The imbalance of minds is not so infrequent as to be easily ignored. It can add an interesting dimension to fantasy role playing games. Characters can be a bit mad by nature or become mad by influence. This system will present a method of describing and playing the deranged. A brief introduction will describe the causes, effects, durations and cures to insanities, followed by a random list for generating them.
The description of insanity here pertains to that which is brought on by circumstance. Characters which suffer from mental illness by nature will not be subject to these rules necessarily. They have more a medical problem than one acquired by their experiences.
The descriptions below are not meant to make light of mental illness
nor to ridicule those who suffer with them. By bringing these problems into a
fantasy gaming context, players can work through these difficult issues and
bring them into the drama of the game.
There are several causes which are "normal"; exposure to vast trauma, conditioning from an unbalancing environment (sensory depravation, the presense of others who are mad over the long term, etc.) Secondary effects of powerful psychoactive drugs, prolonged stress or extreme condtions of any kind.
Hereditary madness is different: It will resemble the instability inherited from their parents, and possibly remain latent and undiscovered for years, or forever.
This is not meant to be an exhaustive list, merely an indicative one. The more serious sources of derangement are not natural at all. They are from mystical or religious contact which the mind cannot cope with. Most notably "cause insanity" spell have the general and obvious effect of caus- ing RANDOM insanity.
Throughout this description of insanity I will use a "level" definition. This corresponds to the seriousness of the affliction as well as the profi- ciency of the caster of the "cause insanity" spell (if the insanity comes from that source.) Hereditary insanity may be of any level, drugs are also unpre- dictable (red lotus dust causes d4 levels of insanity per pinch, cumulative, for example.)
To give an idea of the sources and their relative potency I will list them. Remember, insanity is not common, unless the extraordinary is encount- ered. Adding madness to the risk of toying with the unknown benefits the game: Characters will develop while being twisted on the one hand, on the other an entirely different sort of risk is felt by the players.
Level Reasonable Causes of Insanity 1 - 3 Terrible failure, extreme loss of status, handicapped suddenly, constant pressure (over days or weeks,) prolonged exposure to a hostile envi- ronment (over days or weeks,) constant antagonsism by those around the subject. 4 - 6 Torture, major loss, childhood traumas, extended exposure to a maddening environment, (ie. solitary confinement, psychadelic booths, interdimensional travel,) constant conditioning by experts (or mad- men) over the process of weeks. 7 - 9 Complete loss of all that had meaning for the subject, exposure to a major trauma (such as a massacre, plague or torturers prison,) conditioning by experts or mad- men over the course of months or years. 10 - 12 A combination of the above - say: losing everything amidst the pillaging of your city then surviving the a mass murder of the inhabitants, finding out that while performing your most sacred duty you've been doing what you most despise, etc. 13 - 15 This is attainable only by exceeding the limits of what a mind can bear. When destruction pain and pressure are too great, the mind simply shuts down.
To determine if an individual exposed to the above will go insane, roll
the following: 1/2 * ( 20 - ego) + 1 per intelligence over 12. Thus with an
ego of 11 and intelligence of 17, the chance is 1/2 * (20 - 11) + (17-12) =
4.5 + 5 = 9.5 (round down to) 9% chance. The weaker the will and the more
intelligent the person, the greater the chance that circumstance will
overpower them.
The specific problems accrued to an individual insanity will be described in the list of insanities to follow. This is only a description of severity and degree to which the aberration will effect the individual's behavior and persona.
Level Extent of Madness "Feeling" 1 - 3 "Personality Quirk", +/- 2 reaction rolls in Irritation related situations and -2 atack and defense in the face of "it" or -10% ability. 4 - 6 "Tragic Flaw", +/- 4 reaction rolls in applic- Great Discomfort able situations, -4 or -20% when in conflict or drive... with the madness. This is a pervasive 'trait' but not integral to the individual's persona. Roll Ego on 2d8 or do as the insanity would suggest in applicable circumstances. 7 - 9 "Deeply Disturbed", +/- 5 reaction rolls, Sweeping Effect -6 or -30% in all respects relating to the Implacable mental illness. This forms a core element in the individual's personality and world view; as important as any other element in their character. Roll Ego on 3d6 or do as the insanity would have you do. 10 - 12 "Bonkers, Raving Mad" +/- 7 reaction rolls, The focus of all -8 or -40% in all respects unless directly existence "adhering to" the madness. The affliction is at the core of the persona although the original personality remains as "quirks." Roll Ego on 4d6 or do as the insanity implies. 13 + "Completely Gone" The insanity is the ONLY The whole world personality. ALL reactions are based on it. There is no minus, etc. as the original Ego has been destroyed or displaced by this. There is thus no conflict with the psyche.
