Insanity Optional Rules and Tables

Going Insane

In-game, a person has a chance of going insane every time he suffers a tremendous shock or when a character dies and is brought back from death. Every time a creature is reduced to a score of -P.E. hit points there is a chance he goes insane. Either roll on the table on this page or select an insanity appropriate to the cause of what killed. You should make the victims make 2 saving throws in secret (he should not know the result, nor the type of insanity that might afflict him. These effects should play out naturally, some insanities (like phobias) take days or even months to trigger or have effects, while others (such as paranoia) are immediately obvious).

At your option, a creature can run the risk of going insane under extremely unusual situations, even when his mental ability scores are unharmed. A character suffering from long imprisonment might have to make a save against developing agoraphobia or claustrophobia. Someone repeatedly betrayed by allies might have to make a save against developing paranoia. And a poor soul whose mind is possessed by a powerful demon might have to make a save upon being exorcized to keep from becoming psychotic. The causes of such insanities are left to you as the GM to determine. Insanity can also be inflicted via magic. Consider allowing the spell insanity to merely inflict 1 randomly determined insanity per 5 caster levels on its victim rather than causing permanent confusion. Bestow curse can also inflict a single insanity on a foe, although in this case the insanity is also a curse. It's possible to suffer from multiple forms of insanity. If you become afflicted with a form of insanity you are already suffering from, the save against further insanity is -5.

Characters begin the game sane and rational. During their investigations they will encounter otherworldly horrors, evil creatures, and the terrible cosmic truths all of which will challenge their state of mind and sense of normality, and push them to very edge of sanity. In some cases, the experience will be too much and the unfortunate Character will descend into periods of temporary, indefinite, or even permanent madness. Sanity is the game's register of the Character's flexibility and resilience to emotional trauma. Characters that start with a high M.E. find it easier to rationalize traumatic events or to repress horrific memories. Those with a lower M.E. are mentally fragile and more susceptible to emotional upset. While the horror is the fundamental assault on the mind of an Character, other gruesome and comparatively ordinary sights and events can also cause emotional disturbance. In an unnerving or horrifying situation, the Game Master will test the resiliency and emotional strength of the Characters. This is done by calling for a Sanity roll for each Character entangled in the situation.

The use of insanities is left entirely to the discretion of the Game Master. However, considering the nature of this game and the horrific supernatural, and magical forces at play, it seems reasonable (and even likely) that some of the player characters may ultimately suffer from one or more insanities. Certainly, any number of Non-Player Characters, villains and monsters may act on insanities. Insanity gives the character the classic "tragic flaw." Having one or more insanities can make the character more interesting. It gives him or her more personality, history (because the insanity is always the result of a traumatic experience) and maybe even a badge of honor if the hero suffers because he was trying to save somebody or destroy a terrible evil. Once acquired, the insanity becomes a character quirk and an Achilles heel; a weakness or problem that is always present and something which the hero must struggle with to overcome. A minor insanity like a phobia or obsession is the most common and least debilitating of the insanities. Mental illness is no laughing matter, however, none of that changes the fact that having insanities in a role-playing game is interesting, appropriate and fun to play. They are especially appropriate in a game that deals with horror, fear, powers of the mind, and monsters.

How Insanity Works

All player characters are assumed to start off mentally and emotionally sound. Any insanities are developed from that point forward and are the result of mental, emotional or physical trauma that occur in the game. Game Masters should be very judicious in handing out insanity and not make everyone crazy or anyone character bogged down with a zillion debilitating illness. A character that is a mental wreck is no fun to play and dishing out insanities like candy on Halloween is mean­spirited or foolish. Use common sense and logic. Being scared out of one's wits is not grounds for insanity. Neither is being attacked by something that slithered out of a Rift, especially if the character kicks its butt and comes out winning the day. However, being buried alive for hours or days, or nearly dying at the hands of some hideous thing, or seeing something totally weird or horrific, like the sacrifice of several people or children, slow death by something sick and disgusting, and witnessing or experiencing torture or some­thing truly abhorrent (i.e., the worst thing most people could imagine), these may be grounds for insanity. Use Yourself as the barometer. If you think some experience would send you off the deep end, then it's probably fair to assume the same thing will happen to the player character and assign him an insanity. Also take into consideration the character's personality and the way he/she has been played.

Let's use this common, real life example: Many people, male and female, fear, or hate, bugs, especially spiders, worms, cockroaches, and other "creepy crawlers." Some don't even want anything as harmless as a moth or grasshopper near them. Now, imagine such a person being plunged from head to toe, into a vat full of live, disgusting insects. They'd freak out. And here comes an example of freaking out without getting an insanity: The threat of it happening, it nearly happening, and even being dropped into the vat of living vermin for 1-10 minutes will cause the individual to scream and squirm and try to escape (if possible), but the experience is NOT going to drive them nuts. However, being completely covered in the insects for an hour or more, or buried alive with them, or believing the insects will eat the character alive, that might give a character a lasting phobia or other insanity about bugs or being buried alive, or both.

HOWEVER, it would not have that effect on everyone. Staying with the real-life analogy, suppose as a kid, someone was used to catching, collecting, studying and even raising bugs. They have read up on them and handled them and find them fascinating. They know which are dangerous and which ones aren't (which is most insects found in urban settings, by the way). So, while being lowered into a vat of cockroaches or worms or maggots would be disgusting, it wouldn't freak them out. Number one, they know they are harmless. Number two, they don't scare or revolt them. So, they would be fine. Now if that person was confronted by a supernatural creature whose body was composed of living insects, and/or the insects looked alien, or behaved in an unnatural way, or had weird powers, that might freak them out, and might traumatize them to the point that they would get a lasting insanity from the experience-though not likely if the bugs turned out to be harmless.

Note: Bear in mind the character's M.E. (Mental Endurance) attribute as a helpful guideline. If the character's M.E. is 15 or higher he's probably very mentally resilient, but another character with an M.E. of 6, 7 or 8 experiencing the same thing might be traumatized for life!

