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                      THE COMPLETE GUIDE TO SANITY



                     FOR FANTASY ROLE-PLAYING GAMES



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      This guide should not be used by anyone that the GM feels is

   either to young, to immature, or not a good enough role-player to

                   handle the topics presented here.



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                           COPYRIGHT (C) 1996



     All trademarks of products, company names, logos, phrases, service

names, and/or slogans are trademarks of the respective companies,

artists, and/or individuals, where applicable.



     The following guide is the property of its authors, who hereby

states that they retain the copyright except for where noted. You may

distribute it at will, provided that nothing in the guide, this notice,

or any of the credits are altered in any way; and that you do not make

a profit from it.



     This document is not for sale and is made available for private

game use only.



                           *** DISCLAIMER ***



     All contents of this guide are presented for game purposes only.

Advice oriented information is not to be taken as legal consultation or

legal service, but as suggestions and examples of real-world or

hypothetical models. Always consult a lawyer for legal and lawful

guidance. The opinions and views contained in this guide reflect those

of the individual authors. The opinions, content, and organization of

this document are in no way connected with the faculty and staff of any

educational institute where this guide was found.

     Information presented here is not clinically correct. It is

designed to conform to game terms and situations. The information is to

fill an area of the game where a condition exists and no adequate

explanation is otherwise given.



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                           TABLE OF CONTENTS





SANITY ATTRIBUTE

SANITY ATTRIBUTE CHECK

INSANITIES

PHOBIAS

SO YOUR INSANE

MAGE SPELLS

PRIEST SPELLS

VECORS

QUESTIONS AND ANSWERS

INSANE ASYLUM

MAGIC ITEMS

SPECIAL THANKS



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                            SANITY ATTRIBUTE





                  "Mental Health will drive you mad."





     Long has it been that man values nothing more than his health,

and the health of no organ is more important than that of the brain.

What lurks in the minds of men and contorts them into who they?

     Lower attributes typically have hindrances, but a character

doesn't suffer to much and in fact gets by quite nicely. With the

Sanity attribute, life isn't so easy. When the Sanity attribute is low,

the character can quite easily become insane and insanity is awful.

     A GM can give the players something to really fear. Most players

are very happy with their characters. Many players feel that their

characters are close to invulnerable as the characters advance in

experience levels and in most incidences they are. With this attribute,

the GM can give the character fighting chance on sanity, or go wacky.

     Sanity (San) represents mental health. Sanity is not pertinent to

any class but is beneficial to all.

     As with all attribute scores, roll 3d6 to get this attribute

score.





Attribute Base Insan.  # of    Magical  Wild Talent   PSP Ability

 Score       Points   Phobias Def. Adj. Adjustment    Modifier

   1           4        10      +7/-7       -5%           -5

   2           8         9      +6/-6       -4%           -4

   3          12         8      +5/-5       -3%           -3

   4          16         7      +4/-4       -2%           -2

   5          20         7      +3/-3       -1%           -1

   6          24         6      +2/-2        0%            0

   7          26         6      +1/-1        0%            0

   8          30         5       0/0         0%            0

   9          34         5       0/0         0%            0

  10          38         4       0/0         0%            0

  11          42         4       0/0         0%            0

  12          48         3       0/0         0%            0

  13          52         3       0/0         0%            0

  14          56         2      -1/+1        0%            0

  15          60         2      -2/+2        0%            0

  16          64         1      -3/+3       +1%           +1

  17          68         1      -4/+4       +2%           +2

  18          72         0      -5/+5       +3%           +3

  19          76         0      +1/+5       +4%           +4

  20          80         0      +2/+6       +5%           +5

  21          84         0      +3/+6       +6%           +6

  22          88         0      +4/+7       +7%           +7

  23          92         0      +5/+7       +8%           +8

  24          96         0      +6/+8       +9%           +9

  25         100         0      +7/+8      +10%          +10





                          BASE INSANITY POINTS



     This is the base insanity points the character starts out with.