This system is used to introduce a random responsiveness to characters. It is typically used for nonplayer characters or new characters that the player wishes to allow chance to flesh out. A 12 sided die is rolled to indicate the character's disposition:
1: extremely poor reaction - the worst possible, depending on the person 2: absolutely negative reaction 3: negative reaction 4: poor reaction, but not entirely committed 5: 'on the bad side', but not completely against... 6: ambivolent 7: so-so 8: 'on the good side', but not really for it... 9: good reaction, but not completely won over 10: positive reaction 11: absolutely positive, no reservations 12: the best possible reaction, given the character.
Both 1 and 12 should be taken as an indication that the character will act on the basis of the response, even if it means moving beyond the normal range of their response.
The modifications to these reaction rolls can be taken literally, rolling the reaction die and taking the result as is. Note that even with a modification 1 is the minimum and 12 the maximum. The other possibility is merely to take the modifier into account. A character with a "Tragic Flaw" which was a fixation with silence, say, would be -4 in the presense of loud noise. This means that they would NEVER be more than reaction 8 in such a setting; that is not uncomfortable, and even perhaps able to relax and be content if not happy. Normally the character would be in the 1-4 range.
It is better in a way to use reaction rolls for insane characters, to
stress the unpredictability of their condition, rather than trying to simply
'play it consistently.' The insanity is an indication of inconsistency. The
creative challenge is really how to adapt this reaction to a believable and
interesting part of the story.
Some insanity is temporary, others permanent. If the insanity is from natural means or "random," use the following to determine its duration:
Level d20 mins d20 hrs d20 days d20 weeks d20 months permanent of cause -------- ------- -------- --------- ---------- --------- 1 - 3 01 - 15 16 - 30 31 - 45 46 - 70 71 - 90 91 - 00 4 - 6 01 - 05 06 - 20 21 - 35 36 - 60 61 - 80 81 - 00 7 - 9 --- 01 - 05 06 - 20 21 - 40 41 - 60 61 - 00 10 - 12 --- --- 01 - 05 06 - 25 26 - 45 46 - 00 13 - 15 --- --- --- 01 - 10 11 - 25 26 - 00 16 - 18 --- --- --- --- 01 - 10 11 - 00 19 - up --- --- --- --- 01 02 - 00 Modifiers to the roll: -1 per 2 Ego, + 1 per Intelligence over 12.
Unfortunately cures are very difficult. There are three routes I will describe: Self-cure, spiritual cure and expert help. Self cure is basically done through waiting it out. Alternatively, every year (for a permanent illness,) or every 25% duration of a temporary condition, spent doing nothing but searching for a cure, there is an ego = % chance of a cure, -1% per level of the insanity. A bonus may be added with "ideal surroundings" and appropriate "sanitorial" care. In this case if the roll is not successful, but under three times the required roll is made, the severity of the madness lowers d6 levels in severity. So, for example, with a madness of level 12, and an ego of 15, a person has a 3% chance of recovering each time. This person is convelescing in the ideal setting of a Sanitorium. Rolling an 08, the person does not recover completely, but does lower the level 12 insanity to (roll a d6, get a 5,) to a level 7 insanity, ie. will be "much improved."
Psychic or priestly "cure insanity" can completely remove the condition, as per the abilities of psychics and priests. This is described elsewhere.
Expert assistance works as the "self cure" but life may "go on" in the interim. If drugs are used, etc. or extremely effective psychiactric techniques are applied, the time may be halved and roll bonuses of up to 25% may be awarded. Note: Psychology is rare in settings without very specific types of philosophical traditions.
