
|
||
101-105 Hadephobia Hell
|
||
106-109 Haigophobia Religious objects
|
||
110-114 Harpaxophobia Being robbed
|
||
115-117 Hedonophobia Pleasure
|
||
118-120 Hellanophobia Science
|
||
121-124 Hematophobia Sight of Blood
|
||
125-127 Heresyphobia Challenges to dogma
|
||
128-129 Homitophobia Sermons
|
||
130-132 Iatrophobia Doctors
|
||
133-135 Ideophobia Ideas
|
||
136-137 Iophobia Rust
|
||
138-140 Kainophobia Change
|
||
141-142 Kenesophobia Motion
|
||
143-146 Kleptophobia Stealing
|
||
147-148 Kopophobia Exhaustion
|
||
149-152 Lachanophobia Vegetables
|
||
153-154 Leukophobia White things
|
||
155-157 Ligyrophobia Noise
|
||
158-159 Linohophobia String
|
||
160-162 Litigaphobia Lawsuits
|
||
163-165 Logophobia Words
|
||
166-180 Magophobia Magic
|
||
181-185 Mechanophobia Machinery
|
||
186-187 Megalophobia Large Things
|
||
188-189 Melophobia Music
|
||
190-191 Metalophobia Metals
|
||
192-194 Methyphobia Alcohol
|
||
195-196 Metrophobia Poetry
|
||
197-198 Mnemophobia Memories
|
||
199-200 Mysophobia Dirt
|
||
201-202 Myxophobia Slime
|
||
203-205 Necrophobia Dead bodies
|
||
206-208 Nelophobia Glass
|
||
209-210 Neophobia New things
|
||
211-214 Novercaphobia Step mothers
|
||
215-216 Numerophobia Numbers
|
||
217-218 Oenophobia Wine
|
||
219-220 Olfactophobia Certain Odors
|
||
221-225 Oneirophobia Dreams
|
||
226-227 Osmophobia Smells
|
||
228-230 Ouranophobia Heaven
|
||
231 Panphobia Everything
|
||
232-234 Papryrophobia Paper
|
||
235-237 Partriphobia Heredity
|
||
238-243 Peccatiphobia Sinning
|
||
244 Pedaphobia Jumping
|
||
245 Pediaphobia Dolls
|
||
246 Pediophobia Children
|
||
247-248 Pentheraphobia Mothers-in-law
|
||
249-250 Phasmaphobia Ghosts
|
||
251 Phobophobia Fear
|
||
252 Phonophobia Echos
|
||
253 Phronemophobia Thinking
|
||
254-255 Placophobia Tombstones
|
||
256 Pogonophobia Beards
|
||
257-258 Poinephobia Punishment
|
||
259 Politicophobia Politicians
|
||
260 Polyphobia Several Things
|
||
261 Ponophobia Work/Fatigue
|
||
262 Porphyrophobia Purple things
|
||
263 Porophobia Drinking (water, etc.)
|
||
264 Potophobia Progress
|
||
265 Pteronophobia Feathers
|
||
266-67 Satanoophobia Evil gods
|
||
268-69 Scelophobia Robbers
|
||
270 Scotomaphobia Blind spots
|
||
271 Selaphobia Flashing lights
|
||
272-73 Siderophobia Rotting matter
|
||
274 Sinistrophobia Left-handed things
|
||
275 Sitophobia Certain foods
|
||
276 Sophophobia Learning
|
||
277 Symbolophobia Symbolism
|
||
278 Symmeterophobia Symmetry
|
||
279 Syngenesophobia Relatives
|
||
280 Tacophobia Speed
|
||
281-282 Taphophobia Graves/being buried alive
|
||
283-284 Technophobia Technology
|
||
285-286 Teletophobia Religious ceremonies
|
||
287 Testophobia Tests
|
||
288 Textophobia Certain fabrics
|
||
289-290 Theologicophobia Theology
|
||
291-296 Theophobia Gods
|
||
297 Tridecaphobia Number 13
|
||
298-299 Tyrannophobia Tyrants
|
||
300 Vitricophobia Step-fathers
|
||
|
||
|
||
Positional Phobias
|
||
|
||
Roll Positional Phobia Fear of
|
||
1-3 Acrophobia Heights
|
||
4-6 Aeroacrophobia Open high places
|
||
7-8 Aginaphobia Narrow places
|
||
9-11 Agyiophobia Streets
|
||
12-13 Amaxophobia Moving Vehicles
|
||
14-16 Anablepophobia Looking up at high places
|
||
17-20 Atephobia Ruins, dungeons
|
||
21-22 Aviatophobia Flying
|
||
23-25 Basiphobia Walking
|
||
26-28 Batophobia Passing a tall structure
|
||
29-32 Bathophobia Depths
|
||
33-38 Claustrophobia Confined space
|
||
39-40 Cenophobia Empty Rooms
|
||
41-42 Cleithrophobia Being locked in
|
||
43-44 Climacophobia Stairs
|
||
45-47 Coimetrophobia Cemetaries
|
||
48-49 Cremnophobia Cliffs
|
||
50-51 Domatophobia Being in a house
|
||
52-55 Dromophobia Crossing a street
|
||
56-60 Ecclesiophobia Churches
|
||
61-63 Ecophobia Home surrounding
|
||
64-68 Eremophobia Being yourself
|
||
69-72 Gephyrophobia Bridges
|
||
73-76 Hodophobia Travel
|
||
77-84 Hypsiphobia Heights
|
||
85-87 Koimoniphobia Rooms
|
||
88-93 Lygophobia Gloomy places
|
||
94-95 Nostrophobia Returning home
|
||
96 Oikophobia Home surroundings
