Powered by Invision Power Board


  Reply to this topicStart new topicStart Poll

> Alternative Madness Digressions
Two Rivers Wolfbrother
Posted: Jan 17 2004, 09:14 AM
Quote Post


Great Fang
*****

Group: Members
Posts: 258
Member No.: 20
Joined: 15-January 04



OK, these are meant to represent the different types of madness as seen in the books. Various Asha'man are getting mad in various different ways, Mat was going mad for a while, and then there're the Wolfbrothers. They're not really meant to be inter-related, but could probably be used that way. Basically, the 2nd, 3rd, and 4th are specifically for male channelers, and the first is for victims of Shadar Logoth-type evil. The fifth is for Wolfbrothers, of course. There could be many more, but this is what I have for the now.
I'm thinking you'd randomly decide the madness of male channelers, though maybe that's a bad idea.
Please let me know what you think.

Madness Rating Trigger Condition
0-15 --
16-30 Injury
31-40 Will save
41-50 Casting a weave, ter’angreal
51-60 Threat
61+ Constant

Corrupt Madness
Madness Rating
–1d20 Symptoms Duration
5 or lower Dislike 2d6 rounds
6-15 Hatred 2d6 rounds
16-25 Self-Seclusion 2d6 minutes
26-35 Venomous Fury 2d6 rounds
36-45 Sickness See text
46-55 Holes in the Memory See text
56+ Corruption See text

Dislike: The character gains an intense dislike for someone or something he normally likes for the duration.
Hatred: The character gains a genuine, temporary hatred for someone of something normally liked.
Self-Seclusion: The character decides he wants to be completely alone for the duration, and may react in a variety of unpleasant ways if not able to.
Venomous Fury: The character will lash out for the duration at anyone who comes near, though will not actively seek anyone out.
Sickness: The character’s body becomes sickly and frail. This causes no physical penalty, but causes a –2 to all Charisma-based checks in which the character can be seen as people think he has some horrible disease. This effect is permanent. It drops another –2 to Charisma checks ever other week until the character’s Charisma rating is zero, at which point he dies.
Holes in the Memory: The character loses random chunks from his memory, never to be replaced again. Every time he reaches this level of madness, a new memory is erased. This effect is permanent.
Corruption: The character has become genuinely corrupt and irretrievably so. The character becomes an NPC and is forever beyond saving. Death usually comes not long after this point.


Phobic Madness
Madness Rating
–1d20 Symptoms Duration
5 or lower Edginess 2d6 minutes
6-15 Paranoia 2d6 hours
16-25 Nightmares 2d6 days
26-35 Minor Fear See text
36-45 Moderate Fear See text
46-55 Major Fear See text
56+ Absolute Fear See text

Edginess: The character is constantly on edge for the duration of time, and constantly looks around, ready for anything and everything to attack him. For the duration, he gets +2 to all Search and Spot checks, but –4 to all Charisma-based checks as he speaks of nothing else and keeps looking around like a crazed lunatic.
Paranoia: The character “knows” someone or something is out to get him, and will attack at any moment. He cannot be persuaded that this is not true for this duration.
Nightmares: The character suffers from dreams of his greatest fears every night for the duration. It shortens his hours of sleep per day, making him exhausted constantly.
Minor Fear: The character becomes mildly, permanently afraid of something. This can be anything, but the fear isn’t really great. For example, the character becomes afraid of public speaking, but only to the point where he doesn’t really want to speak in public, but will still do it if he has to. The Will DC to overcome this fear and act normally when in the face of this fear is 15.
Moderate Fear: The character becomes moderately, permanently afraid of something. This can be anything, but the fear isn’t really great. For example, the character becomes afraid of public speaking, and will absolutely not speak in public unless sufficiently talked into it. The Will DC to overcome this fear and act normally when in the face of this fear is 25.
Major Fear: The character becomes majorly, permanently afraid of something, This can be anything, but the fear isn’t really great. For example, the character becomes afraid of public speaking, and absolutely cannot be talked into it unless something particularly important is on the line. The Will DC to overcome this fear and act normally when in the cave of this fear is 35.
Absolute Fear: The character becomes so overcome with his fears that he can no longer act normally, no matter what. The character becomes an NPC and is forever beyond saving. Death usually comes not long after this point.

Depression Madness
Madness Rating
–1d20 Symptoms Duration
5 or lower Self-Pity 2d6 minutes
6-15 Sadness 2d6 minutes
16-25 Wallowing 2d6 hours
26-35 Distress 2d6 days
36-45 Loss of Interest See text
46-55 Major Depression See text
56+ Self-Loathing See text

Self-Pity : The character sees himself as a weak, useless being for a few minutes. During this time, he will be constantly doubting himself, and blame himself vigorously for any mistakes he makes.
Sadness: The character becomes extremely sad for a few minutes. There is no color, no hope, and no reason to be happy for this duration.
Wallowing: The character spends this duration vocally expressing his deep sadness, mostly to himself, but also to anyone who will listen.
Distress: The character “realizes” how pitiful they are and becomes inexplicably sad about it for the duration, often to the point of crying for hours and losing the desire to do anything productive.
Loss of Interest: The character permanently loses the desire to do one thing he used to love to do. For example, a character who had a love of playing the flute, completely loses the desire to play the flute.
Major Depression: The character becomes permanently depressed, and will often spend hours crying, days feeling completely useless and inadequate, and probably develop eating or sleeping disorders.
Self-Loathing: The character becomes completely lost in his sadness, and loses the desire to do anything ever again. The character becomes an NPC and is forever beyond saving. Death usually comes not long after this point.