Random Level Chart
Roll Level Roll Level Roll Level ----- ----- ----- ----- ----- ----- 01-13 1 56-65 6 89-91 11 14-25 2 66-72 7 92-95 12 26-35 3 73-78 8 96-97 13 36-45 4 79-84 9 98-99 14 46-55 5 85-88 10 100 15
Level Roll Name Description ----- ----- ------------ ---------------------------------------------- Varies 01-04 Phobia See random phobia chart and random level chart Varies 05-07 Addiction See random addiction chart and random level chart. Varies 08-10 Fascination See random activity chart and random level chart. 1 - 3 11-13 Self Doubt Unable to see that your decision is better than others'. 1 - 3 14-16 Impetuousness Impulse to proceed without thinking things through. 1 - 3 17-19 Indecisiveness Unable to make up one's mind when faced with choices. 1 - 3 20-22 Over Emotional All emotions are too intense for normal social behavior. 1 - 3 23-25 Lethargic Unable to become motivated out of normal (lazy) routine. 1 - 3 26-28 Insomnia Inability to sleep regularly or to relax. 1 - 3 29-31 Curiosity Unable to resist investigating accessible mysteries. 4 - 6 32-34 Outrageousness Strong desire to shock others by doing the most morally unacceptable things. 4 - 6 35-37 Twisted Nature Aspect (1=Sex, 2=Humor, 3=Health, 4=Finance, 5=Eating, 6=Violence) enjoyed for the opposite reason. 4 - 6 38-40 Cleptomania Strong desire or need to steal whenever given the chance. 4 - 6 41-43 Compulsion A driving need to pursue one's goals without considering secondary effects. 4 - 6 44-46 Mindlock Only logical (or only intuitive) thinking comes naturally. 4 - 6 47-49 Mental Wound Paralysis and pain in an "injured" part of the body. (A 'light wound', 1-20% of hit points.) 4 - 6 50-52 Fixation Roll randomly on phobia/activity/addiction charts to see what is "of interest." This is a form of mania which focuses entirely on this thing, though not necessarily partaking of it. 4 - 6 53-55 Self Need to place oneself in positions of high risk. Destructiveness 4 - 6 56-58 Rapid Changes An aspect (1=emotions, 2=intentions, 3=ideals, 4=assertiveness) changes within minutes. 4 - 6 59-61 Wishy-Washiness Moral chameleon - others shape ideas and desires. 7 - 9 62-63 Lifestyle Need to abandon "trade," acquaintances, loyal- Change ties, and/or destiny and take up another. 7 - 9 64-65 Aimlessness Unable to maintain goals, standards or effort. 7 - 9 66-67 Extremism Excited and zealous, or completely contrary and unmovable/unmotivatable. 7 - 9 68-69 Compulsive Liar Need to mislead others and keep oneself unknown. 7 - 9 70-71 Amnesia Loss of memories of people, places, names, past and so on. Some traces may remain in less bad cases (swiss cheesed recollections, though.) 7 - 9 72-73 Suggestable Very weak "will," others may define ideas and desires. 7 - 9 74-75 Chaotic Unstable whims that will be done regardless of Personality secondary effects. Not necessarily cruel or destructive, but these people often are. 7 - 9 76-77 Destructiveness Obsessed with largescale destruction, pyromania and so on. Will "do it" regardless of personal risk. 7 - 9 78-79 Despair Lack of belief in anything, dissolute! 7 - 9 80-81 Asocialness Lack of social awareness in speech, behavior and relationships. The effect can be irreverence, slovenliness, unruliness, boorishness, irrelev ence, and many other possibilities. 10-12 82 Homicidal The need to kill innocents (or commit other terrible dehumanizing crimes: rape, slavery, etc.) 10-12 83 Self Hate The desire to destroy oneslef and all you care for and have achieved in the worst way possible. 10-12 84 Dual A second (self hidden) person irregularly Personality emerges. Both will have vastly different aims. 10-12 85 Monomaniacal A single moral, etc. direction pursued without thought or qualms. Entirely undivertable. 