Campaign of the Month: June 2012
Indefinite Insanity and Disorders
LIST OF INDEFINITE INSANITIES AND DISORDERS
Disorders are described below. Indefinite Insanities are described here.
Minor Disorders – The character suffers from a mild form of Insanity. Roll on the table below.
Roll d30 Minor Disorder
2 Addict (mild)
3 Allergy (mild)
5 Biting Fingernails
6 Distinctive Possession
7 Ego Signature
16 Pet Lover
17 Phobia (minor)
18 Political Activist
19 Practical Joker
20 Secret Identity
22 Skin Complaint
25 Talking in sleep
26 Talking to self
27 Unique Physical Habit
30 Roll 1d3 times
Descriptions of Minor Disorders
Absentminded – The character misplaces things easily. They lose concentration easily. A character with this affliction must roll an 8 or less on 1d10 to see if he is suffering during a particular encounter. If he rolls a 9 or 10, then he has forgotten what he was doing, or where he left something. At this point he may make an Wisdom check with a DC of 13 to remember anything that may be lost to him.
Addict (mild) – The character has an addiction to something like mildly harmful like tobacco, or a mild addiction to a more dangerous substance like Alcohol, Darkoil or Wildroot. If you go 24 hours without your stuff, you will be at –2 penalty to all rolls until you get your fix.
Allergy (mild) – The character becomes mildly allergic to a certain substance. He suffers –1 to all rolls until 1d3 hours after the exposure ends. Roll on the allergy table below to determine the allergy (located under major disorders).
Anarchist – This character believes that each man should rule himself. A role-playing affliction (and a pain in the butt for the party leaders).
Biting Fingernails – This disorder is self-explanatory. It is not harmful, although it may offend others. Where appropriate, a –1 Charisma check penalty may apply.
Distinctive Possession – This character is in possession of an object with which he will not part. He will obsess over it, and choose to touch and look at it in preference to (or during) most other actions.
Ego Signature – The character may not do anything anonymously. He must leave some mark or item that links him with his actions.
Headaches – The character suffers from migraine headaches. They will set upon him anytime he is called to make rolls using Wisdom or Intelligence, unless a Constitution roll (DC: 10) is successful. The headache, once activated, will last d100 times ten minutes if the roll is failed, and the character is at –2 to all rolls for the duration. Spellcasters must pass a concentration check with a DC of 10 to successfully concentrate enough to cast a spell (at a –2 for the headache).
Hiccuping – Brought on by stress, these range from mild ‘hics’ to thunderous body shakes. Make a Constitution roll (base DC: 10, higher the stress, the higher the DC) in any stressful situation. If the roll is failed, hiccups begin. Roll 1d10 for the severity, 1 being mild and 10 being incapacitating. The hiccups will last until the character passes a Constitution roll at the same DC (1 try per minute – concentrating and doing nothing else), or 5 minutes after the stress has subsided. While affected, the character must pass a concentration check with a DC of 10 plus the severity of the hiccups to do anything useful, such as performing or casting spells. Additionally, the character will be at –1 per 2 points of severity to perform any action (scale of –1 to –5).
Insomniac – The character finds it nearly impossible to sleep. Manic thoughts race through your mind during the night. You plan all of your actions for the next day, and your body pulses and twitches with unbridled energy. You must make a Wisdom check with a DC of 15 every time you want to bed down. If you make it, you get 3-4 hours of sleep (which you are quite used to so it doesn’t effect you adversely except if you are a spellcaster). If you fail, you get no sleep and are at a –1 penalty for the day. Note that this penalty applies to all rolls, and is cumulative up to –5. Role-play your sluggishness and delirium. After 5 days of no sleep, on the 6th night your character passes out and sleeps for a minimum of 12 hours. When he recovers, he will be back to normal, and start the process all over again.
Know-it-all – This character believes he knows the “truth” about everything. Another purely role-playing affliction.
Narcissism – Characters who develop this unhealthy fascination with their own image must pass a willpower roll every time they pass by a mirror or other reflective surface. If they fail, they must stop and become enraptured by their image until they pass a willpower check. They truly believe that they are the most attractive member of their race, sex, species, class etc.