It is only the most deep-rooted, gut-level, life and death traumatic experiences (including the character dying and being brought back to life via extraordinary medical, psychic or magical means, as well physical and/or psychological torture and all torture has a psychological impact) that could possibly result in a lasting insanity that is assigned to a character by the G.M. without any chance to save. Not a namby-pamby, little fright, but a life threatening, mind-numbing experience. To make the actual determination of the insanity, the G.M. might assign a specific phobia or other insanity that seems appropriate, or simply instruct the player to roll on one of the tables in this section for a random insanity. Random rolls make life easy and the G.M. impartial. A psychological trauma may result from a violent, emotional experience or shock. As adventurers in the weird, magical and changing world, the characters will be somewhat desensitized to horror, and prepared and hardened to frightening, unnatural and bizarre experiences. A trauma that will result in an insanity will have to be extremely horrible.

Save vs Insanity dice rolls.

There will also be some curses, magic, and creatures that have the potential to create/cause insanity. In these cases, the player needs to roll 1D20 and get a 12 or higher to save (the exact number required will vary depending on the creatures or magic involved and will always be higher than 12 if cast by a Demon Lord, Dark God or Alien Intelligence). When rolling to save vs insanity, the character gets to add any M.E. attribute bonus to save vs insanity, as well as any (rare) bonus to save vs insanity he may get from an O.C.C. or other resource (enchanted amulet/charm, etc.).

Trauma

Having a character roll on the insanity tables after a terrible trauma is very appropriate, realistic and fun; adding a new element to the character and the ongoing story. What constitutes a traumatic experience is, in part, up to the Game Master and the actual situation. The following is a guide to some traumatic situations requiring a roll for an insanity. Accidentally causing (or being unable to prevent) the death of several innocent people. Primarily applies to characters of a good or Unprincipled alignment and who are likely to be engulfed by feelings of regret, sorrow and failure.

In the alternative (or in addition to the insanity),

  • the character might turn to alcohol or drugs (G.M. 's decision), drinking or getting high to forget the incident or to punish himself for his perceived failure.
  • Yet another alternative might include becoming obsessed with the villain, creature, person, cult, or Demon Lord/god (and all who serve it); hates it and longs to battle and destroy the one responsible and/or all who serve such an evil master.
  • Death! The character dies, or at least falls into a coma, having been killed in a brutal or terrifying manner, or at the hands of a truly horrific being or circumstance (eaten alive, after being tortured, having something alien enter his body, etc.). Roll on the Random Insanity Table.
  • Drug, psionic or magic induced hallucinations that were particularly terrifying, hideous, or realistic. Roll once on the Phobia Table.
  • If extremely traumatic, lengthy, or reoccurring hallucinations, roll on the Random Insanity Table.
  • A real-life encounter with the subject of the traumatic hallucinations likely to cause more trauma. 70% chance of developing another insanity; roll on the Random Insanity Table.
  • Long period of physical and/or mental torture.
    • Two to eight weeks: Roll once on the Random Insanity Table.
    • Nine weeks to several months: Roll once on the Random Insanity Table and once on the Neurosis Table.
  • Near Death experienced under horrifying, gruesome or bizarre circumstances, like at the hands of a slobbering or terrifying monster, or excruciating method of being killed. Roll on the Neurosis Table or, perhaps, the Phobia Table.
  • Near Death experience: A terrifying, frightening or unusual brush with death. Roll on the Random Insanity Table.
  • An experience that leaves the character tilled with intense desire (probably hate and thoughts of revenge). Roll once on the Random Obsession Table. In this case the obsession is probably hate and the character seeks revenge, justice, and the destruction of all who fall within the category of the obsession. On the other hand, his obsession could be an item or magic or knowledge that he believes will provide him with the means to extract justice or vengeance. Possession and being made to do several repugnant, despicable or terrible acts. Actions that go against the character's moral fiber and/or which hurt loved ones or innocent people, particularly children. Roll on the Psychosis Table.
  • Prolonged physical and/or emotional abuse. May involve weeks, months or years of captivity, belittlement, threats, beatings, torture, and acts of extreme humiliation. Roll on the Random Insanity Table. If an obsession is rolled, the obsession is probably a deep-rooted hatred toward beings of that nature or perhaps anyone who imposes such humiliation on people, and a desire to strike out at them. Or it may be an obsession to escape the abuse or find paradise.
  • Sensory Deprivation, probably for several days, but perhaps only several hours if the deprivation is accompanied by deliberate, directed input designed to generate terror, a sense of deep loss and other extreme emotions. Roll on the Psychosis or Affective Disorder Table.
  • Severe physical disability or ugly scarring. 01-50% chance of alcohol or drug addiction or roll on the Obsession Table.
  • Severe emotional trauma. Roll on following table for the specific effect of emotional trauma.
    %Effect of trauma
    01-50%chance of alcoholism or drug addiction; drinks to forget or to punish himself for a perceived failure.
    51-90%develops a Neurosis.
    91-00%develops an Affective Disorder. Transformation. The character has experienced being turned into something physically (or emotionally) horrible, monstrous/inhuman. Roll on the Random Insanity Table.
  • Violation. The character is physically, mentally or emotionally violated and molested. Roll on the Random Insanity Table.
  • Witnessing or experiencing a shocking, grotesque atrocity. Roll on the Phobia Table.
  • Witnessing the terrible or shocking death of a deeply loved one. Roll on the Psychosis Table.

Insanity Tables

When a character goes insane, roll on the following table to determine what form of insanity strikes. Alternatively, you can assign the insanity to match the cause.