Voices Madness
Madness Rating
–1d20 Symptoms Duration
5 or lower Talking to Self 2d6 rounds
6-15 Mental Presence 2d6 minutes
16-25 Short Messages 2d6 minutes
26-35 Distractions 2d6 minutes
36-45 Long Messages 2d6 hours
46-55 Conversations 2d6 days
56+ Dual Presence See text

Talking to Self: The character talks to himself for the duration. He will say something and respond to it himself, most often audibly.
Mental Presence: The character becomes aware that someone is sharing his mind. They never say anything, but they are always there.
Short Messages: A voice will give very short messages, such as, “Must kill him!” or “Why the Seanchan?” for a few minutes. Sometimes these will be random, but most often they will relate to the situation at present.
Distractions: The voice will become a distracting presence for several minutes, giving him a –1 penalty on 25% of his checks for the duration.
Long Messages: A voice will give long messages, meaning several sentences for a few hours. This will usually be related to what the character was thinking about or his situation.
Dual Presence: The character becomes completely unable to discern between himself and his other presence in his mind, and loses himself in this insanity. The character becomes an NPC and is forever beyond saving. Death usually comes not long after this point.

Conversion Madness
Madness Rating
-1d20 Symptoms Duration
5 or lower Tingling 2d6 rounds
6-15 Numbness 2d6 minutes
16-25 Temp. Function Loss 2d6 minutes
26-35 Temp. Sensory Loss 2d6 minutes
36-45 Perm. Minor Loss See text
46-55 Perm. Major Loss See text
56+ Complete Paralysis See text

Tingling: The character feels a tingling sensation somewhere in his body, such as his hand or face. It doesn’t last really long, only a few rounds.
Numbness: The character goes numb in one place due to no apparent physical harm. This place can be anywhere, and lasts a few minutes. Penalties may include –2 to all rolls using that body part, inability to speak coherently, etc.
Temporary Function Loss: The character loses the ability to use one body part for a few minutes. This body part can be a foot, hand, arm, leg, jaw, or really any other isolated part. The feeling comes back after a few minutes. The body part is limp, and cannot be used at all.
Temporary Sensory Loss: The character loses one of his senses, most often sight or hearing, for a few minutes. For the duration, he cannot use that sense.
Permanent Minor Loss: The character permanently loses a function or sense. If a function, it is usually something like a finger, a side of the face, or a toe. If a sense, it is most often smell or taste. The character may receive penalties to rolls due to this loss.
Permanent Major Loss: The character permanently loses a function or sense. If a function, it is usually something like a hand, arm, leg, foot, tongue, jaw, or some such thing. If a sense, it is usually sight or smell. The character is unable to use these body parts, and may receive additional penalties to rolls.
Complete Paralysis: The character permanently loses the ability to move, and loses most, if not all, of his senses. The character becomes an NPC and is forever beyond saving. Death usually comes not long after this point.

Rage Madness
Madness Rating
-1d20 Symptom Duration
5 or lower Anger 2d6 rounds
6-15 Unprovoked Fury 2d6 minutes
16-25 Frenzy 2d6 rounds
26-35 Unrelenting Fury 2d6 minutes
36-45 Ire 2d6 days
46-55 Uncompromising Fury 2d6 days
56+ Suicidal Rage See text

Anger: The character suddenly becomes angry for a few rounds, and nothing can make him calm down until the duration ends.
Unprovoked Fury: The character will fly into a fit of rage that will have him attacking people without reason and other such activities. This effect lasts several minutes.
Frenzy: The character flies into a reckless berserk, taking no heed to damage done to him nor any other surroundings. He may or may not even attack enemies during this time.
Unrelenting Fury: The character will attack without mercy for several minutes, and will not be able to be calmed for the duration.
Ire: The character will be extremely easy to provoke to rage for several days. He will be in a dangerous mindset during this time, and always at least angry.
Uncompromising Fury: The character will become a merciless attacking machine for several days. Unless tied up or otherwise prevented, he will do much damage to anything he can damage and won’t be able to be calmed.
Suicidal Rage: The character will become so blinded with fury that he will not care what happens to him, and will throw himself into any fight he can, never stopping. This effect is permanent, and most often ends with the character doing a great deal of harm, possibly killing several people, and often being killed himself, or sometimes results in the character attacking overwhelmingly superior foes, such as a horde of trollocs or the Fortress of the Light. The character becomes an NPC and is forever beyond saving. Death usually comes not long after this point.