Neatnik – This is an obsessively neat person. Personal effects are always clean and well organized. Dislikes all forms of messes or dirt. Reacts (but mot severely) as if he had a phobia with dirt and grime.
Nightmares – Your character has nightmares every night. You must make a Wisdom check with a DC of 15 every time you want to bed down. If you make it, you get 3-4 hours of sleep (which you are quite used to so it doesn’t effect you adversely except if you are a spellcaster). If you fail, you get no sleep and are at a –1 penalty for the day. Note that this penalty applies to all rolls, and is cumulative up to –5. Role-play your sluggishness and delirium. After 5 days of no sleep, on the 6th night your character passes out and sleeps for a minimum of 12 hours. When he recovers, he will be back to normal, and start the process all over again.
Packrat – “Say, this looks like it might be useful…” Collects stuff and never throws anything away.
Pet Lover – This character will accumulate as many pets as possible. Always looking for something to bring home and adopt. May focus on a particular type of animal, such as dogs or cats.
Phobia (minor) – The character suffers from a minor phobia chosen from the list below (under Phobia). The phobia’s listed under this section are considered to be minor phobias. The phobic character must pass a Wisdom check at DC: 12 whenever he is threatened by a violent encounter related to his particular fear. If he fails he will must flee or otherwise seek to avoid the encounter for 1-6 rounds. After this time, check again for the next 1-6 rounds. In general, the character will avoid mundane contact with the object of their phobia and may even obsess over the thought of his source of fear. Consult the Phobias Tables under Indefinite Insanities and Disorders, below.
Political Activist – This character will always involve themselves with some kind of socio-political cause. Most support the masses against their overlords, but may involve protecting something from destruction. “Save the behemoths!”
Practical Joker – Enjoys pulling off jokes at other’s expense. Have fun.
Secret Identity – The character will adopt a separate public identity. He believes that there is some important reason to hide his true self from the world.
Shaking – The character suffers from uncontrollable trembling, which reduces all combat skills by –2. Dexterity is reduced by 2. Spellcasters must pass a concentration check with a DC of 13 to cast spells.
Skin Complaint – The character may break out in a rash due to frazzled nerves. Roll a Wisdom check with a base DC of 10 during any stressful event. The higher the stress, the higher the DC. If the roll is failed, determine the body part affected. The itching is horrible, distracting and painful. The area will swell and become red. The character will suffer –2 to any activity that involves the area affected.
Slob – Unconcerned about appearance of his property or self. Tends to be disorganized. He will suffer negative reaction modifiers in most social situations.
Stuttering – The character receives a –2 penalty to all Charisma based rolls involving speech. Spellcasting with verbal components fails 25% of the time.
Talking in sleep – These characters talk in their sleep, either carrying on one-sided conversations or giving some sort of running commentary. This is usually connected with the events that led up to this disorder.
Talking to self – These characters are constantly talking to themselves in a low mumble which is impossible for other characters to make out, but which is irritating and impossible to ignore. They must pass a Wisdom check or concentration roll with a DC of 10 in order to stop muttering for 1d10 minutes, and may not hide or move silently.
Unique Physical Habit – You do something that goes beyond a breach of etiquette. It is a revolting habit of some kind, that is sure to give you negative reactions from most people.
Vandal – This character feels a need to show that he has been somewhere by defacing or destroying property.
Yes-Man – Character maintains no personal opinions or convictions, but instantly supports those of a superior, either out of unquestioning loyalty, self interest, or lack of personal ambition.
Addiction – Dependency on narcotics. There are many exotic substances in the world, and most of them are addicting. The character has either 1) an addiction to something mildly harmful like tobacco, or 2) a mild addiction to a more dangerous substance like Alcohol, Darkoil or Wildroot, or 3) a severe addiction to something like Alcohol, Lotus, Darkoil, or Wildroot. Whenever the opportunity to get a fix comes along, the character must make a Will save with a DC of 15 to resist the urge to imbibe. The character will consume whatever they have until it runs out, they pass out, or a Will save (adjusted by the level of inebriation) is made. Alcohol modifies all rolls by –1 for each drink imbibed. Harder narcotics modify the roll by –1 to –10, depending on the drug. If you go 24 hours without your stuff, you will be at –2 penalty to all rolls until you get your fix.