Roll on the Random Insanity Table

Random Insanity Table

: Roll percentile dice for random determination.
Note: More than one phobia, obsession, psychosis, and affective disorder is possible. If the same one is rolled, ignore it and roll again.
d%Insanity
01-05%Amnesia: A character suffering from amnesia cannot remember things; his name, his skills, and his past are all equal mysteries. He can build new memories, but any memories that existed before he became an amnesiac are suppressed. Worse, the amnesiac loses all class abilities, and skill ranks for as long as his amnesia lasts. He retains his base attack bonus, base saving throw bonuses, combat bonus, total experience points, and hit points, but everything else is gone until the amnesia is cured. If a character gains a class level while suffering from amnesia, he may use any abilities gained by that class level normally. If the class level he gained was of a class he already possess levels in, he gains the abilities of a 1st-level character of that class, even though he is technically of a higher level in that class. If his amnesia is later cured, he regains all the full abilities of this class, including those gained from any levels taken while he was suffering from amnesia.
06-10% Reborn. The trauma turns the character into a different person. Alignment reversal: Good becomes evil, evil becomes good, Anarchist becomes Principled or Scrupulous, Unprincipled becomes Aberrant or Anarchist. Also make a random roll on the Disposition Table in the section on Character Background
11-15% Neurosis. Make a random roll on the Neurosis Table in this section.
16-20% Compulsive Liar/Cannot Tell the Truth. Lies about big and little things, even if of a good alignment. Can't help himself. Most lies are harmless, but they can be annoying and can get the character and his teammates into trouble.
21-25% Kleptomaniac. A compulsion to steal, even if the character is of good alignment and doesn't need the item. Steals inexpensive and valuable items, basically whatever strikes the character's fancy.
26-30% Obsession. Make a random roll on the Obsession Table elsewhere in this section.
31-40% Mania. Make a random roll on the Mania Table else­where in this section.
41-50% Phobia. Make a random roll on the Phobia Table else­where in this section.
51-60% Affective Disorder. Make a random roll on the Affective Disorder Table elsewhere in this section.
61-70% Hypochondriac. The character is constantly concerned about sickness, disease and poisoning. He exaggerates the slightest discomfort and illness he may suffer and is constantly under the belief that he is "coming down" with something. He may avoid others who are sick even with the common cold, may blame others for his illnesses ("he coughed in my direction yesterday") and is likely to have a half-dozen "quack" cures for every ailment imaginable. Most taste terrible, or are ridiculous, and none of them work.
71-80% Psychosis. Make a random roll on the Psychosis Table elsewhere in this section.
81-85% Recluse. The character prefers to be alone. He is usually quiet and unobtrusive, staying in the background and hoping to remain unnoticed. Feels uncomfortable in crowds and is -10% on skill performance and -1 to Perception Rolls when in the spotlight (everyone is watching or has their hopes pinned on the character's actions). No penalties when nobody is watching, when alone or with just a few people.
86-90% Homicidal Rage. Despite the name, the character often seems outwardly calm and composed, but is extremely intense and focused on revenge/striking out at the person or cause of his quiet, burning rage. May seriously hurt or kill someone without realizing it. Penalties: Cannot pull a punch, will not dodge, does an extra lD6 damage in all physical attacks and does triple damage on a Natural 20; has extreme difficulty controlling himself/stopping himself from going too far (may need somebody to pull him off his opponent). This even applies to minor provocations where the character gets caught in a brawl or becomes the target of insults, is cut off in traffic (road rage), etc., let alone the heat of actual combat. Friends and associates should be prepared to intercede and pull the character off his victims. Note: This is not a berserker rage and the character can be reasoned with, calmed down and will not attack friends without considerable provocation.
91-95% Multiple Personality Disorder: This is a complicated disorder that manifests as 1 or more distinct and different personalities within the same body and mind. The number of additional personalities the victim manifests equals 1D100 divided by 10 (round down, minimum of 1 additional personality). Should the insanity worsen in some way, the number of additional personalities increases as well. Likewise, the number of additional personalities decreases as the sufferer recovers. The GM should develop these additional personalities. Every morning, and each time the afflicted character is rendered unconscious, he must make an ME save against insanity. Failure indicates that a different personality takes over. A character's memories and skills remain unchanged, but the various personalities have no knowledge of each other and will deny, often violently, that these other personalities exist.
95-00% Addiction. Whatever the trigger, the character is addicted to drugs or alcohol and is on a path of self-destruction whether he sees it that way

Affective Disorders Sub-Table

d%Insanity
01-19%Frightened by loud noises to the point of cowering and wetting self.
20-35%Disgusted by anything sticky and will go to any length to avoid touching it.
36-54%Obsessed with cleanliness and must clean up any area he is at for more than a few minutes.
55-75%Outraged by acts of violence, becoming violent himself; 72% chance of going berserk and attacking the perpetrator of the violent act without regard for self. Bonuses: +1 to strike and +2 to damage when berserk.
76-88%Hates music and musicians and will try to destroy or stop the source of those terrible noises.
89-94%Hates bugs of all kinds and will jump up and try to kill them whenever they are noticed within 15 feet (4.6 m) of him. This includes flies, bees, wasps, mosquitoes, moths, butterflies, caterpillars, and spiders and other arachnids. Tends to ignore worms and tiny ants.
95-00% Intimidated by spoken language; cannot speak meaningful sentences (must use sign language or written communication); has difficulty understanding long sentences.

Neurosis Sub-Table

Neurosis is any of a variety of illnesses that affect the mind or emotions without an obvious physical/organic reason, and involves depression, phobia/fear, compulsion, anxiety, hysteria and other abnormal patterns of behavior.
d%Insanity
01-10% Fear of Animals. More than a simple phobia, this character has been so traumatized (perhaps chewed on by the family pet while a little nipper) that he avoids all animals, will push away the cutest pet, run away when confronted even by tiny animals like a mouse, and will kill them whenever he feels cornered by them. Insects, fish, sea-life and humanoids (i.e., the Bugs or other aliens) are not included in this irrational fear.
11-20%Fear of the Dark. Spent too much time locked in closets, to the point that the character becomes a gibbering zombie when locked or placed in dark, confined areas (only one attack/action per melee round, no bonuses, no skill capabilities, speed is reduced by half). Will collapse (unconscious) after 2D4 melee rounds and will remain catatonic until removed from the darkness or a light is lit. Has trouble sleeping at night.
21-30%Cannot Tell the Truth. Compulsive liar, even if of a good alignment. Most lies are harmless, but they can be annoying and can get the character and his fellow adventurers into trouble.
31-40%Personal Cleanliness: Compulsive need to be clean. In fact, the character will wash his hands and face 2D4 times in a row before he "thinks" he is clean. He will also wash his clothes whenever he can, and bathes frequently. He hates being dirty or engaging in something that will make him dirty and tries to avoid it (changes into clean clothes whenever he can and apologizes for being dirty).
41-50% Invasion of the Body Snatchers. Acute anxiety and paranoia towards just about everybody, but especially towards anyone who looks "unusual." The character is known for saying things like, "They're out to get you! They could be anybody, even ... you?!?" The character is nervous, a bit jumpy and suspicious of anyone who is not of his same race.
51-60%Fear of Heights. Uncle Goober used to dangle the character by one foot, out of windows. Now the character is terrified of heights to the point of being frozen when above the second story. The character is fine as long as he can't see how high up he may be.
61-70%Thinks He's Being Followed. Another compulsion motivated by an unfounded fear that one is being followed. The character finds himself frequently stopping to look and see whether or not he's being followed. This includes checking behind himself, looking around, constant sideways glances, checking to see if doors are locked (checking the same doors 1D6 times each) and similar compulsive paranoid behavior.
Note: The character is not paranoid in the sense that he thinks people are out to get him or are conspiring against him (the character is likely to have numerous trusted friends). He just has this constant feeling or anxiety that he may be followed or is being watched.
71-80% Fear of Success. "Mom always said I wasn't any good." The character will sabotage himself at critical moments. The following minuses apply during critical, or high-pressure moments (battle, danger, watched by others, etc.): -15% to all skills, -3 to strike, parry, initiative and damage.
81-90%Psycho-Reliance (Luck Fixation). The character becomes convinced that his "good fortune" is because of a particular item, a "lucky charm." The character touches, taps or kisses the charm for good luck before entering a battle or tackling any difficult situation. If the character loses the item, he suffers the following penalties until either the item is recovered or he can find a replacement "good luck" charm, which won't be easy (this is all completely psychosomatic). Penalties: -5% on all skills, -3 to save vs Horror Factor, -3 on initiative and -1 to combat bonuses. Any other coincidental misfortune will be attributed to the loss of the lucky charm.
91-00%Hysterical Blindness. When under pressure (battle, an important opportunity, watched by others, etc.), the character loses his sight until the pressure is removed; 01-89% likelihood of happening, roll for each situation. -9 to strike, parry and dodge while blind; no initiative and skill performance is half.

