House Rules: Insanity

by Jonas Persson

Date: Sun, 29 Dec 1996 17:49:52 -0500 From: Jonas Persson To: Multiple recipients of list Subject: Rules for Insanity

Here's some rules on Insanity. They are kind of recently invented so there may be errors and bad balances.=20

There is a Web edition at http://www.student.tdb.uu.se/~t92jop/fearlaw.html

Comments and additions are welcomed.


Insanity

These rules is made to make insanity a dynamic part of a game. Insanity may be developed and healed during the life of a character, and the player is given total control over his character, since no insanity is randomly assigned. Insanity comes from event like fear attacks, personal traumas, magic etc. and can be of different degrees severeness.

Sanity Corruption

Every time a character fails an fear attack, is tortured or have some traumatic experience, he will get corruption points. These points gives him penalties to all actions and cannot be cured. Instead he may exchange them for mental afflictions (which may be healed). The corruption points taken from a sanity attack is subtracted from the characters Self-Discipline temp stat. When the SD stat goes below 0 due to sanity corruption the character goes into a state of catatonia with an attack level equal to the negative stat.

Catatonia - Natural Healing

Each week a RR modified by 3*SD (no levels) is made. If the RR is successful the catatonia is over. If the Sd still is below zero after 1d10 days the character will enter the catatonia again. If the RR fails consult the catatonia table.

Sanity Corruption Sources

Fear Some event that inflicts fear or terror to its victims, or someone or something that attempts to inflicts fear.

Sorrow Traumatic events. for example the death of a close friend.

Despair Traumatic event that invokes despair. Such as the death of a close friend as you were watching and maybe could have helped him if only you had acted slightly different.

Pain The effect of torture. Self inflicted pain does not fall under this, neither is combat.

Insight You have seen the world as it truly is. You have met the gods in their true shapes.

Magic The optional spell corruption described in RMSR A-9.3.2 can be used directly as sanity corruption.

Mental Afflictions

All mental afflictions will have a type and a level. Most of them will cause RR rolls, characters level vs. The afflictions level. The type specifies when these RR rolls occur and what table to take the result from.

Exchanging corruption for afflictions

When a character has been under a Sanity Attack he most likely has ended up with a bunch of corruption points. If he don=92t want to risk a lifetime in coma, he=92d better exchange them for mental afflictions. To do that the player simply choose from the list one or more afflictions that he deem appropriate for the character, and subtract the number of points spent from his Sanity Corruption value. An affliction can be developed to an unlimited level, but a high level will most likely kill the character in no time.

Event-borne afflictions

If a lot of corruption comes from a single attack/event, affliction bought by those points and that are tied to the same theme will have doubled level cost. Example: Kurt the Snakestomper, who aimlessly roams the hillside in search for snakes, happens to stomp the tail of Morkeleb the Dragon, in belief that is was a anaconda hiding in the bushes. Morkeleb makes a fear attack against poor Kurt, who gets 36 Sanity corruption out of the encounter. Kurt may now buy up to nine levels of dragon phobia, spending 4 points per level since it is similar to the source of the corruption, in contrast to the 2 per level under normal circumstances.

Affliction types

Phobia Whenever this event occur you=92ll have to do a phobia RR.

Depression Whenever this scene is witnessed by you, you will fall into depression.

Forced Actions Whenever the opportunity for this actions occur you have to give it a try.

Rage/Frenzy/Hate This works like the frenzy skill, except that it is uncontrollable. To control it the frenzy skill is needed. Entering frenzy: loose the RR and you are in frenzy. The RR may be modified by the frenzy skill in either direction. Exiting frenzy: anytime a new RR may be made, if it succeed the frenzy leaves. A maximum of one RR per round is allowed. The RR may be modified by the frenzy skill in either direction. If the event triggering the frenzy is no longer applicable, the frenzy level bonus is no longer added. Actions: all actions performed while in frenzy suffers a penalty equal to the frenzy level bonus. This includes distinguish friends from foes, perception and unrelated maneuvers but not melee, riding and running. Result: The effect of this frenzy is the same as that if the skill frenzy in RMSR.