|
||
97 Theatophobia Theaters
|
||
98-99 Topophobia Specific places
|
||
100 Tropophobia Moving to a new home
|
||
|
||
|
||
Female Sexual Phobias
|
||
|
||
Female
|
||
Roll Sexual Phobias Fear of
|
||
01-03 Agaraphobia Sexual Abuse
|
||
04-06 Algophobia Sexual Pain
|
||
07-12 Androphobia Men
|
||
13-14 Anuptophobia Being single
|
||
15-17 Aphenphobia Physical Contact
|
||
18-22 Coitophobia Sex
|
||
23-24 Coitus More Ferarum Doggy-style sex
|
||
25-29 Coitus Oralis Oral sex
|
||
30-35 Cypridophobia Venerial Diseases
|
||
36-38 Dyspareunia Painful vaginal sex
|
||
39-41 Esodophobia Virginity
|
||
42-44 Gamophobia Marriage
|
||
45-47 Gymnophobia Naked bodies
|
||
48-50 Hedonophobia Pleasure
|
||
51 Heterophobia Heterosexuals
|
||
52-57 Homphobia Homosexuals
|
||
58-60 Ithyphallophobia Erect penises
|
||
61-63 Maieusiophobia Childbirth
|
||
64-65 Malaxophobia Flirting
|
||
66-67 Medectophobia Contour of a penis through clothing
|
||
68-69 Menophobia Menstration
|
||
70-74 Merinthophobia Being bound
|
||
75-77 Necrophobia Sex with the dead
|
||
78-79 Oneirogmophobia Wet dreams
|
||
80-82 Paraphobia Sexual Perversions
|
||
83-84 Phallophobia Male genitalia
|
||
85-87 Primeisodophobia Losing one's virginity
|
||
88-90 Proctophobia Rectal intercourse
|
||
91 Sarmassophobia Foreplay
|
||
92-93 Sexophobia Opposite Sex
|
||
94 Spermophobia Semen
|
||
95-96 Teratophobia Bearing a monster
|
||
97-100 Virgivitiphobia Rape
|
||
|
||
|
||
Male Sexual Phobias
|
||
|
||
Male
|
||
Roll Sexual Phobias Fear of
|
||
01-03 Agrophobia Sexual Abuse
|
||
04-06 Algophobia Sexual Pain
|
||
07-09 Anuptophobia Being single
|
||
10-11 Aphenophobia Physical Contact
|
||
12-14 Coitophobia Sex
|
||
15-17 Coitus Oralis Oral sex
|
||
18-20 Cyprianophobia Prostitutes
|
||
21-23 Cypridophobia Venerial Disease
|
||
24-25 Ejacuphobia Ejaculation
|
||
26-28 Esodophobia Virginity
|
||
29-31 Eurotophobia Female Genetalia
|
||
32-37 Gamophobia Marriage
|
||
38-39 Gymnophobia Naked Bodies
|
||
40-44 Gynophobia Women
|
||
45-48 Hedonophobia Pleasure
|
||
49-53 Malaxophobia Flirting
|
||
54-59 Medomalacophobia Losing an erection
|
||
60-62 Merinthophobia Being bound
|
||
63-67 Necrophobia Sex with the dead
|
||
68-71 Oneirogmophobia Wet dreams
|
||
72-76 Paraphobia Sexual perversions
|
||
77-80 Parenthenophobia Young girls, usually virgins
|
||
81-85 Penis Captivas Having penis held tightly be vagina
|
||
86-89 Primeisodophobia Losing one's virginity
|
||
90-92 Proctophobia Rectal intercourse
|
||
93-95 Sarmassophobia Foreplay
|
||
96-97 Sexophobia Opposite sex
|
||
98-100 Venustaphobia Beautiful women
|
||
|
||
|
||
Social Phobias
|
||
|
||
|
||
Roll Social Phobias Fear of
|
||
1 Ablutophobia Bathing
|
||
2 Agorophobia Public places
|
||
3 Allodoxaphobia Other's opinions
|
||
4 Amychophobia Being scratched
|
||
5 Ankylophobia Immobility
|
||
6 Anthrophobia People
|
||
7 Anuptaphobia Staying single
|
||
8 Aphephobia Being touched
|
||
9 Arrhenophobia Mankind
|
||
10 Atelophobia Imperfection
|
||
11 Autodysomophobia Having a body odor
|
||
12 Automysophobia Being dirty
|
||
13 Basiphobia Walking
|
||
14 Basistasiphobia Standing upright
|
||
15 Bromidrosiphobia Body odors
|
||
16 Catapedaphobia Jumping
|
||
17 Catagelophobia Ridicule
|
||
18 Cateptrophobia Mirrors
|
||
19 Cathisophobia Sitting
|
||
20 Chaetophobia Hair
|
||
21 Chorophobia Dancing
|
||
22 Cibophobia Food
|
||
23 Clithrophobia Being enclosed
|
||
24 Coprophobia Bowel movements
|
||
25 Decidophobia Desisions
|
||
26 Defeccalgesiophobia Painful, violent bowel movements
|
||
27 Demophobia Crowds
|
||
28 Dromophobia Crossing streets
|
||
29 Dysmorphophobia Deformity
|
||
30 Dystychiphobia Accidents
|
||
31 Deipnophobia Dinner conversation
|
||
32 Dishabillophobia Disrobing in public
|
||
33 Enissophobia Sin
|
||
34 Eremophobia Solitude
|
||
35 Ergophobia Work
|
||
36 Erythrophobia Blushing
|
||
37 Euphobia Hearing good news
|
||
38 Gelophobia Laughter
|
||
39 Graphophobia Handwriting
|
||
40-41 Hamatophobia Error
|
||
42 Hypengyophobia Responsibility