Psychosis Sub-Table

A psychosis is any severe mental disorder in which the person partially or completely withdraws from reality and becomes delusional. Their behavior is often anti-social and violent.

d%Insanity
01-15% Fascination with death in all its forms. The character examines and studies ways one can die and kill, as well as implements of death, how the human (and non-human) body reacts/responds to the threat of death/fear reactions, tolerance to pain, survival responses, and even the philosophical concepts of death, the soul, life after death and so on. It is interesting to note that the character is not afraid of death and is not morbid about it. He is simply fascinated by it. Others may find him to be disturbingly callous and ghoulish.
16-20% Paranoid. A general suspicion that everybody is out to get you, so therefore, nobody can be trusted. The character is a bit secretive and careful about what he says in front of whom and keeps to himself.
21-30% Manic Depressive. Alternate severe depression one week (nobody loves him; he is a loser, incompetent and is going to die if he is not careful; -10% on all skills and reduce combat bonuses by half), followed by a manic episode the next week (everything is great, he is the best there is, life is grand! +5% on all skills and +2 on initiative; all bonuses are normal).
31-40% They're out to get me (paranoid schizophrenic)! Voices tell the character that most everybody hates and/or fears him. Thus, he believes, "they" are out to get him (torture, kill, imprison, hurt, cheat, discredit, etc.). As a result, he has trouble sleeping (because he knows that would make him vulnerable to "them"), is constantly jumpy/nervous and is suspicious of others, sometimes even long-time friends. The character blames all of his misfortune on others and sees conspiracies everywhere. Tends to be a loner and distrusts everybody except his closest comrades.
41-45% Superman syndrome. The character thinks he is stronger, faster, smarter, and more handsome than anybody else. He tends to respect only brute strength, power and ruthlessness. As a result, the character accepts foolish challenges, takes dangerous risks and often underestimates his opponents or the chance of failure/defeat. If it is any consolation, the character is usually cheerful, helpful and positive.
46-50% God syndrome. The character believes he is a divine being because the voices in his head tell him so. As such, the character believes he is above the law, judgement, and the comprehension of all creatures. Consequently, he ignores the laws of any place he visits. The character is not necessarily mean about it, nor blatant or deliberate about breaking the law. He just does not think about them and refuses to pay the consequences when accused of breaking them. The least offensive characters are cocky, arrogant, bossy, condescending and trivialize everything that does not directly involve them (they are the center of their universe). The most extreme believe they are truly deities and act accordingly as directed by their alignment. Some are reasonably benevolent "gods" while others are cruel, vengeful or malicious.
51-60% Hysterical aggressive reaction. The character reacts in anger and violence to a particular thing or occurrence. This "trigger" is usually a response to accusations and criticism about his appearance, courage, honor and virtue, such as being called a coward, sissy, wimp, cheater, ugly, stupid, crazy, etc. However, the reaction may also be a response to the actions of others that reminds the character of something that was traumatic in his own life (may tie to other insanities). This can include things like a child being beaten, acts of torture or cruelty, seeing someone attacked by an animal, a particularly threatening monster, and so on. In most cases, the character flies off the handle, ranting and raving like a lunatic, shoving, threatening or challenging his accuser or the perpetrator of the "trigger" action (i.e., "How would you like it if I slapped you around like that, punk?!"). The slightest act of antagonism, aggression or intolerance toward him, like pushing him away, a smart remark, ignoring him, etc., will send the character into a fury against whomever or whatever set him off.
61-70% Hysterical aggressive reaction to fear/phobia. In this case, the "trigger" is something the character has a phobia about, except instead of cringing in fear, he lashes out to destroy the object of his fear. This is usually a tangible thing like spiders, snakes, a particular animal, etc. For example, a character with a phobia about insects sees an itty-bitty ant crawling on the shelf behind the bar in a club. He's likely to shout something like, "Oh my god! Look out! Get out of my way!" Then he leaps over the bar and swings at the ant with his beer bottle, chair, etc., shouting, "Did I get it? Did I get it? God, I hate those things!" Of course, in the process he may have caused a panic (after all, what is it that has frightened this person to such a degree?) or caused damage by his extreme actions. If the phobia is something like a fear of the dark, he will fight any- body (to the death) who tries to put him someplace dark or who tries to take away his light, and he will do just about anything to get out of it. Likewise, a phobic character might turn to unreasonable behavior if confronted by his fear. If the hero who is afraid of ants spies someone in a bug costume, he might hysterically attack it even though the person has no clue the hero is there. Obviously, this can draw his fellow adventurers into some serious (and pointless) conflicts (and the reason why this phobia should not include very common things, like people).
71-80% Mindless aggression. Roll percentile dice again.

d%Insanity
01-94% Semi-functional mindless aggression. When frustrated, angry or upset, there is a 01-72% likelihood of going berserk and lashing out at anybody who gets in the way. The character pushes, beats and lashes out (stands and fights anybody who opposes him) until physically restrained, rendered unconscious or killed! It takes 3D4 minutes of restraint or unconsciousness before the character regains his composure.
95-00% Non-functional, homicidal maniac! Continually going berserk at the slightest provocation as well as when frustrated, angry or upset. He fights to severely injure or kill those who upset or oppose him. The character must be confined constantly (or killed). He has only one lucid day a week during which time he appears completely normal and rational and will probably spend his time trying to talk his way out of confinement.