Whenever a character recovers from an insanity, this is what his

insanity points will revert to.





                       MAGICAL DEFENSE ADJUSTMENT



     These adjustments applies to saving throws against magical spells

that attack the mind: charm, fear, illusions, suggestion, mind-reading,

etc.. These bonuses and penalties are applied automatically, without

any conscious effort from the character.

     The number to the left of the slash is the bonus or penalty for

spells that try to change the mind such as charm, fear, suggestion,

etc.. So why is there a bonus for low sanity, a penalty for sanity up

to 18, but a bonus for sanity over 18. Mind "changing" spells have

trouble affecting a mind warped with insanity proably because the magic

is geared at normal minds. A sane mind tends to be an easier target for

these spells. Sanity over 18 is typically reserved for beings on the

diety level and so they recieve sane benefits to reflect such status.

     The number to the right of the slash is the bonus or penalty for

illusionary spells. So why is there a penalty for low sanity and a

bonus for high sainty. A sane mind tends to rationalize illusions as

impossible, while an insane mind tends to believe in them a lot easier.







                         WILD TALENT ADJUSTMENT



     When a character tests for a wild psionic talent, add this

modifier to his base chance for having a talent.





                          PSP ABILITY MODIFIER



     For a character with psionic power, add this modifier to his base

PSP score.



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                          SANITY ATTRIBUTE CHECK





     GMs must decide which situations require a Sanity check. The GM

should determine if a character would be so mortified by a situation

that it tests his sanity. If so, the player must make a Sanity

attribute check.

     Culture and upbringing may determine which scenes can terrify a

character into insanity. For example, an inexperienced character may go

crazy on his first encounter with a lich while an experienced undead

hunter will not. Some unnatural, horrific scenes that may do it to a

character are a rotting pile of body parts crawling with worms and

flies; twisted, perverted creatures such as powerful undead; or

terrible evil beings from the Lower Planes.

     Dramatic events could also make a character a little crazier. The

death of a comrade or loved-one is definitely dramatic. Being

resurrected is one of the most dramatic experiences a person can go

through and the GM should always require a check when this happens.

     If the character makes the check, then he has survived a sanity-

testing experience and gets the difference of his Sanity attribute from

the die roll added to his current Insanity Points. For example, Rock

has a Sanity attribute of 15.  The GM requires a Sanity check. The

player rolls a 5 thus making the check.  He adds 10 (the difference) to

his current Insanity Points.

     If the character fails the check, then he comes that much closer

to insanity and gets the difference of his Sanity attribute from the

die roll subtracted from his current Insanity Points. For example, Rock

has a Sanity attribute of 15. The GM requires a Sanity check. The

player rolls a 19 thus failing the check. He subtracts 4 (the

difference) from his current Insanity Points.



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                               INSANITIES





     Whenever a character's Insanity Points equals 0. He goes insane.

The player must make a Sanity ability check. Failure indicates that the

insanity is permanent (until cured). Success indicates that the

insanity is temporary. Roll on the Insanity table.

     Insanities can add spice and excitement to the game or they can

totally throw it out of balance. The GM should consider the disorder

and its effects on the game (not just game continuity or balance, but

the player whose character will be affected).

     Realize that not all people suffer in the same degree. For example

two people with the exact same phobia will have the phobia to varying

degrees.

     The first attempts at explaining abnormal behavior was demonology.

This is, abnormal behavior was caused by demon possession or evil

spirits. Treatment was often by spells, incantations, potions, and

psycho-surgery. A more scientific/medical model was introduced by

Hippocrates (460-377 B.C.). His focus was on physical causes; namely

excess of bodily fluids which he called "humors". Treatment was to

drain the excess fluids by bleeding, vomiting, dieting, and holistic

medicine. In the Middle Ages there was a return to demonology with the

rise in the importance of religion in society. However, there was the

first attempt at "humanitarian" treatment: insane asylums. They were

far from humanitarian, but it was a start. The next advancement didn't

occur until the 1700-1800s.