|
||
43 Hypnophobia Hypnosis
|
||
44 Isolophobia Solitude
|
||
45 Kakorrhaphiophobia Failure
|
||
46 Katagelophobia Ridicule
|
||
47 Kathisophobia Sitting down
|
||
48 Kleptophobia Stealing
|
||
49 Koinoniphobia Rooms full of people
|
||
50 Kyptophobia Stooping
|
||
51 Laliophobia Talking/stuttering
|
||
52 Lelophobia Jealousy
|
||
53 Macrophobia Long waits
|
||
54 Mythophobia Lying
|
||
55 Nyctophobia Night
|
||
56-57 Ochlophobia Crowds
|
||
58 Ophthalmophobia Being stared at
|
||
59 Optophobia Opening one's eyes
|
||
60 Orthophobia Propriety
|
||
61 Osphreisiophobia Body odors
|
||
62 Paraliphobia Neglect of duty
|
||
63 Peccatiphobia Wrong doing
|
||
64 Peladophobia Bald people
|
||
65 Peniaphobia Poverty
|
||
66 Phagiophobia Eating
|
||
67-68 Phalacrophobia Being bald
|
||
69-70 Philemaphobia Kissing
|
||
71 Philophobia Love
|
||
72-74 Phobophobia Being alone
|
||
75 Pogonophobia Beards
|
||
76-77 Psellismophobia Stuttering
|
||
78-79 Sclerophobia Thieves
|
||
80 Scolionophobia Going to school
|
||
81-83 Scopophobia Being looked at
|
||
84-86 Sociophobia Society
|
||
87-90 Stage Fright Performance
|
||
91 Stasiphobia Standing
|
||
92-93 Teratophobia Deformed people
|
||
94 Tremophobia Trembling
|
||
95 Vestiphobia Wearing clothing
|
||
96-100 Xenophobia Non-humans, foreigners
|
||
|
||
|
||
Weather Phobias
|
||
|
||
Roll Weather Phobias Fear of
|
||
1-2 Achuluophobia Darkness
|
||
3-4 Aerophobia Drafts & air
|
||
5-6 Aerophogiaphobia Swallowing air
|
||
7-8 Anemophobia Cyclones
|
||
9-10 Antlophobia Floods
|
||
11-12 Astraphobia Lighning
|
||
13-14 Auroraphobia Auroral lights
|
||
15-16 Brontophobia Thunder
|
||
17-18 Burophobia Gravity
|
||
19-20 Cenophobia Barren ground
|
||
21-22 Chionophobia Snow
|
||
23-24 Cometophobia Comets
|
||
25-26 Cryophobia Cold temperatures
|
||
27-28 Cymophobia Waves
|
||
29-30 Dendrophobia Trees
|
||
31-32 Dinophobia Whirlpools
|
||
33-34 Electrophobia Electricity
|
||
35-36 Esophobia Dawn
|
||
37-38 Frigophobia Cold things
|
||
39-40 Heliophobia Sunlight
|
||
41-42 Homichlophobia Fog
|
||
43-44 Hydrophobia Water
|
||
45-46 Hygrophobia Dampness/Humidity/Mists
|
||
47-48 Hylophobia Forest
|
||
49-50 Keraunophobia Lighning & thunder
|
||
51-52 Kymophobia Waves
|
||
53-54 Lilapsophobia Huricanes
|
||
55-56 Limnophobia Lakes
|
||
57-60 Meteorphobia Meteors
|
||
61-62 Nephophobia Clouds
|
||
63-64 Ombrophobia Rain
|
||
65-66 Pagophobia Frost & ice
|
||
67-68 Photoangiophobia Glaring light
|
||
69-70 Photophobia Light
|
||
71-72 Potamophobia Rivers
|
||
73-74 Potomophobia Sheets of water
|
||
75-77 Psychrophobia Being cold
|
||
78-79 Pyrophobia Fire
|
||
80-83 Sciaphobia Shadows
|
||
84-87 Scotophobia Darkness
|
||
88-89 Selenophobia Moons
|
||
90-91 Siderophobia Stars in the sky
|
||
92-94 Thalassophobia Seas
|
||
95-97 Thermaphobia Hot temperatures
|
||
98-100 Zerophobia Dryness
|
||
|
||
-----------------------------------------------------------------------
|
||
|
||
|
||
SO YOUR INSANE
|
||
|
||
|
||
Whenever a character is insane, he has other problems besides
|
||
his insanity. He suffers from a few minor problems as well.
|
||
|
||
Distraction: Small pieces of conversation make the character go
|
||
off on humerous (but somewhat annoying) sidetracks. For example, "Fish?
|
||
I like fish, fish boiled, fish fried, fish grilled with a spicy sauce,
|
||
fish soup, fish for breakfast, fish for lnuch, fish for snacks..."
|
||
|
||
Relationship mistakes: The character has a percentage chance equal
|
||
to his Sanity attrbute to permanently alienate someone due to strange
|
||
behavior or unpredictable bad attitude.
|
||
|
||
|
||
Mages
|
||
|
||
Magical wild spurts: The insane mage has a chance for a spell to
|
||
become slightly twisted when cast. The GM determines the effect but the
|
||
more bizzare the better. For example, the mage casts magic missiles but
|
||
instead shoots forth magic flowers. The GM should not necessarily
|
||
penalize the character. The bizzare effects can be beneficial (but
|
||
still strange).