Alignment (personality) Change – The character’s personality changes radically. Take on a new personality trait, towards an alignment outside the character’s norm.
Allergy – The character becomes allergic to a certain substance. Roll the strength as follows:
Roll d10 Allergy Severity
1-4 Mild. –1 to all rolls until 1d3 hours after the exposure ends.
5-7 Serious. -3 to all rolls, -1d4 Strength until 1d3 hours after the exposure ends.
8-9 Severe. –1d6+3 to all rolls, -1d6 Strength until 1d3 hours after the exposure ends. Victim is very ill, with skin rash and cannot clear their head to concentrate. 1d3 hit points are lost until contact ends and character recovers.
10 Deadly. As all above, but the victim becomes catatonic. He will die unless he passes a Fortitude save with a DC of 20. Healing or curative magic is needed to revive the character.
Next determine the substance.
Roll d10 Allergy
3 Insect bites/stings
4 Common food type
5 Unusual food type
6 Exotic food type
7 Common medicine type
8 Unusual medicine type
Amnesia – Total memory loss. Forgotten are the name, profession and any spells. Skills may still be used, but only for general activities. Once per month, the victim may roll against Intelligence with a DC of 20. When the test is passed, the character remembers everything up to the point of the event that caused the amnesia. There will remain a loss of the memories surrounding the amnesia trigger. The character may, if the player wishes, make further monthly knowledge rolls to recall these events, but will gain one Insanity point for each failed attempt.
Animosity/Intolerance – The character has acquired unreasoning hatred. This is a hatred for one type of person or organization. The character will not get along, and will have nothing to do with them if possible. If forced to work with them, he will badger them with insults, always provoking a fight. Some examples: Magic, the church, foreigners, other races (especially elves), thieves, Imperial troops, the nobility etc.
Anorexia – This character hates food. They will do anything to avoid eating. They are continuously eating and then purging, and they foster the associated guilt. Their self-image is completely askew, and they will harm themselves in this sick cycle. This takes the following toll on the character’s health: After one month, lose 1 hit point, -1 to constitution. After two months, lose 1 additional hit point and constitution point, and –1 strength. After 3 months, lose 1 more point of constitution, one more strength point, and 1d3 hit points. There is no further modifications, and if this affliction is cured, they may regain their abilities in one month of regular eating. The hit point loss is in addition to those lost from the reduction of the Constitution score.
Catatonia – The character suffers from episodes of complete withdrawal. Whenever the character encounters a stressful situation, they must pass a fear test. Whenever a character with catatonia fails a fear or terror test, they automatically go into a catatonic withdrawal. On failing a fear test, they are robbed of the power of speech for d6 hours, and will not acknowledge any other creatures. On failing a terror save, they remain frozen on the spot for d6 hours curled up into a tight ball. Cowering: Lose Dex bonus to AC. +2 bonus to opponent’s attacks. No actions.
Dementia – This is general mental enfeeblement. The character will become prone to incoherent mumbling, paranoia and fear. Each time the character takes any kind of psychological test (fear, terror, opposed Charisma, leadership, or a save vs. mental attacks) he must first pass a Wisdom test (DC 12). If he fails the Wisdom test, he doesn’t have to pass the other test, but instead suffers one of the following effects: Amnesia, Intelligence and Wisdom drop to 3, Catatonia, Confusion (may only stand fast and defend self), Disoriented (may move and defend self), Dull-witted (-4 to all rolls), or babbles incoherently and wanders off in a random direction.
Depression – Depressed characters refuse to see any good in a situation. They have a morose outlook and talk negatively. In the morning, when the character wakes up, he must make a Wisdom roll. (DC 12) If he fails, all rolls are for the day are at a –4 while depressed. If there is an important roll that needs to be made, the character may make a wisdom roll (DC: 12 at –4) to perform it without the penalty. Encouragement from his allies may give him a bonus to his rolls, based on the role-playing.