TABLE: INSANITY (1d10)



     01   ANXIETY DISORDERS (1d8)

     02   COGNITIVE-IMPAIRMENT DISORDERS (1d10)

     03   DISSOCIATIVE DISORDERS (1d6)

     04   PERSONALITY DISORDERS (1d8)

     05   PSYCHOTIC DISORDERS (1d20)

     06   SELF CONTROL DISORDERS (1d10)

     07   SEXUAL DISORDER (1d20)

     08   SLEEP DISORDERS (1d8)

     09   SOMATOFORM DISORDERS (1d4)





TABLE: ANXIETY DISORDERS (1d8)



     01   Generalized Anxiety

     02   Nervous Breakdown

     03   Obsession

     04   Obsessive-Compulsive

     05   Panic Disorder

     06   Paranoia

     07   Phobia

     08   Post Traumatic Stress





TABLE: COGNITIVE-IMPAIRMENT DISORDERS (1d10)



     01   Amnestic Disorder

     02   Catatonia

     03   Delirium

     04   Homicidal Mania

     05   Lunancy

     06   Mania

     07   Manic-Depressive Disorder

     08   Melancholia

     09   Suicidal Mania





TABLE: DISSOCIATIVE DISORDERS (1d6)



     01   Hebephrenia

     02   Multiple Personality / Split Personality

     03   Schizophrenia

     04   Psychogenic Amnesia

     05   Psychogenic Fugue





TABLE: PERSONALITY DISORDERS (1d8)



     01   Avoidant Personality Disorder

     02   Dementia Praecox

     03   Dependent Personality Disorder

     04   Histrionic Personality Disorder

     05   Obsessive-Compulsive Disorder

     06   Paranoid Personality Disorder

     07   Passive-Aggressive Personality Disorder





TABLE: PSYCHOTIC DISORDERS (1d20)



     01   Alignment Change

     02   Delusion Control

     03   Delusion Granduer

     04   Delusion Infidelity

     05   Delusion Nihilism

     06   Delusion Persecution

     07   Delusion Poverty

     08   Delusion Reference

     09   Delusion Self-Blame

     10   Delusion Somatic

     11   Delusion Thought Broadcasting

     12   Delusion Thought Insertion

     13   Delusion Thought Withdrawal

     14   Induced Psychotic Disorder

     15   Hallucinatory Disoder

     16   Megalomania





TABLE: SELF CONTROL DISORDERS (1d10)



     01   Dipsomania

     02   Kleptomania

     03   Monomania

     04   Pyromania

     05   Pathological Gambling

     06   Pathological Liar

     07   Sado-Masochism

     08   Trichotillomania

     09   Intermittent Explosive Disorder





TABLE: SEXUAL DISORDER (1d20)



     01   Bitchamania

     02   Coprophilia

     03   Exhibitionism

     04   Fetishism

     05   Foulmouthia

     06   Geroniophilla

     07   Innecrophilia

     08   Masochism

     09   Mirusmania

     10   Necrophilia

     11   Nymphomania

     12   Pedophilia

     13   Periculuphilia

     14   Pigmalionism

     15   Sadism

     16   Unus-????mania

     17   Uridpsomania

     18   Voyeurism

     19   Zoophilia





TABLE: SLEEP DISORDERS (1d8)



     01   Dream Anxiety

     02   Disorder

     03   Hypersomnia

     04   Insomnia

     05   Sleep-Schedule Disorder

     06   Sleep Terror Disorder

     07   Sleepwalking Disorder





TABLE: SOMATOFORM DISORDERS (1d4)



     01   Hysterical Neurosis / Conversion Disorder

     02   Body Dysmorphic Disorder

     03   Hypocondriasis





                           ANXIETY DISORDERS





Generalized Anxiety - The character with this disorder worries about

minor problems, and tend to magnify the extent of problems and are

often pessimistic.