|
||
|
||
Clerics
|
||
|
||
Prayer misunderstandings: If an insane cleirc tries a prayer,
|
||
there is a percent chance equal to 10 times the character's Insanity
|
||
attribute of the cleric's deity not answering the request for spells.
|
||
There is an equal percent chance the the call will be answered by the
|
||
diety of insanity. The deity of insanity doesn't exactly give the
|
||
cleric the spells he wants.
|
||
|
||
Psionicists
|
||
|
||
Freaky Powers: When using psionic powers a natural roll of 20
|
||
usually indicates additional powers. For an insane psionicist, a roll
|
||
of 18, 19, or 20 will have this effect.
|
||
|
||
Wild Talents: The psionicist gains a wild talent outside of his
|
||
psionic devotion. Although this may seem beneficial to a psionicist, it
|
||
tends to be more unnerving gaining freakish wild abilities of the mind.
|
||
|
||
-----------------------------------------------------------------------
|
||
|
||
|
||
-----------------------------------------------------------------------
|
||
|
||
|
||
MAGE SPELLS
|
||
|
||
|
||
LEVEL 3
|
||
Transfer Insanity
|
||
|
||
LEVEL 6
|
||
Schizophrenia Projected Image
|
||
|
||
|
||
|
||
Transfer Insanity (Enchantment/Charm)
|
||
|
||
Level: 3
|
||
Range: Special
|
||
Components: V, S
|
||
Duration: 2 turns per level
|
||
Casting Time: 3
|
||
Area of Effect: One creature
|
||
Save: Neg.
|
||
|
||
Any mage suffering from an insanity can temporarily give this
|
||
affliction onto any living creature for the spell duration after which
|
||
time he gets it back.
|
||
This spell brough to you by Mike Jones.
|
||
|
||
|
||
Schizophrenia Projected Image (Alteration,Illusion/Phantasm,Necromancy)
|
||
|
||
Level: 6
|
||
Range: 10 yards / level
|
||
Components: V, S, M
|
||
Duration: 2 rounds per level
|
||
Casting Time: 6
|
||
Area of Effect: Special
|
||
Save: Special
|
||
|
||
The spell creates an alter ego of the person. The duplicate will
|
||
take on the schizoid-ego of the caster. The duplicate can perform any
|
||
action that the mage can including spell-casting and combat. The mage
|
||
can communicate via telepath with the duplicate. The image does not
|
||
have to be within the mage's view to continue to exist.
|
||
The duplicate can cast the spells that the mage has memorized. Of
|
||
course the mage loses the spells then. However each can cast spells
|
||
independent of each other.
|
||
The major power of the duplicate is that he can destroy the life
|
||
force of a living being within spell range by willing it. The victim
|
||
gets a save vs. death. Success and he suffers 3d6 points of damage.
|
||
Failure and he dies.
|
||
There is a few side effects to this power. First, the mage cannot
|
||
control if the duplicate will use it. The mage can only point out his
|
||
enemies to the duplicate. Secondly, when the duplicate uses the
|
||
ability, the mage must make a Sanity check. If he fails, the spell
|
||
ends, he goes insane and becomes his Schizophrenia alter ego.
|
||
Schizophrenia projected image requires the material component of a
|
||
clay image of the mage that must be torn in two pieces.
|
||
This spell brough to you by Mike Jones.
|
||
|
||
|
||
-----------------------------------------------------------------------
|
||
|
||
|
||
PRIEST SPELLS
|
||
|
||
|
||
Cure Insanity (Abjuration)
|
||
|
||
Sphere: Healing
|
||
Level: 5
|
||
Range: Touch
|
||
Components: V, S
|
||
Duration: Permanent
|
||
Casting Time: 1
|
||
Area of Effect: One creature
|
||
Save: None
|
||
|
||
This spell enables the caster to possibly cure insanities by
|
||
placing his hand upon the insane creature. When casting, the priest
|
||
must make an Sanity check. If the check is successful, the insane
|
||
patient is cured of his insanity and all is well. If the check is a
|
||
failure, the insanity of the patient is transferred into the caster.
|
||
Pity.
|
||
|
||
|
||
Cause Insanity (Abjuration)
|
||
|
||
Sphere: Necromancy
|
||
Level: 5
|
||
Range: 5 feet per level
|
||
Components: V, S
|
||
Duration: Permanent
|
||
Casting Time: 1
|
||
Area of Effect: One creature
|
||
Save: None
|
||
|
||
|
||
This spell enables the to caster cause insanity in a creature.
|
||
Roll in the Insanity Table to decide which insanity the victim gets.
|
||
For every level of the caster, the player may move up or down on the
|
||
Insanity Table, this giving him a small choice of what insanity to
|
||
inflict.
|
||
When the caster becomes 9th level, he may choose the insanity of
|
||
his victim.
|
||
|
||
|
||
Split Personalities (Necromancy)
|
||
|
||
Level: 9
|
||
Range: 10 feet
|
||
Components: V, S, M
|
||
Duration: Special
|
||
Casting Time: 9
|
||
Area of Effect: Special
|
||
Save: Neg.
|
||
|
||
One form of insanity is the Multiple Personality / Split
|
||
Personality Dissociative Disorder. A person with this inasanity has
|
||
individual and distinct personalities within. This spell serpeates the
|
||
multiple personalities and puts each one into an actual physical body.
|
||
Thus, if the spell is cast on a insane person with three personalities
|
||
(including his normal one), two physical bodies contain two two of the
|
||
personalties will manifest.
|
||
A new personalty will not necessarily get a physcial body
|
||
identical to the insane victim. The new body tends to reflect the
|
||
personality.For example, if one of the persnoalities is that of a 12-
|
||
year old girl, then a 12-year old girl is where the personality will
|
||
reside now.