81-85%Jekyll and Hyde. The character hears a voice in his head and feels powerful emotions contrary to his original alignment. There will be moments, especially when under stress, angry or drunk, that the voice speaks so loudly and convincingly that the character will respond to it. The response is the opposite of the character's normal, original personality and can be frightening, as if he were a completely different person! When he returns to normal, the character may regret his actions and try to make restitution, but there is little he can do when his other personality takes over. This means if the character is a principled or scrupulous good character, his opposite Hyde persona will be one of the evil alignments. As a result, in the heat of combat, or under stress, the Hyde persona may surface and engage in acts of cruelty, intimidation, torture, belittlement of others, random homicidal violence, and soon.
86-00%Become a psychiatrist. The character thinks he is a psychiatrist and sees ordinary quirks, legitimate fears and concerns as a serious psychosis, neurosis, phobia or obsession. They are all sick (even if only he can recognize this)! The character will try to help people by counseling them and offering his "expert" or "professional" services; tends to charge stiff fees. He is especially fascinated with people who he considers extremely insane (have real insanities), but he cannot help himself, let alone anyone else.

Manias Sub-Table

A mania results in an obsession or compulsion with its subject. The GM may select randomly (roll 1D100) or choose an appropriate one.

d%Insanityd%Insanity
01Ablutomania: compulsion for washing oneself. 02Aboulomania: pathological indecisiveness.
03Achluomania: an excessive liking for darkness. 04Acromania (heights): compulsion for high places.
05Agathomania: pathological kindness. 06Agromania: intense desire to be in open spaces.
07Aichmomania: obsession with sharp or pointed objects. 08Ailuromania: abnormal fondness for cats.
09Algomania: obsession with pain. 10Alliomania: obsession with garlic.
11Amaxomania: obsession with being in wagons. 12Amenomania: irrational cheerfulness.
13Anthomania: obsession with flowers. 14Arithmomania: obsessive preoccupation with numbers.
15Asoticamania: impulsive or reckless spending. 16Automania: an excessive liking for solitude.
17Balletomania: abnormal fondness for ballet. 18Bibliokleptomania: compulsion for stealing books.
19Bibliomania: obsession with books and/or reading. 20Bruxomania: compulsion for grinding teeth.
21Cacodemomania: pathological belief that one is inhabited by an evil spirit. 22Callomania: obsession with one’s own beauty.
23Cartacoethes: uncontrollable compulsion to see maps everywhere. 24Catapedamania: Obsession with jumping from high places.
25Cheimatomania: abnormal desire for cold and/or cold things. 26Choreomania: dancing mania or uncontrollable frenzy.
27Clinomania: excessive desire to stay in bed. 28Coimetromania: obsession with cemeteries.
29Coloromania: obsession with a specific color. 30Coulromania: obsession with clowns.
31Countermania: compulsion to experience fearful situations. 32Dacnomania: obsession with killing.
33Demonomania: pathological belief that one is possessed by demons. 34Dermatillomania: compulsion for picking at one’s skin.
35Dikemania: obsession to see justice done. 36Dipsomania: abnormal craving for alcohol.
37Doramania: obsession with owning furs. 38Doromania: obsession with giving gifts.
39Drapetomania: compulsion for running away. 40Ecdemiomania: compulsion for wandering.
41Egomania: irrational self-centered attitude or self-worship. 42Empleomania: Insatiable urge to hold office.
43Enosimania: pathological belief that one has sinned. 44Epistemomania: obsession for acquiring knowledge.
45Eremiomania: compulsion for stillness. 46Etheromania: craving for ether.
47Gamomania: obsession with issuing odd marriage proposals. 48Geliomania: uncontrollable compulsion to laugh.
49Goetomania: obsession with witches and witchcraft. 50Graphomania: obsession with writing everything down.
51Gymnomania: compulsion with nudity. 52Habromania: abnormal tendency to create pleasant delusions (in spite of reality).
53Helminthomania: an excessive liking for worms. 54Hoplomania: obsession with Crossbows.
55Hydromania: irrational craving for water. 56Ichthyomania: obsession with fish.
57Iconomania: obsession with icons or portraits. 58Idolomania: obsession or devotion to an idol.
59Infomania: excessive devotion to accumulating facts. 60Klazomania: irrational compulsion to shout.
61Kleptomania: irrational compulsion for stealing. 62Ligyromania: uncontrollable compulsion to make loud or shrill noises.
63Linonomania: obsession with string. 64Lotterymania: an extreme desire to take part in lotteries.
65Lypemania: an abnormal tendency toward deep melancholy. 66Megalithomania: abnormal tendency to compose bizarre ideas when in the presence of stone circles/standing stones.
67Melomania: obsession with music or a specific tune. 68Metromania: insatiable desire for writing verse.
69Misomania: hatred of everything, obsession of hating some subject or group. 70Monomania: abnormal obsession with a single thought or idea.
71Mythomania: lying or exaggerating to an abnormal extent. 72Nosomania: delusion of suffering from an imagined disease.
73Notomania: compulsion to record everything (e.g. photograph). 74Onomamania: obsession with names (people, places, things).
75Onomatomania: irresistible desire to repeat certain words. 76Onychotillomania: Compulsive picking at the fingernails.
77Opsomania: abnormal love for one kind of food. 78Paramania: an abnormal pleasure in complaining.
79Personamania: compulsion to wear masks. 80Phasmomania: obsession with ghosts.
81Phonomania: pathological tendency to murder. 82Photomania: pathological desire for light.
83Planomania: abnormal desire to disobey social norms. 84Plutomania: obsessive desire for wealth.
85Pseudomania: irrational compulsion for lying. 86Pyromania: compulsion for starting fires.
87Question-Asking Mania: Compulsive urge to ask questions. 88Rhinotillexomania: compulsive nose picking.
89Scribbleomania: obsession with scribbling/doodling. 90Siderodromomania: intense fascination with different methods of travel.
91Sophomania: the delusion that one is incredibly intelligent. 92Technomania: obsession with new technology.
93Thanatomania: belief that one is cursed by death magic. 94Theomania: belief that he or she is a god.
95Titillomaniac: compulsion for scratching oneself. 96Tomomania: irrational predilection for performing surgery.
97Trichotillomania: craving for pulling out own hair. 98Typhlomania: pathological blindness.
99Xenomania: obsession with foreign things. 00Zoomania: insane fondness for animals.