10-12 86 Solipsistic All that exists is the self, utter loneliness and detachment, self centeredness. Others are merely forces like weather or gravity. 10-12 87 Commandable "Selflessness" leads to the need for others to create a purpose for the individual. Once a command is given, it will be adhered to unless something in it weakens. There is no loyalty in the obedience, in fact there is great resent- ment. 10-12 88 Language Loss Loss of linguistic comprehension. Instinctive and emotional responses only. Some skills will remain, others will not be possible. 10-12 89 Blind to (X) Roll on the phobia chart to determine a mental block. Cannot see it, think of it, etc. 10-12 90 Unadapable Has one mode (a phrase? a dogma?) and beyond that is utterly unable to cope. 13-15 91 Idiocy Vegetable mentality, completely inert. 13-15 92 Automaton Can function "as a golem." Very simple actions may be undertaken, unless masterfully manip- ulated: The subject retains all skills, etc! 13-15 93 Feral All "higher functions" gone, pure animal ferocity. Physical combat skills are not lost. 13-15 94 Ravaging Destruction is the only thing comprehensible. The subject will not rest until it is done, if possible consistent with his goals, if not just for its own sake. 13-15 95 Supreme Mania A mad scheme of global proportion pursued with- out regard to cost or feasibility in ALL ways. It could be something like world domination. 13-15 96 Self Mutilation Completely self destructive. Would slow- suicide if allowed. 13-15 97 Innocence Tabula Rosa, completely imprintable, but slowly and what is learnt is quickly forgotten. 13-15 98 Babbling A shadow of a person, internal monologues, no sense. For brief moments they will appear lucid but this will never be the case. 13-15 99 Hidden Case A level 10-12 insanity completely, obsessively hidden and pursued. Very hard to detect. 13-15 00 Multiple Roll again 3 times, apply all results.
Note: There are no insanities past 15'th level because there are no
natural causes which could result in such serious madness. Only demonic,
divine or psychic mental destruction can account for higher level abberation.
The consequences are aweful, but less random in nature. The insanity will be
very specific in effect depending on the cause.
01 Drinking Liquor 18 Bettering People 34 Proving oneself to others 02 Stimulants 19 Gambling 35 One environ (ie. desert) 03 Overeating 20 Political Climbing 36 Nostalgia 04 Smoking 21 Gems and Jewelry 37 New/dangerous drugs/alchemy 05 Hallucinagens 22 Beauty 38 One place, city, etc. 06 Solitude 23 Ugliness 39 One thing, object, prize 07 One's own culture 24 Decay (Disease) 40 Pain (one's own) 08 Music 25 Death (Killing) 41 Vengence 09 Talking 26 Magical Artifacts 42 Fear in others 10 Spending Money 27 High Speeds 43 Crimes (committing them) 11 Being "fashionable" 28 Valuable Art Goods 44 Own as little as possible 12 Danger 29 Social Climbing 45 Copying others, (totally?) 13 Getting Rich 30 Having no ties 46 Decandent pleasuress 14 The Unknown 31 Fooling People 47 Owning slaves 15 The Forbidden 32 New, dangerous drug 48 Ruining others' lives 16 The Forgotten 33 One person 49 Maintaining a reputation 17 Surpassing Onesel 50 Revolution and mass change