|
||
Each personality gets a save. If it fails, the personality remians
|
||
in the insane person. If succseful, the personlaity gets a new physical
|
||
body.
|
||
The material components are
|
||
|
||
-----------------------------------------------------------------------
|
||
|
||
|
||
|
||
-----------------------------------------
|
||
VECORS
|
||
-----------------------------------------
|
||
|
||
|
||
Portfolio: Insanity, mental illness
|
||
|
||
Vecors is the deity of insanity. Not really one of the most widely
|
||
known of the deities and certainly not one of the powerful ones.
|
||
However, Vecors does have a place and a small following. Crazy, wacky,
|
||
goofy, zany, nutty, and bonkers are but a few words to describe Vecors.
|
||
Vecors' mother is the deity of wisdom. Vecors' father is the deity
|
||
of ill fortune, freaks, etc.. Vecors is certainly has ill fortune in
|
||
the metal category. Vecors' older brother is the deity of mental
|
||
ability, mental prowess, psionic talent, etc.. His older brother has a
|
||
different father (the deity of knowledge).
|
||
Vecors has the ability to cause insanity in any being with an
|
||
Intelligence less than 19.
|
||
Vecors takes many forms. When mingling with the mortals, he takes
|
||
the form of human/demi-human/humanoid races. Although he favors being a
|
||
male, he has no problem being female when the mood hits him (and he
|
||
goes through lots of moods). He pretty much runs the spectrum, always
|
||
trying something crazy.
|
||
When Vecors presents himself as a "god", he appears as a gigantic
|
||
Gibbering Mouther (a disgusting amoeboid-like form of life composed of
|
||
mouths, and eyes). His spittle attack will blind victims for 1d4 rounds
|
||
(no save). His gibbering attack instantly cause confusion as the spell
|
||
and if a save vs. magic is failed, the victim becomes insane. He can
|
||
only be harmed by +3 or better weapons. He also regenerates 5 hit
|
||
points per round in this form.
|
||
There are two orders of priesthood under Vecors, each with its own
|
||
abilities. The first order is called The Insane of Vecors. The second
|
||
order is called The Keepers of the Insane.
|
||
|
||
|
||
1ST ORDER OF VECORS: THE INSANE OF VECORS
|
||
|
||
This order is comprised of insane priests who worship an insane
|
||
deity and love all aspects of insanity. Priests of this order become
|
||
priest of Vecors typically by default. When a priest becomes insane, he
|
||
is often not granted spells by his deity because of his new condition.
|
||
In other words, his deity forgets him because he is insane. Vecors
|
||
answers the prayers of the forgotten, insane priest and the priest
|
||
converts to Vecors priesthood.
|
||
Often members of The Insane of Vecors that are inflicted with the
|
||
same insanity tend to form their own division. For example, insane
|
||
priests inflicted with Arachnophobia (fear of spiders) might form a
|
||
division of their order where they can set their own agenda (namely rid
|
||
the world of spiders). Another division can be comprised of Schizoid
|
||
priests; a scary thought.
|
||
|
||
Nonweapon Skills: The priest has no penalty when taking a rogue skill.
|
||
Recommended: Any that displays somewhat quirky behavior like juggling,
|
||
tumbling, ventiloquism, dancing (ex. square dancing, waltzing),
|
||
artistic ability (ex. graffati, manure sculpting).
|
||
|
||
Weapon Skills: Any. The weapon of choice tends to be stange. In fact,
|
||
the stranger the better. Examples: table leg, sack of marbles, wet
|
||
towel (snap it), football, dead fish, peanut shooter, pole-arm (let's
|
||
face it, what sane person uses a pole-arm).
|
||
|
||
Armor Restrictions: No armor (its so constricting like a straitjacket).
|
||
|
||
Duties of the Priest: Devotions (consists of gibbering), Missions,
|
||
Omen-Reading.
|
||
|
||
Spheres of Influence: Priest get any two major spheres of influence and
|
||
any one sphere of influence.
|
||
|
||
Powers & Benefits:
|
||
|
||
- The priest can never be cured of his insanities.
|
||
|
||
- While in a straitjacket, once per round the character can make a
|
||
Dexterity check and if successful he escapes straitjacket.
|
||
|
||
- At each level, the character gets a 10%/level of gaining an
|
||
"imaginary, invisible friend". For example, the character just reached
|
||
5th level so he has a 50% of gaining a friend; at 6th level he gets a
|
||
60% chance. The "friend" should be is a loyal henchman (no checks for
|
||
moral). The GM must create the "friend", but the player should have
|
||
input as long as it is in the spirit of role-playing and not monty-
|
||
haulism. The "friend" has no physical being and cannot perform anything
|
||
physical such as lifting, moving, pushing, etc.. He can see, hear, and
|
||
smell but not taste. Also, the "friend" doesn't always hang around the
|
||
character but will be there when he is needed. He may not always be the
|
||
most helpful friend so a character shouldn't try to take advantage of
|
||
his "friend".
|
||
|
||
- At 3rd level, the priest can sink into a meditative trance to receive
|
||
a prophecy of the future. The trance lasts a minimum of 6 turns. If the
|
||
GM wishes, the priest has a vision. The GM may also allow the priest to
|
||
have a vision without the need of a trance.
|
||
|
||
- At 5th level, the priest is unaffected by enchantment/charm spells.
|
||
|
||
- At 9th level, the priest becomes immune to psionic powers.
|
||
|
||
- At 12th level, the priest sees things as they really are. His sight
|
||
penetrates magical darkness; invisible things become visible; illusions
|
||
and apparitions are seen through; polymorphed, changed, or enchanted
|
||
objects are apparent; and ethereal objects are visible.