Addictions You are addicted to a substance or action. Every time period you must get as many doses of the substance as you have levels of addiction. If enough doses isn=92t available you will suffer from withdrawal effects. See GM Law.

Sexual Afflictions These works like forced actions. They remain hidden until an opportunity appear. RR on the Forced Actions table.

Prohibitions There are some actions you could never perform, due to some moral rule or tabu. It can be a code of honor or religion you follow. These actions can be performed without problem, but afterward you will regret it and you have to roll a Prohibition RR.

Permanent states Here no roll is needed. Instead it gives a permanent penalty to some abilities. Use combined rank progression to get the level bonus.

Hallucinations You have the cursed ability to see beyond the normal boundaries of reality. Roll once after each time you sleep. This rolls decides your state for the next 24 hours.

Affliction descriptions

Phobia

talk to opposite sex , 3 point/level
Aquaphobia(minor) , 2 point/level
every times you have to wash or when you stand at the shore.
Aquaphobia(major) , 4 point/level
You cannot drink water, nor be outdoor in rainy weather.
blood fear , 2 point/level
magic , 2 point/level
Darkness , 3 point/level
Agrophobia , 3 point/level
Necrophobia , 3 point/level
The fear of the dead. RR each time you see a dead body, including
undead.

Depression

rain trauma , 4 point/level
Each day its raining, the darkness enters you.
As you watch the grey skies, where grieving angels roam, spilling their
tears on the lands below, a cold chill touches your heart and you fall
to
the ground crying.
fall , 5 point/level
Each year at fall, depression comes. One RR per week from the fall of
leaves to first snow.
You don=92t like the fall, the smell dying leafs and the sound of the las=
t
butterflies of the summer screaming in agony at the coming of death. The
last traces of light in your heart slowly fades away.
laughing , 7 point/level
Every times you find yourself in the company of, or close to someone
that
laughs.
Those sounds is like thorns in my heart. So easily it comes for those
naive
souls, but for me forever hidden in my bottomless well of sorrow.
inflicting pain , 3 point/level
Every time you inflict pain on another being. killing (minor) , 3
point/level
Every time you kill someone.
killing (major) persons , 5 point/level
Every time you see someone get killed.
killing (major) animals , 4 point/level
Every time you kill an animal(or tree, plant etc.), that is not an
humanoid.
killing (greater) , 7 point/level
Every time you see something get killed or hear about a killing
involving
someone you know.

Forced Actions

Lecherous , 2 point/level
The game of romance is a challenge you can never turn down.
Kleptomania , 3 point/level
You have an unresistable urge to put small objects in your pockets.
Bloodlust , 3 point/level
Every time you are in a brawl or sparring you have to fight the inner
voice
that tells you to really hurt your opponent when he gives you an
opening.
Deathwich , 4 point/level
Every time a situation occur that may be endangering your life you must
choose the most dangerous path.

Rage/Frenzy/Hate

Battlerage , 2 point/level
As you enter combat your inner beast takes over, you loose control over
yourself.
MoonRage , 3 point/level
The full moon has many powers=85
Megalomania , 5 point/level
Anytime anyone contradicts you or prefers someone else=92s ideas before
yours. It doesn=92t matter that even you realize that the other idea is
much
better.
How can this little peasant believe that he knows better than me. I
really
don=92t know if I should pity him or destroy him.
Racist , 4 point/level
People of another race act in a way you cannot stand. You have a
uncontrollable hate versus them.
You cannot stand Elves, their arrogant attitude, their doll like
appearance. It fills you with disgust and hate. You inner self urges you
to
inflict as much damage you can on them.