Phobia Sub-Table

A phobia is a lasting irrational fear of something. The GM may select randomly (roll 1D100) or choose an appropriate one.
01Ablutophobia: Fear of washing or bathing. 02Acrophobia: Fear of heights.
03Aerophobia: Fear of flying. 04Agoraphobia: Fear of open, public (crowded) places.
05Alektorophobia: Fear of chickens. 06Alliumphobia: Fear of garlic
07Amaxophobia: Fear of being in or riding in wagons. 08Ancraophobia: Fear of wind.
09Androphobia: Fear of men. 10Anglophobia: Fear of humans or human culture, etc.
11Anthrophobia: Fear of flowers. 12Apotemnophobia: Fear of people with amputations.
13Arachnophobia: Fear spiders. 14Astraphobia: Fear of lightning.
15Atephobia: Fear of ruin or ruins. 16Aulophobia: Fear of flutes.
17Bacteriophobia: Fear of bacteria. 18Ballistophobia: Fear of arrows or bolts.
19Basophobia: Fear of falling. 20Bibliophobia: Fear of books.
21Botanophobia: Fear of plants. 22Caligynephobia: Fear of beautiful women.
23Cheimaphobia: Fear of cold. 24Chronomentrophobia: Fear of sun dials.
25Claustrophobia: Fear of confined spaces. 26Coulrophobia: Fear of clowns.
27Cynophobia: Fear of dogs. 28Demonophobia: Fear of spirits or demons.
29Demophobia: Fear of crowds. 30Dentophobia: Fear of Physicians.
31 Disposophobia: Fear of throwing stuff out (hoarding). 32Doraphobia: Fear of fur.
33Dromophobia: Fear of crossing streets. 34Ecclesiophobia: Fear of church.
35Eisoptrophobia: Fear of mirrors. 36Enetophobia: Fear of needles or pins.
37Entomophobia: Fear of insects. 38Felinophobia: Fear of cats.
39Gephyrophobia: Fear of crossing bridges. 40Gerontophobia: Fear of old people or of growing old.
41Gynophobia: Fear of women. 42Haemaphobia: Fear of blood.
43Hamartophobia: Fear of sinning. 44Haphophobia: Fear of touch.
45Herpetophobia: Fear of reptiles. 46Homichlophobia: Fear of fog.
47Hoplophobia: Fear of Crossbows. 48Hydrophobia: Fear of water.
49Hypnophobia: Fear of sleep or of being hypnotized. 50Iatrophobia: Fear of healers.
51Ichthyophobia: Fear of fish. 52Katsaridaphobia: Fear of cockroaches.
53Keraunophobia: Fear of thunder. 54Lachanophobia: Fear of vegetables.
55Ligyrophobia: Fear of loud noises. 56Limnophobia: Fear of lakes.
57Mechanophobia: Fear of machines or machinery. 58Megalophobia: Fear of large things.
59Merinthophobia: Fear of being bound or tied up. 60Meteorophobia: Fear of meteors or meteorites.
61Monophobia: Fear of being alone. 62Mysophobia: Fear of dirt or contamination.
63Myxophobia: Fear of slime. 64Necrophobia: Fear of dead things.
65Octophobia: Fear of the figure 8. 66Odontophobia: Fear of teeth.
67Oneirophobia: Fear of dreams. 68Onomatophobia: Fear of hearing a certain word or words.
69Ophidiophobia: Fear of snakes. 70Ornithophobia: Fear of birds.
71Parasitophobia: Fear of parasites. 72Pediophobia: Fear of dolls.
73Phagophobia: Fear of swallowing, of eating or of being eaten. 74Pharmacophobia: Fear of drugs.
75Phasmophobia: Fear of ghosts. 76Phenogophobia: Fear of daylight.
77Pogonophobia: Fear of beards. 78Potamophobia: Fear of rivers.
79Potophobia: Fear of alcohol or alcoholic beverages. 80Pyrophobia: Fear of fire.
81Rhabdophobia: Fear of magic. 82Scotophobia: Fear of darkness or of the night.
83Selenophobia: Fear of the moon. 84Siderodromophobia: Fear of Long distance travel.
85Siderophobia: Fear of stars. 86Stenophobia: Fear of narrow things or places.
87Symmetrophobia: Fear of symmetry. 88Taphephobia: Fear of being buried alive or of cemeteries.
89Taurophobia: Fear of bulls. 90Telephonophobia: Fear of communication magic.
91Teratophobia: Fear of monsters. 92Thalassophobia: Fear of the sea.
93Tomophobia: Fear of surgical operations. 94Triskadekaphobia: Fear of the number 13.
95Vestiphobia: Fear of clothing. 96Wiccaphobia: Fear of witches and witchcraft.
97Xanthophobia: Fear of the color yellow or the word 'yellow'. 98Xenoglossophobia: Fear of foreign languages.
99Xenophobia: Fear of strangers or foreigners. 00Zoophobia: Fear of animals.
A Note about Phobias: Characters who suffer from a phobia will become terrified when the object of their fear is encountered. If the character is surrounded by friends who can talk and soothe away his fears, the person may be able to contain himself long enough to safely avoid it (01-60% chance). However, the character feels faint, nauseous, and trembles while doing so (reduce attacks/actions per round, combat bonuses, skill performance and Spd by half; speed is at full only if the character is running away from the source of his fear/phobia). If the character is alone, already nervous, or feels threatened, he will be overcome by fear. This is phobic panic. Phobic Panic: Upon reaching the breaking point, the character's mind will defend itself by responding in one of the following ways:
01-25%Pass out/fall unconscious for 2D4 minutes.
26-80%Flee/run away at top speed! Panic-stricken, the character will ignore the outcries, pleas or needs of others, including his teammates. All the terrified character can think about is escaping. The individual will run and run until he is certain he has escaped the object of his fear or until he is subdued and restrained. The person will fight only if there is no other way to escape, and then only until he can get away and run.
81-00%Paralyzed with fear, the character can only whimper, sob or scream as he faces the horror. Physically, the character stands completely rigid or huddled in a comer, immobilized with fear. He cannot run, fight, use skills or move in any way (no attacks per melee) until the object of the fear is removed or destroyed, or he is dragged away from it. G.M.
Note: Dealing with the strange, supernatural, magical and bizarre will constantly put characters into frightening, bizarre and deadly situations. It is only the most horrifying and unexpected experiences that may create a phobia or other insanity. Remember, the characters will be prepared and hardened to sights, concepts and creatures that might bedazzle the mind of a normal, unsuspecting person.