Nervous Breakdown - The character has a nervous breakdown. He is not

"dangerous", he just needs a nice quiet place to spend some time. For

humans the time needed to recuperate is typically a few months. For

long-lived races like elves and dwarves the time needed to recuperate

is typically a few years. The GM decides the time period need for

recuperation.



Obsession - The character becomes obsessed to a person, place or thing.

The obsession becomes his life and it totally consumes him to the point

where he ostricises his friends and family, spends all his wealth on

his obsession, etc..



Obsessive-Compulsive - The character suffering from this disorder

experiences recurrent obsessions and compulsions that a causes distress

(anxiety), occupies much of his time which interferes with normal

functioning. A compulsion is a behavior repeated in a ritualistic

manner often in response to an obsession. An obsession is a persistent

thought, idea, impulse, or image that causes distress and feels out of

the person's control. The following is a list of the common compulsions

and their related obsessions:

     1) Hand washing - The obsession is fear that germs are everywhere.

     2) Checkers - They are obsessed with being sure they did

everything necessary before leaving. A person may be three hours late

for an appointment because they checked and rechecked over and over.

     3) Rigid behavior patterns - These people will have such behavior

patterns as: always putting the left boot on before the right, or put

the shirt on before the pants in order for it to be right.

     4) Counting - These people are obsessed with counting. Taking the

same amount of steps with the left foot as the right foot, counting

buttons on people's shirts, et cetera.

     5) Cleaning - These people feel that "it's never clean enough."

They are obsessed with cleaning. They are similar to checkers in many

ways (see 2).

     Depression, avoidance behavior, and substance abuse is sometimes

seen in these people for obvious reasons. This disorder is often among

people in the upper socio-economic status. The course is chronic, not

acute.

     This differs from the personality disorder of the same name

because in the personality disorder you do not find the ritualistic

behavior or the anxiety and distress that these people with the anxiety

disorder experience (cf. Obsessive-Compulsive Personality Disorder).



Panic Disorder -The characteristic most prominent of this disorder is a

panic attack. A panic attack includes intense fear and physical

discomfort, fearful thoughts, many bodily sensations, and a fear of

losing control. Another characteristic of this disorder is anticipatory

anxiety (fear of fear), that is, they engage in avoidance behavior

because they are not sure when they'll have their next panic attack.



Paranoia - The character becomes convinced that "they" are plotting

against him, spying, listening, and always nearby. As the affliction

develops over several days, the character will become convinced that

everybody around is part of the plot. Conversations are about him,

laughter is directed at him, and every action of former friends is

aimed at deluding him so as to fulfill the "plot". The character will

be principally concerned about position or goods first, but as the

insanity advances, he will realize that the plotters are actually after

his life. The paranoid will evidence signs of increasing suspicion and

take elaborate precautions with security. In the later stages of the

insanity, he will have highly irrational behavior, hire assassins to do

away with "plotters", and even become homicidal in order to "protect"

his life. The character will trust no one when the affliction has

advanced, regarding their former close comrades and friends as their

worst enemies.



Phobia - Many a time will a character come upon something so strange or

gruesome that it will shock the mind itself. A phobia is an intense,

abnormal, or illogical fear of something. See the Phobia section to

determine what phobia the character gains.

     An example of how a phobia can severely disrupt a person's life; a

person has a phobia of snakes. He will not walk by bushes for fear that

snake is hiding inside, he will not walk under trees because snakes

have been known to live in trees, he will not sit down to go to the

bathroom (who knows what kind of serpent is down in that hole), etc..



Post Traumatic Stress - This is generally defined at a reaction and

re-experiencing of a traumatic event with symptoms of anxiety and

depression. What is a traumatic event? An event that would evoke

significant symptoms of distress in almost everyone; usually outside

the range of normal experience (although most of an adventurer's life

fits into this category). There are five symptoms which point to this

insanity:

     1) Traumatic event outside range of normal experience (rape,

floods, combat).