|
||
|
||
Limitations & Hindrances:
|
||
|
||
- The priest cannot turn undead.
|
||
|
||
- At 9th level, the priest loses all psionic abilities.
|
||
|
||
Alignment: The deity is chaotic neutral, the alignment of the truly
|
||
insane. The priests of this order must be chaotic neutral. Those that
|
||
weren't chaotic neutral, will suffer a traumatic alignment shift to
|
||
become chaotic neutral.
|
||
|
||
Minimum Ability Scores: Sanity 1. Sanity below 4 means a +10% to
|
||
experience.
|
||
|
||
Races Allowed: Any.
|
||
|
||
|
||
2ND ORDER OF VECORS: THE KEEPERS OF THE INSANE
|
||
|
||
This order is comprised of specialty priests whose duty is to
|
||
treat and/or take care of the mentally ill. Ironically, Vecors is the
|
||
deity of insanity and takes comfort in a multitude of insane people and
|
||
yet he has an order of priests where insanity is considered as a
|
||
disease that should be cured if possible. Its totally insane. Of
|
||
course, maybe that is the point.
|
||
A priest of the order is often found dressed in a three-piece suit
|
||
or a white lab coat.
|
||
|
||
Nonweapon Skills: Bonus: Herbalism, Reading/Writing. Recommended: Any
|
||
that will assist in helping insane people particulary medical realted
|
||
skills.
|
||
|
||
Weapon Skills: No slashing weapons allowed. Club, lasso, and net
|
||
preferred.
|
||
|
||
Armor Restrictions: No armor. The priest prefers clinical robes.
|
||
|
||
Duties of the Priest: Devotions, Guidance, Missions, Healing.
|
||
|
||
Spheres of Influence: MAJOR: All, Guardian, Healing, Protection. MINOR:
|
||
Necromantic.
|
||
|
||
Powers & Benefits:
|
||
|
||
- The priest has knowledge of a sage in respects to Psychology,
|
||
although this term may be to "modern" for a fanasty world. It is
|
||
recommended that the knowledge should be more exotic and less try. For
|
||
example: the bumps on a person's head, the map of the brain, mind-
|
||
affecting drugs, psycholgical tests (ink blots, etc.),
|
||
|
||
- At 5th level, the priest gains the ability to cause fear.
|
||
|
||
- At 7th level, the priest has the ability to reverse the effects of
|
||
fear.
|
||
|
||
Limitations & Hindrances:
|
||
|
||
- The priest cannot turn undead.
|
||
|
||
- At 9th level, the priest loses all psionic abilities.
|
||
|
||
Alignment: Any but Chaotic Neutral.
|
||
|
||
Minimum Ability Scores: Sanity 1. Intelligence 16. Wisdom 8.
|
||
|
||
Races Allowed: Any.
|
||
|
||
Followers and Strongholds: Priests of the 1st order gain no stronghold
|
||
but can attract 11-20 followers. With these followers, the priest can
|
||
form a cult of sorts. Typically, the group has no substance and it is
|
||
typically viewd as harmess more than dangerous.
|
||
A priest of the 2nd order at 9th level receives the following
|
||
followers: 3 fourth level priests, 4 second level priests, 6 first
|
||
level priests, 10 clerics, and 11-20 normal followers. At this time,
|
||
the priest can construct a Sanitarium of Vecors. The priest pays half
|
||
the cost of construction. The temple is a holy place for worship of
|
||
Vecors and for the research and treatment of the insane.
|
||
|
||
Requirements for Followers:
|
||
|
||
Alignment choices: Any
|
||
Races Allowed: Any
|
||
Restrictions: None
|
||
|
||
Symbols: The symbol of Vecors
|
||
|
||
|
||
Holidays, Festivals, Special Occasions:
|
||
|
||
Fools Day - This holiday is for one and is on the 1st day of the
|
||
first-quarter month of the year. If there are 12 months in the year,
|
||
then Fools Day is on the fourth month.
|
||
On this day all insanities that people have go into effect.
|
||
Dormant insanities go into full operation. If a person is slowly on the
|
||
road to recover from insanity, on this day he will regress. After the
|
||
holiday, he will be to where he was the day before.
|
||
Priests and worshippers of the 2nd order, spend the day in
|
||
worship of Vecors praying for those that are insane.
|
||
For sane people, this day is spent in humor, merriment, and most
|
||
importantly practical jokes.
|
||
|
||
Insaplebs Festival - The festival of insane people is a week long
|
||
celebration but the date of the festival it varies. If a person enters
|
||
a town and finds a few insane people, each insane person can tell him
|
||
when the festival begins. If that person enters another town, the
|
||
festival date has changed but each insane person in that town knows it.
|
||
Its odd, but that's how it works.
|
||
During this festival, everybody is encouraged to act on every
|
||
crazy whim they have. It is a chaotic affair of merriment. Those that
|
||
aren't insane try to simulate insanity through the use of alcohol.
|
||
This festival is often a problem for law enforcement agencies and
|
||
they tend to keep things in order.
|
||
|
||
The Night of the Full Moon - The night of the full moon is
|
||
considered a special occasion for those that worship Vecors. Although
|
||
the night isn't an official holiday, it is considered a time for
|
||
enjoyment. Priests and worshippers have small parties.