Addictions / Habits

Alcohol , 1 point/level
Drugs , varies
Time period: day. Drugs may be picked out of the list in GM Law. The
cost
per level equals AF/10, round up.
Food , 3 point/level
Time period: day. Your weight will increase with 10% per level
addiction.
Increase rate is 10% per month.
Sex (Nymphomania, Satyriasis) , special
Time period: week. You must choose a type from the sexual affliction
list.
The cost is twice the cost for the sexual affliction.
Serial killer , 6 point/level
Time period: month. Killed in combat is not enough. You must have full
control.
pyromania , 4 point/level
Time period: month. It must be an object in a civilized area and it must
be
create a dangerous situation.

Sexual Afflictions

Heterophilia , 1 point/level
Necrophilia , 5 point/level
Pedophilia , 5 point/level
Homophilia , 2 point/level
Sadist , 2 point/level
Machosist , 2 point/level
Fetichist , 1 point/level

Mind states

Sleepless , 3 point/level
Roll twice a day. One for each =94sleep cycle=94. Failure means no sleep
i.e.
no PP regenerated, modifications for no sleep is applied to ,all
actions.
Epileptic , 4 point/level
In stressful situations. After entering state, Roll each minute, if
success
return to normal state.

Prohibitions

Pacifist , 5 point/level
No conflicts may be resolved by violence. Not even self defense.
Honor , 2 point/level
You may never disobey the code of honor you follow.
Formal , 2 point/level
You are from a social class that have a well developed etiquette. You
must
always follow it exactly, even in very private situations.

Permanent states

stutter , 10 point/level
this level bonus is subtracted from any language skill rank when
Character
tries to speak.
weak minded , 10 point/level
this level bonus is added to any influence attempt made against this
character or to subtracted to any influence attempts made by the
character.

Hallucinations

Voices , 2 point/level
Visions , 3 point/level

Resistance Rolls

Fear [3*SD]
Sorrow [3*SD]
Despair [3*SD]
Pain [SD,Co,SD]
Insight [Re,SD,Re]

A: Minor
B: Mild
C: Moderate
D: Severe
E: Extreme

            Spell Corruption RR

  failed by    F     S    P     D     I
    1 - 5      A    2A    A     2A   1A
    6 - 10    1A    3A    A     3A   1A
   11 - 15    2B    6B    1B    5B   2B
   16 - 20    5B    9B    1B    7B   3B
   21 - 25    8B    13B   2B   11B   4B
   26 - 30    11C   16C   3C   14C   6C
   31 - 35    13C   19C   4C   16C   9C
   36 - 40    15C   21C   5C   19C   12C
   41 - 45    17C   24C   7C   21C   15C
   46 - 50    19C   26C   8C   24C   18C
   51 - 55    21D   29D   9D   26D   22D
   56 - 60    23D   32D  11D   28D   26D
   61 - 65    25D   34D  12D   31D   30D
   66 - 70    27D   37D  14D   34D   34D
   71 - 75    29D   39D  15D   36D   38D
   76 - 80    31D   42D  17D   39D   43D
   81 - 85    33D   45D  21D   41D   49D
   86 - 90    35D   47D  24D   43D   56D
   91 - 95    37D   50D  27D   46D   63D
   96 - 100   39D   52D  31D   48D   69D
    101 +     41E   55E  34E   51E   76E

           Spell Corruption

    Roll	BE/DE	E/F	 P	 U	 I
   01-60	  0  	 0 	 0	 0	 0
   61-65	  1  	 0 	 0	 0	 0
   66-75	  2  	 1 	 0	 0	 0
   76-85	  6  	 2 	 1	 0	 0
   86-100	  8  	 6 	 2	 0	 0
  101-150	 10  	 8 	 2	 1	 0
  151-175	 12  	10 	 3	 1	 0
  176-190	 14  	12 	 3	 2	 1
  191-200	 16  	13 	 4	 2	 1
  201-300	 18  	14 	 4	 3	 1
    301+	 20  	15 	 5	 3	 1

                                 Catatonia

  Minor: 1 sanity corruption healed. Make one more RR this week.