     2) Traumatic event persistently re-experienced in any of the

following ways: distressing recollections of event; recurrent

distressing dreams; feeling that event is happening again (flashback);

intense distress at exposure to events that resemble some aspect of the

trauma.

     3)  Persistent avoidance of stimuli associated with the trauma or

"numbing" of general responsiveness. Avoiding thoughts and feelings

about the event, or avoiding things that would remind the victim of the

trauma. For example, if Rock's friends were decimated in a dragon fight

and he barely escaped with his life, Rock may be apprehensive about

petting his pet lizard (he might kill the poor beast as a result of the

trauma). "Numbing" refers to the inability to recall some aspect of the

trauma, restricted range of emotional expression. Perhaps Rock can't

quite remember how one of his arms got ripped off, he just knows that

one minute he had it, and the next thing he knew he didn't have it.

     4) Increased arousal/activity. Things such as insomnia, difficulty

concentrating, easily startles, increased aggressiveness or

irritability.

     5) Symptoms present for at least a month.





                     COGNITIVE-IMPAIRMENT DISORDERS





Amnestic Disorder -  Psychogenic amnesia is caused by psychological

reasons. Amnestic disorder is caused by a biological reason. There are

two forms of this disorder: retrograde amnesia (characterized by memory

loss of events prior to the problem that caused the amnesia), and

anterograde (characterized by inability to learn or remember events

taking place after the event). The problem is chronic and the person is

unlikely ever to recover.

     It is up to the individual GM to dictate if any experience levels

are lost due to amnesia. Some players may find this hard to take, so

GMs should be very careful in implementing level loss. If the GM does

so, it is suggested that the character lose only one level.

     Another problem, unfortunately, is that character who suffers from

anterograde amnesia cannot advance in level or learn new skills.



Catatonia - Whe character completely withdraws from reality. He will

sit staring and unmoving, will not react to any outside stimuli, and

will eventually die of dehydration if left alone. The catatonic

icharacter can be moved, led around, fed, and so forth; but he will do

nothing personally. If continually provoke and irrated in order to get

a response, there is a 1% cumulative chance per round that the

character will react with homicidal mania (see insanity). Once

provaction ceases, the catationa returns.



Delirium -  This disorder involves a temporary state in which a

person's thoughts, level of consciousness, speech, memory, orientation,

perceptions, and motor patterns are very confused, unstable, or

otherwise grossly disturbed. The person may also experience delusions

and/or hallucinations, as well as emotional disturbances (anxiety,

euphoria, etc.). Delirium is caused by a change in brain metabolism.

This can be caused by brain damage from head injury, drugs, fever, and

others. It has a quick onset and a brief duration, usually and it

rarely lasts longer than a month because the person either naturally

recovers, or dies from the underlying physical condition. GMs should be

very careful in killing off a character with this insanity.



Homicidal Mania - The character appears absolutely normal. He will

behave with what seems to be complete rationality, and nothing unusual

will be noted regarding the individual - except he will occasionally

manifest an unique interest in weapons, poisons, or other lethal

devices (but for adventurers this may seem normal). The insanity causes

the character to be obsessed with the desire to kill. The desire must

be fulfilled periodically. Once a week the character must make a

successful Insanity check or go kill. If prevented from killing, the

frustrated individual will become uncontrollably maniacal and attack

the first person he encounters, widely seeking to slay. After a kill,

the character will fall into a fit of melancholia (see insanity) for

1d6 days before returning to a homicidal state once again.



Lunacy - The violent and often homicidal state occurs whenever the moon

is full, or nearly full. The GM may allow the character to make a

Sanity check on full moon nights to keep from flipping out. The

character will generally behave as one in a maniacal state, with

paranoid, hallucinatory, or homicidal tendencies. When the moon is

absent or in its first or last quarters, the character will be

melancholic. At other times, he will be relatively normal - perhaps a

bit suspicious and irascible.