|
||
|
||
|
||
Minions:
|
||
|
||
Avatars: Gibberling
|
||
|
||
Intelligence: Low
|
||
Alignment: Chaotic Neutral
|
||
No. appearing: 40-400
|
||
Armor class: 10
|
||
Movement: 9"
|
||
Hit dice: 1
|
||
THAC0: 20
|
||
No. of attacks: 1
|
||
Damage/attack: by weapon type
|
||
Special attacks: Special
|
||
Special defenses: Special
|
||
Magic resistance: 25%
|
||
Size: S (4'- 5' tall)
|
||
Morale: Special
|
||
XP value: 100
|
||
|
||
Gibberlings are pale, hunched humanoids with short legs and
|
||
long arms. When together, gibberlings are the most annoying creatures
|
||
around and that's why they are always together.
|
||
Gibberlings strength is in numbers. They attack in great numbers,
|
||
uttering ghastly howls and insane chattering noises, which causes the
|
||
boldest of comrades to check morale each round. They attack with normal
|
||
swords and wield them with a +1 bonus. In all circumstances they will
|
||
fight to the death, relying on sheer weight of numbers to defeat their
|
||
enemies.
|
||
Though they clearly have a primitive means of communicating among
|
||
themselves, they have no discernable language.
|
||
Gibberlings are immune to mind-affecting spells and psionic
|
||
powers.
|
||
|
||
-----------------------------------------------------------------------
|
||
|
||
|
||
-----------------------------------------------------------------------
|
||
|
||
|
||
INSANE ASYLUM
|
||
|
||
|
||
Ecnavius Ablefingers: elven make rogue (level 9) illusionist
|
||
(level 8); AL CG (nuetral tendencies); Str 10, Int 16, Wis 11, Con 16,
|
||
Dex 20, Cha 14).
|
||
Ecnav (as he prefers to be called) is a elven spy who feigns
|
||
insanity and dimwittedness as a cover for his usual nefarious
|
||
tendencies. He works for and answers to the warrior princess Lyrah, who
|
||
met Ecnav by chance when he was in her chambers trying to steal her
|
||
panties, a personal effect whom Ecnav's previous employer sought for
|
||
his unusual fetishes (rumor had it Rusgar, Ecnav's merchant-boss, kept
|
||
a collection of famous women's undergarments). Lyrah reformed Ecnav to
|
||
serve her cause and aid in recapturing the lost glory of her homeland,
|
||
which has been overrun by the sudden overpopulation of the orc and
|
||
human races. Ecnav, in awe of Lyrah's beauty and charm, and fearful of
|
||
her bladesinger talents, quickly succumbed to her ferociously
|
||
persuasive personality.
|
||
Ecnav at times goes about under the guise of a parlor magician and
|
||
entertainer, having been the court jester of many Elvish Kings in the
|
||
past, he has a knack for such work.
|
||
|
||
|
||
Baltar: human male cleric (level 9); age 56; AL N; AC -2; MV 12;
|
||
hp 42; #AT 1; Dmg by weapon type; Str 15, Int 8, Wis 17, Con 6, Dex 12,
|
||
Cha 14 (currently 2).
|
||
Baltst was a cleric of Thor who got a direct look at a certain
|
||
deity whose true appearance causes instant and permanent insanity (the
|
||
cause of the low charisma score). By and large, Baltar has an
|
||
undetermined kind of insanity, which unfortunately neither the clerics
|
||
nor mages have been able to cure even with limited wish. Mostly, he
|
||
drools and needs to be clothed, dressed and excercised by others. On
|
||
some days he is lucid, but the only thing he ever has been known to say
|
||
during these brief periods is " did you see it? " over and over again
|
||
to anyone who is present. He is still kept by the Thor clerics in a
|
||
cell below an old monastery.
|
||
This former player character submitted by Lawrence R. Mead.
|
||
|
||
|
||
Kelemvor Bloodblade: half-elf male: age 18; AL CN; AC: 10/-2; MV
|
||
12; hp 10; THAC0 19 (1-3 mage-thief); #AT 1; Dmg by weapon; Str 16, Dex
|
||
18, Con 11, Int 17, Wis 14, Chr 13, San 3
|
||
Kelemvor Bloodbane is under average in both height and apperence.
|
||
He has black hair and green eyes. When in a normal mood he blends into
|
||
any crowd and goes out of his way to appear nondescript. However, he's
|
||
quite insane.
|
||
He lives a life of pointless risks, partly for the fun of it and
|
||
partly because he's likely runnning from the law and willing to try
|
||
anything. However, he won't perform any service for another person
|
||
without a reward or price, if they can't pay him, they can die.
|
||
While he appears to be a normal, smooth talking individual he is
|
||
infact a psychopathic killer. He is also a cannibal with a taste for
|
||
elven flesh. Futhermoe, he is a compulsive liar and a kleptomaniac,
|
||
making him truly untrustable.
|
||
His life is ordered by the goddess of disease and rot (called
|
||
Chath-Ktholl) that commands him and that only he can hear to whom he
|
||
makes frequent sacrifices and offerings. He is totally chaotic in
|
||
nature and is as likely to turn on his friends as anyone else.
|
||
This character submitted by Sharon Taylor.
|
||
|
||
|
||
Ty Facefirst: Dwarven Male; age 57; AL N: AC 8; MV 9; hp 8; THAC0
|
||
20; #AT 1; spec. damage by spike/ headbutt; Str 15, Dex12, Con 19, Int
|
||
5, Wis 6, Chr 9, San 5.
|
||
Once upon a time Ty took a hallucinagen... he liked it. Too much.
|
||
In fact he liked it so much he took stock in it. Aye, there's the
|
||
rub! Some of the side effects of this hallucinagen became permanent. Ty
|
||
now thinks that if he uses his hands to touch anything, they will melt.