Frenzy (Berserk Rage) – Roll 1d10 for berserk rage when one of the triggers occur. The chance for berserk rage is 1 plus 1 for every current insanity point. If the roll is equal to or under the chance, the character flies into a fit. The triggers are: the first round of any combat, the first wound suffered in combat, each time a comrade is wounded or killed, if the character or a friend is insulted during combat. The character may attempt to quell the rage by passing a Will save (DC: 15). This check need not be made, but if the character wants to resist, he must make a Will save after each triggered instance. Once enraged, the character may make a Will save (DC: 20) to come out of it, or will automatically come out of it 1d6 rounds after there are no foes remaining.
A character so frenzied duplicates the barbarian rage (+4 Strength, +4 Constitution, +2 Morale bonus on Will saves, and a –2 penalty to Armor Class). In addition, he ignores all effects of damage such as stunning, being clobbered, does not fall unconscious when reduced past 0 hit points, and so on.. He is immune to any spells or effects that would affect his mind (including fear and terror). While berserk, the character has a 30% chance to attack anyone in reach (the character must attack closest beings first, with a 70% likelihood of avoiding attacking an ally). He will not use a shield or any other means of active defense. He may not dodge or use any skills, except feats that are determined to be aggressive.
After recovering from the berserk rage, the character suffers all wound effects, which may mean death. If he survives, he will be despondent and severely depressed for 1d10 days, unable to participate in the pleasures of life and will be at a -4 penalty for using any skills. Combat is at –2, as is Armor Class. The rage will not be again triggered until the depression passes.
Gluttony – The character eats compulsively. A Wisdom test (DC: 12) must be made at any time there is an opportunity to eat. If they fail, they will eat until there is no food left. In the long term, there can be the following effects on a character:
After 1 month, the character gains d4 hit points (that they will lose if they lose weight), and they lose 5 feet from their movement.
After 2 months, they gain another d4 hit points, but they lose another 5 feet of movement, and add -1 to initiative rolls, dexterity rolls and armor class.
After 3 months, they gain another d4 hit points, but they lose another 5 feet of movement, and add -2 more to initiative rolls, dexterity rolls and armor class.
There is no further modifications, and if this affliction is cured, they may regain their abilities in one month of regular eating.
Hallucinations – There is a 5% chance per day that the character will encounter something that is unreal. Each occurrence has a 10% chance of driving the character into a catatonic trance for 1d20 hours.
Heroic Idiocy – Insensitivity to danger. The character need never make fear checks. Terror checks are rolled, but the character may never be terrified. Insanity points are gained for failed rolls.
Hysterical Injury – Person believes that they have suffered a serious injury. Roll on the injury table below:
Roll Injury (d20) Roll Injury (d20)
1 Missing Eye 8 Dead
2 Missing Nose 9 Diseased
3 Missing Ear 10 Lung Damage
4 Brain Damage 11 Stomach Injury
5 Disfigured 12 Kidney Damage
6 Missing Body Part (d6) 13 Genital Injury
1 Hand 14 Throat Injury
2 Arm 15 Back Injury
3 Foot 16 Liver Damage
4 Leg 17 Worm/Insect Infested
5 Fingers 18 Poisoned
6 Head 19 Skin Affliction
7 Severe, Constantly Bleeding Wound 20 Gangrene
Hysterical Sense Loss – Character believes that he is either blind, deaf, or dumb.
Introversion – The character has lost interest in the outside world. He must make a Wisdom test (DC: 10) to communicate in any form. They also suffer a –4 penalty to any Charisma based communication skill checks.
Kleptomania – The character is filled with an overwhelming urge to steal, regardless of the risks involved. Wisdom tests (DC: 12) are required every time there is a temptation to steal. The Wisdom roll is modified by the circumstances.
Mania – Manic Characters become tense, wild-eyed and over-active. They gain +1 to initiative rolls, but are at a –2 to all social skills and reaction rolls.
Manic Depression – This character will have wildly fluctuating emotional states. Roll 1d6 every 3 hours. On a 1-3, the character is manic, and on a 4-6, the character is depressed.
Megalomania – This character has an inflated sense of self. They will insist on being the leader and will go to great lengths to gain a position of authority. They gain intolerance toward any who oppose them.