Mania - The character must make a Sanity check everyday. If he fails

then he freaks for 2d6 turns. The character (roll 1d6) will become

hysterical (1-2), enraged (3-4) or completely maniacal (5-6). The

character will shriek, rave, and behave in a violent manner. His

strength will increase by 2d2, dexterity by 1d2, and constitution by

1d2. The maniac is unreasoning when spoken to, but he will posses great

cunning. The afflicted will desire to avoid or to do something

according, but not necessarily appropriate, to the situation at hand.

When the maniacal state passes, the afflicted will not remember his

insane actions and will not believe that he is insane.



Manic-Depressive Disorder - This alternating insanity form causes the

afflicted to swing from one state to the other in 1 to 4 day intervals.

When excited, the character must make a Sanity check. If he fails, he

becomes maniacal (see mania insanity). When disssapointed or frustated

the character must make a Sanity check. If he fails, he becomes

melanchlic (see melancholia insanity). Thus in addition to the usualy

1-4 day cycle of mainta-depression, he can jump from one state to the

other depending on outside stimuli.



Melancholia - Similiar to dementia praecox, this malaody makes the

afflicted giveen to black moods, fits of brooding, and feelings of

hopelessness.. Everytime a siutation presents itself, the character

must make a Sanity check or have a fit of melancholia.



Suicidal Mania - The character has overwhelming urges to destroy

himself whenever means are presented - a perilous situation, a weapon,

or anything else. The more dangerous the situation or item, the more

likely the individual is to react self-destructively. Use a scale of

10% to 80% probability, and if the afflicted does not react suicidally,

then he will become melancholic for 1d6 days. If he is frustrated in

suicidal attempts, then the character will become maniacal for 2d4

turns, and then fall into melancholy for 2d6 days.





                         DISSOCIATIVE DISORDERS





Hebephrenia - The character will withdrawl from the real world. He will

wander aimlessly, talk to himself, giggle and nutter, and act

childishly - sometimes even reverting toi such a state as to disire to

play childish games with others. This insanity is constant, but if

suffciently irriated by somebodu nearby, the character is 75% likely to

become enraged and maniacal, attackibng the offender fiercly. If the

character does not not become so enraged, he will become catatonic for

1d6 hours and then revert to hebephernic behavior once again.



Multiple Personality / Split Personality - Having multiple

personalities is considered to be a mental illness which shows itself

with the different attitudes of the person. This is especially

dangerous to the balance of a game. Careful consideration is required

on the GM's part. This insanity often manifests itself in mages and

psionics, when mental strain is part of everyday life.

     Also this sanity manifests itself in a person who experiences

severe and protracted trauma. During the experience the person

dissociates during the trauma (like self-hypnosis, escape mentally if

you can't escape physically). Now during this period of dissociation

period an alter steps in and develops a memory -personality. For

example, if Rock was captured during a raid and was tortured daily,

when the torturer walks into to give Rock his daily beating, Rock

disassociates and an alter steps in. It must also be noted that people

with this illness can function perfectly normal in society or it can

totally hinder their ability to function properly in society.

     "Host" or "core" refers to the real person, there is only one host

personality. "Alter" refers to all other personalities present. There

are two common personality types: the victim (the personalities of an

abused person), the protector (the personalities keeps the host from

acting on self-damaging behavior).

     The number of personalities the character depends of on the

severity of what causes the insanity to manifest itself. If the cause

was relatively mild, the character only gets one or two additional

personalities. For very harsh, traumatic experiences, the character

gains multiple personalities. A character can have no more than seven

additional personalities.

     A personality takes complete control over the person's behavior.

Therefore, only one personality can be in control at one time.

Switching personalities can happen at completely random intervals.

However, being in tense situations (like combat) can trigger a change

to another personality. When a GM deems that the character is in such a

situation, the character must make a Sanity check or switch to another

personality.