Schizophrenia Madness
Madness Rating
-1d20 Symptoms Duration
5 or lower Delusions 2d6 minutes
6-15 Hallucinations 2d6 minutes
16-25 Disturbed Emotion 2d6 minutes
26-35 Impaired Attention 2d6 days
36-45 Grandeur See text
46-55 Craziness See text
56+ Complete Schizophrenia See text

Delusions: The character believes something very irrational for several minutes. Examples of beliefs are that he is a dog, beliefs that he is the King of the Aiel Waste, that trees can move, and various other things like that.
Hallucinations: The character receives illusory sensations that last for several minutes. These include visions, sounds, and sensations.
Disturbed Emotion: The character, for a few minutes, will display very unusual emotional responses to things, such as laughing when he learns of the tragic death of a child, or crying at a joke.
Impaired Attention: The character will not be able to focus on any one thing for longer than a round or two before he’ll start focusing on something else. This condition lasts for a few days.
Grandeur: The character decides he is something he’s not. He may decide he’s the world’s greatest ship captain, the most handsome man in the Westlands, or the heir to the Sun Throne, or anything else that is far-fetched and completely untrue. This is a permanent condition.
Craziness: The character randomly changes from one emotion to another, loses focus, experiences hallucinations, and various other things sporadically for the rest of his life.
Complete Schizophrenia: The character’s mind becomes completely lost in the throws of schizophrenia. He no longer can discern between reality and fiction. The character becomes an NPC and is forever beyond saving. Death usually comes not long after this point.

Hollow Mind Madness
Madness Rating
-1d20 Symptom Duration
5 or lower Absence of Thoughts 2d6 rounds
6-15 Forgetting 2d6 minutes
16-25 Ignoring 2d6 minutes
26-35 Blank Mind 2d6 minutes
36-45 Unawareness 2d6 minutes
46-55 Empty Mind 2d6 days
56+ Complete Blankness See text

Absence of Thoughts: The character’s mind goes completely blank, and there will be no thoughts for a few rounds.
Forgetting: The character will completely lose his short-term memory for a few minutes, and will not remember what happened during that time afterward.
Ignoring: The character, though aware that someone is speaking to him, will not be able to acknowledge what is being said or indeed that they are saying coherent words. This lasts for several minutes.
Blank Mind: The character will have a complete absence of thoughts for several minutes.
Unawareness: The character will not be able to notice anything around him for several minutes. Trollocs can attack, gleemen can sing and dance, and trumpets can blare a foot away, but the character will not realize it’s happening.
Empty Mind: The character will have a complete absence of thoughts for several days. Only body functions, such as breathing, sleeping, and also basic human survival instincts, such as eating, will occur during this time.
Complete Blankness: The character loses his ability to think permanently. The character becomes an NPC and is forever beyond saving. Death usually comes not long after this point.

Madness Rating Trigger Condition
0-16 --
16-31 Injury
31-41 Will save
41-51 Talking to wolves, Wolf Rage
51-61 Threat
61+ Constant

Wolfman Madness
Madness Rating –1d20 Symptoms Duration
5 or lower-- Lupine Desires-- 2d6 rounds
6-15-- Forget the Man-- 2d6 minutes
16-25-- Growling-- 2d6 minutes
26-35-- Tooth and Claw-- 2d6 minutes
36-45-- Shed the Man-- 2d6 hours
46-55-- Call of the Wild-- 2d6 days
56+-- Beastman --see text

Lupine Desires: The character gains the desires of a common wolf for the duration. He wants to eat raw meat, howl at the moon, and other such things for a few rounds.
Forget the Man: The character will, for a few minutes, forget he’s a man. He will become completely lost in his lupine mind for the duration.
Growling: The character will growl when angry and express emotion as a wolf would for a few minutes. Barking, howling, and yipping are also included.
Tooth and Claw: The character will decide that, being a wolf with no hands, he should use his teeth and claws instead of his sword or other weapon. For the duration, he will not use melee or ranged weapons, only natural weapons.
Shed the Man: The character will, for several hours, decide he doesn’t want to be a man, because he’s supposed to be a wolf. He will do various odd things, such as run on all fours to try to make his legs and arms become the four legs of a wolf, scratch his fingernails on trees to make them become claws, and things like that.
Call of the Wild: The character will be overcome with the desire to escape the human settlements and roam free in the wilderness. At all costs, he will do so, and run naked in the woods for the duration, acting completely like a wolf.
Beastman: The character completely and permanently loses his human nature, and becomes a wolf, mentally. The character becomes an NPC and is forever beyond saving. Death usually comes not long after this point.


--------------------
This is an old thing, boy. Older than Aes Sedai. Older than anybody using the One Power. Old as humankind. Old as wolves.

Current Projects:
Encounters Handbook
Wheel of Time 3.5

Homepage:
www.towncenterproductions.com
It's Funny!
PMEmail Poster
Top
1 User(s) are reading this topic (1 Guests and 0 Anonymous Users)
0 Members:

Topic Options Reply to this topicStart new topicStart Poll