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Occasionally a situation calls for a character to
make a check of his sanity. This typically happens in horror
campaigns involving Things Man Was Not Meant To Know.
When a sanity check is called for, the character
will roll a task against his
Willpower asset. The difficulty of the task will depend
upon the situation and is determined by the referee. A Success
or Outstanding Success indicates the character retains his sanity.
On a Failure, roll on the Insanity Table, below. On a
Catastrophic Failure, double the roll.
Each of these mental maladies is usually capable
of being solved with psychiatric assistance. Unless otherwise
noted, a character or NPC with
Psychology
skill can counsel the mentally-disturbed character on resolving the
problem. At least one hour a week has be be spent doing this
to make any progress. After each four hours of counseling, the
affected character may test to see if he can shake the problem.
This is a Formidable vs.
Willpower (plus the counselor's actual
Psychology
skill level) test. Some mental problems have alternate methods
of solution. These are listed, with specific problems, as
appropriate.
A sanity check should normally only be made if
the character suffers a Catastrophic Failure on a
Fear check, though the
referee may determine an encounter so mind-bendingly alien that a
sanity check be made on its own.
The sanity check should be made by the referee
and kept secret from the player. The referee should not reveal
the result except during game play as it becomes appropriate.
For example, if the character develops a phobia of rats, this should
not be revealed until the character encounters (or thinks of) a rat.
Some maladies may become readily apparent, others may take time to
be detected — after all, the word "depressed" doesn't suddenly
appear on the character's forehead.
Depression:
The character becomes depressed with life and the world around him,
often seeing futility in all courses of action. He suffers
from regular bouts of hopelessness and fails to see any hope in
existence. Characters are likely to lose any interest in doing
anything but moping; all tests are one difficulty level higher.
Curing this malady may be accomplished by psychological counseling,
but an important success can restore confidence. each time a
character succeeds at an important skill test of Formidable or
Impossible difficulty, the character makes an immediate Difficult:
Willpower test. Success means the character has cheered
up, realizing his efforts can do some good after all.
Phobia:
The character develops an irrational phobia based upon the situation
that caused it (the exact phobia is up to the referee.
Examples: darkness, spiders, heights, monsters in general, etc.).
When confronted with this situation the character will do anything
to avoid it immediately, and if forced to remain in this situation,
will panic completely as per the
Fear rule. Curing the fear requires psychiatric
counseling, or the character can confront the fear. Each time
the character is exposed to the source of the phobia, the character
makes an immediate Impossible:
Willpower test. Success means the character has beaten the
fear and broken the hold of the phobia.
Compulsion:
The character suffers from an obsessive compulsion related to the
situation that caused it. This can range from a compulsion to
defeat a certain person or creature or even protect something.
Whatever the compulsion is, it will become an overriding feature of
the character's actions and will always be the most important thing
in the character's life.
Dependence:
The character develops a dependence upon a substance of some kind.
This can range from alcohol to drugs to something as silly as hard
candy. The referee and player work together to determine what
the dependent substance is, and what the effects will be.
Common sense should indicate the most suitable dependence.
This can sometimes become a dependence upon a specific person.
Amnesia: The character suffers from
instant amnesia whereby memories of past events are forgotten.
These might be recent events, events of long ago, or a combination
of both. Amnesiacs can even forget their own identity in rare
cases. The length of amnesia is up to the referee.
Treating amnesia is trickier than normal
psychiatric counseling; usually each amnesiac has to recover on his
own. Recovering from amnesia is an exception to the usual
Psychology
counseling rule; each time the amnesiac undergoes psychological
counseling for a period of a week (at least 14 hours during that
week), or is confronted with great psychological stress or trauma,
the amnesiac makes an Impossible:
Willpower test for recovery.
Aggression:
The character becomes far more short-tempered and prone to violent
behavior, often resorting to violence even when another course of
action is more suitable.
Paranoia:
Paranoid characters believe that they are the targets of some
heinous (and totally imaginary) plot. The referee should
assign a specific group or organization that the character believes
is after him, based upon the situation which caused the disorder and
the character's history (this can be a real organization or one made
up solely for this purpose). Paranoid characters will develop
an unreasoning fear of "them" and will do anything to ensure their
own safety, often going to great lengths to achieve this.
Paranoid characters will often construct ludicrously complex
explanations to fit ordinary events into their world view.
Paranoia requires twice as much psychiatric attention (time spent
counseling the patient) as normal.
Hallucination:
The character suffers from regular hallucinations of a distressing
nature and often cannot distinguish between reality and a
hallucinatory state. The exact nature of the hallucinations
should be assigned by the referee and involve something from the
situation that caused the condition. The hallucinations will
often cause the character see things which are not there, even
seeing friends as foes.
Delusion:
Delusionary characters believe themselves to something they are not.
This can range from being someone else, to the feeling of
invincibility or the belief that someone else is actually non-human,
etc. The delusions do not go away and once defeated will shift
to another target. This requires twice as much psychiatric
attention (time spent counseling the patient) as normal.
Multiple
Personalities: The character develops a number of
personalities as determined by the referee. Each personality
manifests under certain conditions and will be markedly
different from the others. The referee and the player should
work together to determine the "characters" of each personality.
This state requires nearly constant psychiatric care, and the
patient only tests every month for a cure.
Psychosis:
The character becomes very dangerous, losing touch with reality and
often violently hostile to all. To a certain extent, such
characters will see themselves as invincible and will never believe
they are doing anything wrong. Unpredictability is the key
word here. This requires twice as much psychiatric attention
(time spent counseling the patient) as normal.
Catatonia:
Catatonic characters lose touch with the outside world and
completely freeze up, becoming trapped in their own minds.
This cannot be cured through psychology; only the individual can
bread the barrier that makes his body immobile.
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