|
||
He then convinced one of his friends to tie his hands behind his back,
|
||
which he did... sort of. He actually tied them with spaghetti (Ty's
|
||
friend was a rather accomplished alcoholic who practiced constantly).
|
||
Therefore his bond's didn't last the night, but Ty still has his hands
|
||
behind his back. Another side effect is that because of waking up with
|
||
his hands behind his back (even though they weren't tied) he believed
|
||
he was a convict or thief being brought to a jail. He then convinced
|
||
himself, since no straight thinking dwarf would become a thief, he must
|
||
be a halfling or a gnome, but he's not sure which one. When seeing his
|
||
alcoholic friend he fled, believing him to be the jailer, taking only
|
||
what he had on him. His only asset to speak of was his horned helm,
|
||
which makes a nasty weapon when used in the correct manner... ramming.
|
||
To recap, Ty believes he is a gnome or halfling thief running from
|
||
the law (his best friend) and he can't use his melting hands.
|
||
This character brought to you by Opus.
|
||
|
||
|
||
Puck: human male; age 23; AL CN; AC 10; MV 12; hp 4; THAC0 20; #AT
|
||
1; Dmg by weapon type; Str 6, Dex 14, Con 11, Int 7, Wis 5, Chr 13, San
|
||
5.
|
||
Puck is slender young man. He has short, spiked, blonde hair which
|
||
accentuates his beady little eyes. He has a multitude of tattoos on his
|
||
body, mainly on his chest.
|
||
Puck is obnoxious, disgusting, and rude. He always must be "on",
|
||
the center of attention. Occasionally he will feel rejected and become
|
||
docile; but once people forgive him he goes back to his crazy behavior.
|
||
One of his favorite past times is shooting snaught from his nose.
|
||
This act is affectionately called "shooting snaught rockets". Other
|
||
people call it gross.
|
||
Puck is insane. His main problem isHistrionic Personality
|
||
Disorder. Unfortunately he has picked up a couple more disorders:
|
||
Paranoid Personality Disorder and Passive-Aggressive Personality
|
||
Disorder. This is why is often called a "problem". He is psycotic.
|
||
Some phobias Puck has are Allodoxaphobia, Medomalacophobia,
|
||
Ponophobia, and Bogyphobia. Of course he isn't limited to these phoibas
|
||
alone.
|
||
|
||
|
||
Roshqueat: human male; age 36; AL CN; AC 5; MV 12; hp 38; THACO
|
||
16; #AT 1; damage by weapon; STR 16; DEX 14; CON 12; INT 11; WIS 6; CHA
|
||
9; SAN 9
|
||
|
||
Rosh is a middle-aged fighter. He started his life as a rich third
|
||
son. He decided to have a life in the millitary, so his father set him
|
||
up with the best equipment he could find: perfectly balanced blades,
|
||
fine armor, and his pride and joy a gilded magical spear.
|
||
His first assignment was to gaurd a caravan. He was beset upon the
|
||
traders rivals who had paid mercanaries and mages to rob them. While
|
||
Rosh was fighting, with his spear, one of the mages summoned a flock of
|
||
birds, these birds stole his spear from his grasp. Filled with rage
|
||
Rosh then lobbed his daggers at them, daggers which missed and he never
|
||
found again. Then the birds beset upon him, lifting his posessions from
|
||
his body one at a time. He was left abandoned on the road, bereft of
|
||
all his things. It began to rain, and he plotted his revenge, not
|
||
against the mage but against the birds.
|
||
He has been hunting down birds ever sense, trying to slay all that
|
||
he finds. He kills any that get in his way. He is scratced and scarred
|
||
now. His skin is rough, bones out of place from multiple breakings and
|
||
mindlessly he goes on, slaying every avian he sees. He was last spotted
|
||
heading west after seeing a roc fly overhead.
|
||
|
||
|
||
|
||
- second coming of Iuz
|
||
|
||
-----------------------------------------------------------------------
|
||
|
||
|
||
|
||
QUESTIONS AND ANSWERS
|
||
|
||
|
||
Shouldn't the sanity of a character be left to the player and not to
|
||
the whim of the GM?
|
||
|
||
If a GM is blessed with true role-players, then the GM may not
|
||
need the Sanity attribute as the role-players welcome insanity without
|
||
having rules to tell them so. However, most players don't do things
|
||
that may put their character at a disadvantage. With the insanity
|
||
attribute, the players have fair rules that dictate advantages and
|
||
disadvantages to their characters.
|
||
|
||
A RPG character is suppose to be a great hero of adventure and not an
|
||
average citizen. Should he be so acceptable to insanity?
|
||
|
||
A character was an average citizen who changed his lifestyle to go
|
||
adventuring and should be treated no different. In fact, he is in odd
|
||
situations while adventuring that would make him more suggestible to
|
||
insanity.
|
||
|
||
-----------------------------------------------------------------------
|
||
|
||
|
||
MAGIC ITEMS
|
||
|
||
|
||
Cloak of Schizophrenia (cursed) - When worn, this cursed cloak cannot
|
||
be removed without the use of magic. When a person puts on the cloak,
|
||
he gets the Schizophrenia insanity with delusions of grandeur. The
|
||
cloak will also create illusions to assist in the new personality.
|
||
Thus, if the new personality is that of a lich, the cloak will create
|
||
the illusion of a lich to accompany the personality.
|
||
If the curse is lifted and the cloak is removed, the character
|
||
must make a Sanity check. If it fails, the character keeps
|
||
Schizophrenia.
|
||
|
||
-----------------------------------------------------------------------
|
||
|
||
|
||
SPECIAL THANKS
|
||
|
||
Nige
|
||
|
||
-----------------------------------------------------------------------
|