Obsession Sub-Table

01-02%Combat: Loves the thrill of combat and welcomes deadly competitions and battles, or abhors and avoids combat whenever possible
03-05%Travel: Either loves it and wants to know about and visit everywhere, or fears and dislikes it, avoiding travel anywhere.
06-08%Magic Weapons: Covets them for himself, or thinks they are dangerous and tries to hide or destroy them.
09-12%Government: Obsessed with tearing them down, proving them evil, wrong, corrupt, etc., or thinks they are the greatest and promotes and defends everything the goverment authorities say or do.
13-15%Opposite Sex: The character either loves the opposite sex and puts that gender on a pedestal and tends to give them benefit of the doubt; or dislikes being around the opposite sex and tries to avoid them, sees them as trouble or the enemy, and assumes the worst of them.
16-18%Secrecy: Either prizes secrecy above all else, or abhors even the thought of keeping a secret, or can't keep them.
19-21%Timeliness: Either a fanatic about being on time or always late.
22-24%Immigrants: Either considers them equals and supports their cause for justice and equality, or sees them as dangerous competition and foreign invaders with a secret agenda.
25-28% Wealth/Money: Either wants it or gives it away.
29-32% Psionics: Either would love to acquire and use or loathes and seeks to destroy anyone who uses it.
33-35% Magic and Magic Items: Either loves to acquire and use magic or loathes and avoids it.
36-38% Specific Object/Item or Animal: Wants or hates it.
39-41%Appearance: A fashion plate or a slob.
42-45% Danger: Either loves the thrill of danger, which usually means throwing caution to the wind (the more deadly the better), or despises danger and is overly cautious; a jumpy worry wart.
46-48% Patriot: Devoted to its ideals, restoration and the punishment of those who destroyed some once great nation, or convinced it was corrupt and dangerous, is glad it is gone, and works to undermine those who try to keep its memory alive or restore the fallen nation.
49-51% Food: Covets and pays for only the finest foods and drink (complains about common or plain food; prefers not to eat it). Or eats any slop put down in front of him; the cheaper and nastier, the better.
52-55%Fame: Covets it for himself and wants to be famous and loved by multitudes of people, or shuns and avoids it, preferring to remain anonymous.
56-59% Power: Covets it for himself, or seeks to tear it down.
60-62% Alcohol: Either a heavy drinker with a keen taste for the finest liquors, or a fanatical teetotaler.
63-65% Specific Person: Either desires that person's love, attention or friendship so much he will go to any lengths to impress them, or is obsessed with humiliating or bringing that person down or ruining them. Depending on the alignment, even violence would be considered. This obsession typically involves somebody the character does not really know.
66-68% Specific Organization: Obsessed with tearing them down, proving them evil, wrong, corrupt, etc., or thinks they are the greatest and promotes and defends everything their leaders say or do.
69-71% Specific Supernatural Predator or Trickster. Is either fascinated by the creature and wants to observe and study it or hates it and wants to destroy it whenever encountered.
72-74% Specific Supernatural Demon (Lesser or Greater). Is either fascinated by the creature and wants to observe and study it or hates it and wants to destroy it whenever encountered.
75-78% Gambling: Either loves it and bets on everything even when on a losing streak, or never bets on anything and looks down upon those who do.
79-82% Sex or Romance: Loves the idea of being in love and either wants love and romance (and probably looks for love in all the wrong places) or avoids romantic entanglement.
83-86% Revenge: The character is either driven to exact revenge for injustices and wrongdoings to innocent people and teammates (especially by supernatural beings and their minions), or is extremely forgiving, lets go of the past and firmly believes lust for revenge is a potential evil in and of itself and avoids it.
87-90% Solitude: Either loves peace and quiet, and being alone to the point of growing irrationally angry and frustrated if continually bothered or interrupted, especially during quiet times, or can't stand the thought of being left alone even for short periods of time
91-95% Crime-Busting or Monster Stomping: If a good, Unprincipled or Aberrant alignment, the character loves to be a hero and is obsessed with stamping out crime and/or monsters and evil everywhere. If an Anarchist, Miscreant or Diabolic, the character likes to think of himself as a criminal mastermind and engages in criminal activity and undermining law and order whenever he can.
96-00% Leadership: Either craves power and wants to be a leader of others or a recognized heroic figure or shuns the limelight and prefers to be a follower (even if cheering throngs of people are calling out for him to lead them).
Note on Obsessions: Obsessions are either an intense, irrational love/desire for something or an intense hatred/loathing of it. The former is likely to motivate the obsessed person to obtain the object of his desire while the latter is likely to cause the character to avoid or destroy it. The G.M. can decide which is most appropriate under the circumstances or roll percentile dice to see which way the obsession manifests itself (50% / 50% between love and hatred). Obsessive characters typically will go to almost any length to satisfy their irrational feelings.

Cures for Insanity

Curing Insanity

Lesser restoration has no effect on insanity, Mind Mage's cure insanity or the Greater restoration, heal, limited wish, miracle, or wish spells immediately cures a target of all insanity.