  Mild: 2 sanity corruption healed

  Moderate: 5 sanity corruption healed

  Severe: 10 sanity corruption healed. Catatonia attack level goes up 2
  levels

  Extreme: 20 sanity corruption healed. Catatonia attack level goes up 5
  levels

                               Hallucinations

  Minor: You sense the other worlds, but they are not trying to
  communicate. -10% to activity.

  Mild: You sense the presence of the other worlds, they are calling you
  but you don=92t seem to be able to reply. It is no trouble discerning
  which is which world, but all impressions confuses you. -25% activity.

  Moderate: You have some trouble coordinating your actions in the
  different realities. Especially since you cannot tell what scenery
  belongs to which world. -50% activity.

  Severe: Suddenly you find yourself in the middle of an important event
  in the other world. The intensity of the moment makes you forget about
  your own world for a while trying to ride out the other world event.
  No actions in this world.

  Extreme: The other worlds needs you. It=92s time to finally let go of
  the bonds to this world. Your body falls into coma, never to regain
  conscious again.

                                 Depression

  Minor: You are not in the mood for anything. -10 to all actions.

  Mild: You will not speak to anyone, but you may still do your work.
  -25 to all actions.

  Moderate: You avoid all contact with other people and are not able to
  do any serious work. -50 to all actions.

  Severe: You will just sit down crying, thinking and talking to
  yourself. If no one gives you food and drink you=92ll die.

  Extreme: You finally realize that suicide is the last exit for your
  lost soul.

                                   Phobia

  Minor: You loose concentration. -10 to all actions.

  Mild: You can thing of nothing else than this danger, all your
  activity is used to get away from this. -50 to all non movement
  actions.

  Moderate: You turn round and run. You cannot stop running until you=92r=
e
  out of danger, or out of exhaustion points. If danger not over when
  all ExhP expended, enter Severe Failure.

  Severe: Freeze. You may not move. You may scream. You will stay here
  until dangers over, somebody comes rescue you or you starve to death.

  Extreme: You try to scream but no sound comes forth. Your heart stops,
  never to start again.

                                    Rage

  Minor: You=92re pissed. You will automatically exit the rage status if
  the situation change.

  Mild: Blood rushes, vision narrows, images of destruction fills your
  head. +20 to all exit rolls.

  Moderate: How wonderful it is, this feeling of total no control. The
  destruction fulfills you. This is ecstasy.

  Severe: Your mind blanks out. Your limbs ache as they breaks all
  natural limits, but yet wouldn=92t stop for all the gold in the world.
  -30 to all exit rolls.

  Extreme: The beast inside you have taken over, and will never again
  loose its grip. Your rage is now permanent.

                                Prohibitions

  Minor: You=92re in agony. -10 to all actions for a week.

  Mild: Your thought are in total disorder. It will take you a week to
  reorder yourself and go back to normal. -30 to all actions under that
  time.

  Moderate: You were not as much in control of yourself as you thought.
  You cannot leave this subject and spend most of your time thinking.
  -50% activity for a week.

  Severe: This evil deed shows how weak you are. This must not happen
  again. One month of cleansing and hardening is the least you can do to
  repay this. No other activities allowed during that period.

  Extreme: You have overstepped to much this time. After a some of
  contemplation and agony you decide it is time for you to stand up for
  your crimes. You commit suicide.

                               Forced Actions

  Minor: Unless someone tells you not to you will perform this action.

  Mild: You will do this unless its clear that you will be punished for
  it later.

  Moderate: Unless it is clear you will take severe damage right now,
  you will perform this action.

  Severe: You will not stop until you have taken severe damage as a
  result of it. (more than 50% hits or a C crit)

  Extreme: Nothing can stop you from doing this. Either you die or all
  other who tries to stop you.


well, thats all

         /\   
      /\/  \
     /  \/\ \    All stories happened, some just aren't true
    / /\/  \ \  
   / / / /\ \ \    Jonas Persson
  / / /_/\ \ \ \    t92jop@student.tdb.uu.se
 / /______\ \ \_\    www.student.tdb.uu.se/~t92jop/
/___/ /______\ \
   /____________\

Back to the House of Rules.