Multiple Personalities – This character has 1d3 additional personalities that manifest themselves in stressful situations. Each personality shares the characters proficiencies and skills, but each has his own unique personality trait. The player may choose the personalities, or may ask for suggestions from the DM.
Obsessive Behavior – The character is obsessed with something or someone. It can be something simple like cleaning or complex like expunging the world of all evil. The following list gives some examples of obsessions:
Devotion to a personality trait Obsessive hatred
Need to destroy Superstitious
Need to collect things Need to help others
Paranoia – Everyone is out to get this character. Villains lurk in every shadow. Trust no one.
Pathological Lying – The person can not tell the simple truth. Must always expand or reinterpret the truth.
Phobia – The following is a list of phobias. The phobia’s listed under this section are considered to be major phobias. The phobic character must pass a Wisdom check at DC: 18 whenever he is threatened by a violent encounter related to his particular fear. If he fails he will must flee or otherwise seek to avoid the encounter for 1-6 rounds. After this time, check again for the next 1-6 rounds. In general, the character will avoid mundane contact with the object of their phobia and may even obsess over the thought of his source of fear.
Zoophobia – animals Monophobia – being alone
Taphophobia – buried alone Hematophobia – blood
Ailurophobia – cats Psuchrophobia – cold
Chromophobia – colors Claustrophobia – confined spaces
Necrophobia – corpses Achlucphobia – darkness
Hypochondria – disease Kenophobia – empty rooms
Gynephobia – females Pyrophobia – fire
Aerophobia – flying Phasmophobia – ghosts
Barophobia – graves Trichophobia – hair
Acrophobia – heights Entomophobia – insects
Magiophobia – magic Androphobia – males
Ballistophobia – missiles Teratophobia – monstrosities
Nychtophobia – night Agoraphobia – open spaces
Erotophobia – physical love Toxiphobia – poisons
Ombrophobia – rain Theophobia – religion/gods
Peccatophobia – sinning/doing wrong
Blennophobia – slime Ophidophobia – snakes
Arachnophobia – spiders Astaphobia – storms
Dendrophobia – trees Hydrophobia – water
Anemophobia – wind Traumatophobia – wounds
-Types of weapons, often gunpowder
-Specific animal, plant, or item such as gold
Pyromania – Must make Wisdom checks (DC: 12) to resist setting fires whenever the opportunity arises.
Schizophrenia (Split personality) – This is a split personality. This is a constantly changing affliction. Roll on the table below every 3 hours.
Roll d100 Result
01-60 No effect
61-64 Temporary Amnesia
69-73 Heroic Idiocy
97-00 Pathological Lying
Sexual Disorder [CC 71] – Consult the following table:
Roll d20 Sexual Disorder
2-3 Complete Disinterest
- Transexualism – Believe oneself to be the spirit of one gender trapped in the body of the opposite gender. May express itself as constant transvestitism.
- Complete Disinterest – No sexual desire.
- Shyness – Uncomfortable around members of the opposite gender, difficult to talk with them. This is less severe than a phobia.
- Homosexuality – Sexually attracted to members of the same gender.
- Bisexuality – Sexually attracted to members of both genders (usually one more strongly than the other).
- Transvestitism – Sexually excited by wearing clothes of the opposite gender. May try to pass oneself off as a member of the opposite gender.
- Nymphomania – Abnormally strong, uncontrollable desire for sexual pleasure.
- Sadism – Derive pleasure from inflicting or viewing pain in others.
- Masochism – Derive pleasure from having pain inflicted upon oneself.
- Prudish – Convinced that sex is bad in any form. Despises all who lower themselves to it, including self. Roll 1d10 when this disorder manifests. On a 1-3, the character is repressing another sexual disorder. Roll again on the Sexual Disorder table.
- Voyeurism – Sexually excited by viewing others either undressing or performing sexual acts.
- Fetishism – Sexually attracted to or excited by a specific person or thing. The character may have a secret collection of fetishes. Roll a d8 and consult the table below.
Roll d8 Fetish
1 Opposite gender clothing
4 Body location
8 Type of person
- Necrophilia –Sexually excited by dead bodies.