  1. Affective Disorders & Neuroses: Therapy and counseling by a psychologist. Requires a minimum of three months of therapy with the following results:
    01-29%No effect; requires longer therapy (roll again in another three months).
    30-69%Half cured. The character feels the occasional return of the old neurosis or disorder when under stress; 01-48% chance.
    70-00%Total cure! The insanity is gone.
  2. Curing Psychoses: Therapy and possible use of hypnosis and herbs are known to control mood swings, depression, schizophrenia, paranoia and stress. Treatment by a healer requires 4D4 months of therapy with the following results
    01-33%No effect; requires another six months of therapy to roll again.
    34-68%Psychosis is replaced by a phobia (this could be an improvement).
    69-00%Total cure.
  3. Curing Phobias and Obsessions: There is no known cure for these conditions, but prolonged or repeated exposure to the object of one's fears in a controlled environment, along with counseling, can lessen the intensity of the fear, making it less irrational and manageable (scared but can still function). Treatment by a healer requires 3D4 months of therapy, with the following results:
    01-39%No effect; requires 1D4 more months of therapy.
    40-88%Fear is lessened so that the character can function normally, but still does not like the object of the phobia!
    89-00%Fear is intensified so that there is a 50% likelihood that the character will become completely paralyzed until the source of the fear is removed or the person is physically removed from its location.

Addiction

The character drinks or uses drugs to get high because he must. He is ill, cannot tell when he's had too much and craves booze or drugs more than anything else in the world. Though there are always "triggers" that entice the addict to get high (failure, fear, a rainy day, a sunny day, seeing others drinking, seeing a razor blade or needle, etc.), they are not the true reason. The individual is sick. Counseling, therapy and abstinence are the only means of fighting addiction and staying clean and sober.

Personality Modification while Intoxicated
01-10%Argumentative, mean, hostile, strong; +2 to damage.
11-20%Quick temper, emotional, aggressive; +1 on initiative, -1 to parry or dodge.
21-30%Impulsive, takes risks and does foolish, potential dangerous things (for him or those around him); + 1 on initiative.
31-40%Quiet, laid back, withdrawn, wants to be left alone. -4 on initiative and Perception Rolls, -3 to strike, parry, dodge, and all combat moves, -5% on all skills.
41-50%Paranoid, trusts no one, wants to be left alone.
51-60%Sobbing drunk/junkie. Sad, depressed, and overly sentimental, breaking out in tears at the drop of a hat; -5% on all skills, -3 on initiative and Perception Rolls.
61-70%Overconfident and cocky while intoxicated. May be quick to accept a challenge or try to show off; -5% on all skills and -2 on initiative and Perception Rolls, -1 to strike, parry, dodge and pull punch.
71-75%Loud and verbally belligerent; -5% on all skills and -1 on all combat moves.
76-85%Disoriented; has difficulty following movement, conversation or what's going on around him. No initiative (last to take action), no Perception, -4 to strike, parry, dodge, and perform any combat moves, reduce attacks per melee round and Spd by half, and -50% on skill performance.
86-90%Hyper, always moving, distracted, wants to dance, sing and have fun; -2 on initiative and Perception Rolls.
91-95%Hallucinations/Delirium. Reality slips into fantasy. The character goes through periods lasting 1D10 minutes where he cannot tell fantasy and hallucinations from reality. May think a monster is an ordinary person or an old friend, or may think a friend is a monster or enemy, may think he is being threatened when he is not, see something frightening (and respond accordingly) when there is nothing to be afraid of, think he is someplace else in the world or in another reality, and may be influenced by suggestions and things he sees in conversation, casual observation or video disk, radio, etc. -2 on all combat moves, Perception cannot be trusted, and -5 to save vs Hypnotic Suggestion, mind control, illusions and other forms of mental manipulation.
96-00%Super Syndrome. Believes he/she can do anything when intoxicated. +5% on all skills when intoxicated, but -1 on Perception Rolls and all combat moves.

Note: -10% on skills when sober, because the character believes he can't be his best unless he's been drinking or using drugs.

Totally Wasted (Staggering Drunk)

When totally wasted/drunk/higher than a kite, the character loses control of his motor functions, staggers when he walks, and can barely concentrate enough to have a semi-lucid conversation (fades out in mid-sentence, repeats the same stuff over and over, talks incoherently, mumbles, memory loss/can't find his car, etc.). Penalties when Wasted: -75% on skill performance (and it takes 1D4 times longer to perform), no bonuses for combat, -10 on Perception and initiative, and reduce the number of attacks per melee round and Spd attribute to two.

Withdrawal Symptoms

Addiction/Alcoholism can be cured but requires a dedicated willingness to give up the substance, seek aid, abstinence from all drugs/alcohol, therapy and ongoing support (AA, NA, and so on).

  • First Week: -20% on all skills, no initiative or Perception bonuses, -2 to strike, parry, dodge and all other combat maneuvers, and reduce speed and the number of attacks per melee by half. Feels very sick, shaky, insecure, and agitated. 01-65% chance of going back to drinking/drugs if they are readily available.
  • Second Week: -10% on all skills, -2 on initiative and Perception Rolls; -1 to strike, parry, dodge, etc., reduce Spd by 20% and attacks per melee are -1. Still shaky, insecure, craves the drug of choice. 01-55% chance will fall back to drugs/drinking if the opportunity is there.
  • Third through Sixth Week: -1 on initiative and Perception Rolls, -5% on skill performance. Feeling strong and more secure, but also guilty for past deeds and angry at self. 01-55% chance will fall back to drugs/drinking if the opportunity is there.
  • The Next Six Months: Now is the ongoing battle to stay dry/clean of drugs and booze. It's a lot tougher than most people can ever imagine. 01-40% chance will fall back to drugs/drinking if the opportunity is there; + 15% if under extreme pressure or anxiety. Roll for each pressure situation, such as near-death experience (of self or friend), major failure, crucial situation relying heavily or entirely on the addict, and so on.
  • After Those Six Months: 01-15% chance will fall back to drugs/drinking if the opportunity is there, but + 15% if under extreme pressure, and + 10% if the character has stopped going to at least monthly (if not weekly or bi-weekly) meetings or therapy sessions, and +20% if the addict "tries" even one hit of a drug or drinks one glass of booze. Modifiers are accumulative. This is the way it is for the rest of his life. Roll for each pressure situation.

Note: A character can attempt to beat an addiction, regardless of numerous past failures.