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View Full Version : D&D 3.x Other Natural Insanity mental modifier template



hikite
2020-11-29, 12:05 PM
DM - okay you fail your save, and are trapped for a year and a day. A year and a day goes by, and now you are free. Please add one year to your character.

PC - Okay now I'm 19

So made me think about Natural Insanity, and what these periods of time bring out. I found a lot of this on the internet, but have modified it. I think it's a fun add in to these rare situations. Any feedback is welcome.


Natural Insanity

Possible Onsets
one month of being trapped, jailed, confinement

Curing/Developing Insanity
All insanities have a DC that represents the insanity’s strength. An insanity’s DC indicates the Will save you need to roll in order to resist contracting the insanity when you are initially exposed to it, but also the DC you need to make to recover. Curing/Developing insanity naturally is a lengthy process—once per week, you make a Will save against the insanity’s current DC. If you succeed on this save, the insanity’s DC is reduced by a number of points equal to your Charisma modifier(minimum of 1). You continue to suffer the full effects of the insanity until its DC is reduced to 0, at which point you are cured and the insanity vanishes completely. starts at Will DC 15, on first fail roll on chart to determine type/effect, First effect onsets after DC 20 fail, and second effect onsets after DC 30 fail, When failing an insanity DC the check is increased by 1/2 charisma modifier(minimum of 1). There is no cap on how high the insanity DC can rise to.

Lesser restoration has no effect on insanity, restoration reduces the current DC of one insanity currently affecting a target by an amount equal to the caster’s level. Greater restoration, heal, limited wish, miracle, or wish immediately cures a target of all insanity.

If a PC is in a situation that causes multiple insanities to occur, a character can not have more than one active type of insanity plaguing them at one time. If a PC recovers from a type of insanity, and is unable to escape from the original cause; the DC of the primary insanity DC is increased by 1, this effect stacks.

Types of Insanity (DC 15)
When a creature goes insane, roll on the following table to determine what form of insanity strikes. Alternatively, you can assign the insanity to match the cause.

d% Insanity
1–11 Amnesia
12–48 Mania/Phobia
49–68 Multiple Personality Disorder
69–78 Paranoia
79–84 Psychosis
85–100 Schizophrenia


(Amnesia)
DESCRIPTION
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.

DC 20, Type insanity; Onset immediate Effect –4 penalty on Will saving throws and all skill checks; loss of memory (see below)

DC 30, the amnesiac loses all class abilities, feats, and skill ranks for as long as his amnesia lasts. He retains his base attack bonus, base saving throw bonuses, combat maneuver bonus, combat maneuver defense, total experience points, and hit dice (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.


(Mania/Phobia)
DESCRIPTION
A mania is an irrational obsession with a (usually inappropriate) particular object or situation, while a phobia is an irrational fear of a (usually commonplace) object or situation.

DC 20, Effect target is sickened (if manic) or shaken (if phobic).

DC 30, if a manic or phobic character is confronted by his obsession or a variant reminding of obsession, he must make a Will save against the current insanity DC or become fascinated (if manic) or frightened (if phobic) by the object for 1d6 rounds.


(Multiple Personality Disorder)
DESCRIPTION
This is a complicated disorder that manifests as 1 or more distinct and different personalities within the same body and mind.

DC 20, Effect –6 penalty on Will saving throws and Wisdom based skill checks, multiple personalities, The number of additional personalities the victim manifests equals the DC of the insanity divided by 10 (round down, minimum of 1 additional personality). Should the insanity worsen in some way (such as by the save DC increasing), the number of additional personalities increases as well. Likewise, the number of additional personalities decreases as the sufferer recovers and the insanity’s DC decreases. The GM should develop these additional personalities. Every morning, and each time the afflicted character is rendered unconscious, he must make a Will save against his insanity’s DC. Failure indicates that a different personality takes over. A character’s memories and skills remain unchanged, but the various personalities have no knowledge of these skills, spells, and abilities. They will deny, often violently, that these other personalities exist.

DC 30, CE personalities manifest


(Paranoia)
DESCRIPTION
The paranoid character is convinced that the world and all that dwell within it are out to get him. Paranoid characters are typically argumentative or introverted.

DC 20, Effect –4 penalty on Will saves and Charisma-based skill checks; cannot receive benefit from or attempt the Aid Another action

DC 30, cannot willingly accept aid (including healing) from another creature unless he makes a Will save against his insanity’s DC


(Psychosis)
DESCRIPTION
This complex insanity fills the victim with hate for the world.

DC 20, Effect character becomes chaotic evil; gains +10 competence bonus on Bluff checks to hide insanity

DC 30, He may suppress his psychosis for a period of 1 day by making a Will save against the DC of his insanity, otherwise he cannot help but plot and plan the death and destruction of his friends and enemies alike. For the most part, the impact of psychosis must be roleplayed, although not all players find entertainment in roleplaying a lunatic who’s trying to do in his friends. In such cases, the GM should assume control of the character whenever his psychosis is in control.


(Schizophrenia)
DESCRIPTION
A schizophrenic character has lost his grip on reality, and can no longer tell the difference between what is real and what is not.

DC 20, Effect –4 penalty on all Wisdom and Charisma-based skill checks; cannot take 10 or take 20

DC 30, chance of becoming confused, These constant hallucinations cause the schizophrenic to appear erratic, chaotic, and unpredictable to others. Each time a schizophrenic character finds himself in a stressful situation (such as combat) he must make a Will save against his insanity’s DC. Failure indicates that the character becomes confused for 1d6 rounds.

noob
2020-11-29, 01:11 PM
So if you are already CE there is some insanities that no longer improves or makes significant differences.
Amnesia seems a good way to literally make a fighter stronger because

he regains all the full abilities of this class, including those gained from any levels taken while he was suffering from amnesia.
And since the abilities you gained from levels during the amnesia are level 1 and 2 abilities it means that you can have multiple times the level 1 and 2 abilities.
But it would be considered major cheese probably.
If you plan to protect yourself from other insanities just be initially CE and use the Psychosis insanity and have a character with a megalomaniac personality: they plan to become a god and then take revenge against everything.

hikite
2020-11-29, 04:36 PM
I was definitely looking at this from a good party view, but the alignment could easily be changed to appropriate alignment for the situation. The type of insanity is randomly rolled after onset, but I didn't see where stacking fit in. Good reason to post here as I can change the type of cheese that is being created. I have a group in the next few months that will have a chance at me play testing it, and will be able to adjust it after they give me their curdled milk concepts.