01 Travelling 18 Practicing 34 Political organizing 02 Fighting 19 Leading others 35 Producing entertainment 03 Sleeping 20 Serving others 36 Lavishly spending 04 Building 21 Rituals/a small set 37 Sponging off others 05 Copulating 22 Infiltrating 38 Going to social events 06 Correcting others 23 Discovering secrets 39 Complaining 07 Scheming 24 Betraying others 40 Subverting Authority 08 Warfare 25 Creative art 41 Manipulating others 09 Religious rites 26 Farming 42 Seducing others 10 Crime 27 Mining 43 Repulsing others 11 Lazing about 28 Writing 44 Impulsive actions 12 Hunting 29 Exercising/Training 45 Logical consistency 13 Trading 30 Tormenting 46 Passionate acts/aims 14 Socializing 31 Collecting 47 Ascetic life/selflessness 15 Exploring 32 Cleaning/Grooming 48 Over-Meticulousness 16 Demolishing 33 Extending Family 49 Joining new religions 17 Bureaucracy 50 Constant change
01 Random color 51 Acid 101 Silence 151 Short People 02 " Smell 52 Cats 102 Guards/troops 152 Animals that speak 03 " Taste 53 Avians 103 Nobility 153 Maps and diagrams 04 " Feeling 54 Humanoids 104 Giants 154 Sleeping indoors 05 Bells Chiming 55 Throon Types 105 Golems 155 Artificial light 06 Whistling 56 Stingers 106 Rope & String 156 Thing coming out of the ground suddenly 07 Grunts 57 Flying mons. 107 Armor 157 Things that jump 08 Moans 58 Heights 108 Guilds/Unions 158 Western Weapons 09 Groans * 59 Clausterphob. 109 Looking Badly 159 Eating things raw 10 Squeaks 60 Bright Lights 110 Inns 160 Things faster than you 11 Drips 61 Beggars 111 Deer, elk, &c 161 Walking >1/2 max dist. 12 Gurgling 62 Scary Words 112 Dancing 162 Very religious people 13 Clicking 63 Clocks 113 Magic Gates 163 Being ripped off 14 Demonic Power 64 Spiders 114 Mirrors 164 Clanging Weapons 15 Scraping 65 Snakes 115 Rescues 165 Being spied on 16 Hissing 66 All reptiles 116 Random spell 166 Dropping ones weapon 17 Snarling 67 Windows 117 Psychics 167 Random Precious Metal 18 Kissing 68 Bathing 118 Written words 168 Large business stores 19 Random word 69 Guns 119 Floor Traps 169 Being Ambushed 20 Desert Sands 70 Crossroads 120 Portents 170 Flapping wings 21 Trees in wind 71 Snow 121 Statues 171 Multilimbed Adversary 22 Boat Creaking 72 Tropic-jungle 122 Fountains 172 Stoning monsters 23 Crowds 73 Swamps 123 Gloomy talk 173 Walking on the ground 24 Water 74 Insects 124 Open Sky 174 Secondary Roads 25 Wine 75 Falling Down 125 Sudden Acts 175 Not being under the open Sky 26 LOUD noises 76 Death 126 Being Alone 176 Buildings >1 Story 27 Opposite sex 77 Tech. weapons 127 Cards 177 Being out of sight of trees 28 Same Race 78 Pointed objs. 128 Announcements 178 Moving at max speed 29 Slavers 79 Locks 129 Singing 179 Living things >3x ht. 30 Random 'class'80 Being Dirty 130 No Friends 170 Waking up to fight 31 Hinges 81 Elementals 131 Darkness 181 Being on watch 32 Disease 82 Being pt man 132 Paint & Ink 182 People thinking you are insane 33 Priestly heal 83 " rear guard 133 Claws 183 Exposed Skeletons 34 Venom 84 Obesity 134 owning >100GP 184 Not impressing all 35 Lycanthropes 85 Your Family 135 Centipedes 185 Riding Animals 36 Wind 86 Confusion 136 Other planes 186 Being Hit from behind 37 Killing 87 Rust 137 Mitosis 187 Mold, rot and fungus 38 Edged weapons 88 Invisibility 138 Aging 188 Technological Transit 39 Missile weaps 89 Teleportation 139 Compliments 189 People Telling Secrets 40 Spoken Spells 90 Taunts 140 Being Carried 180 Rats and Mice 41 Undead 91 Prismatic f/x 141 Stains 191 Wearing anything on one's feet 42 Blood 92 Shields 142 Being chased 192 Being terribly cold 43 Illusions 93 Webs 143 Fangs 193 Being terribly hot 44 Poison 94 Rings 144 Tentacles 194 Wearing anything on one's head 45 Fire 95 Being seen 145 Shadows 195 Gas other than air 46 Lightning 96 Impotence 146 Mists 196 Eggs 47 Scrolls 97 Precipitation 147 Radiation 197 Berserkers 48 History 98 Gems 148 Levitation 198 Languages you don't understand 49 Dragons 99 Being first 149 Climbing 199 Being looked right in the eyes 50 Slimes 100 Enemies 150 Treasure 200 All forms of magic© Erik Guttman, 1996