     The transition from personality to personality is subtle and

quick. Physical clues of transition are fluttering eye lids, eyes roll

up in head, and/or a small head jerk (like a flinch when startled or

suddenly coming out of a doze).

     A new personality can actually be of a different class and have

different ability scores. For example, an insane fighter can enter

combat, switch personalities, and begin casting spells because he now

is a mage. On the same token, he could believe he is just a 10 year old

girl (with an Intelligence to match).

     Another personality that may develop is one that already exists.

That is, a personality of somebody else such as an adventuring comrade,

a high official, etc..

     The GM should develop tables for a player to roll on to find out

which personality is currently active. The GM may want to make certain

personalities more popular than others.

     Co-consciousness is the phenomenon that allows the personalities

to talk to each other.  However not all personalities may be known of,

this explains some of the bouts of amnesia that people with this

insanity often report. After every personality switch, the character

has a percentage chance equal to his Intelligence of becoming aware of

one of the other personalities. When personalities meet (i.e. in the

mind), the character becomes paralyzed for 1d6 hours, while both sides

are trying to take control of his mind.

     The following list of symptoms are often found this insanity:

depression, substance abuse, sleep disturbances, somatoform disorders,

severe headaches, suicidal/self-mutalative, anxiety, intrusive

images/flashbacks, amnesia/blank spells, auditory hallucinations.



Psychogenic Amnesia - The individual is unable to remember important

facts of personal importance (details and experiences). There are three

types of psychogenic amnesia:

     1) Localized amnesia (the most common) - The individual forgets

all events during a specified time interval. This period usually

follows a distressing event.

     2) Selective amnesia - A survivor of a flood may remember going to

the hospital but not how he got there.

     3) Continuous amnesia - The person can't remember anything from a

certain date to the present. For example, a war veteran may remember

his childhood up to the point of going into the service, but has

forgotten everything that has taken place after that.



Psychogenic Fugue - The person becomes confused about personal

identity, and suddenly and unexpectedly travels to another place. The

person may assume another identity. Once the fugue has passed the

person can't recall what happened during the fugue. This is rare and

often passes quickly.

     A variation could be that the character never recovers from the

fugue and travels to a far off land only to join a certain party of

characters. This could easily explain why the oriental is travelling

with the Westerners.



Schizophrenia - This insanity manifests its effects in a personality

loss. The afflicted has no personality of his own, so he will select a

role model and make every attempt possible to become like that

character. Selection will based upon as different a person as possible

with regard to the insane character. Thus an insane mage will begin to

follow the habits of a fighter, for example, dressing and speaking like

that character and seeking to be like him in all ways.





                         PERSONALITY DISORDERS





Avoidant Personality Disorder -  The character with avoidant

personality disorder refrains almost entirely from social encounters.

He feels if he goes out he'll cause some catastrophic situation. He

desires no relationships. He likes to be alone.



Dementia Praecox - The afflicted character will be quite uninterested

in any undertaking when suffering from this form of madness. Nothing

will seem worthwhile, and the individual will be continually filled

with lassitude and a tremendous feeling of ennui. No matter how

important the situation if the character fails a Sanity check, he is

will choose to ignore it as meaningless to him.



Dependent Personality Disorder - The character is strongly attracted to

others. He feels like he can't make the most simple decisions without

others help. For example, Rock doesn't believe he can pick his clothes

for the day without his mother's opinion.



Histrionic Personality Disorder - The character shows extreme emotions

for the sole purpose of the effects it has on others and not expression

of feelings. He also expects others to fulfill his expectations, but

he has no concern for others. He resents people who are more beautiful,

successful, etc.. The term comes from the Greek legend of Narcissus,

who fell in love with his own reflection in the pond.



Obsessive-Compulsive Disorder - The character is not like the

obsessive-compulsive anxiety disorder, this character is a

perfectionist. He concerns himself with schedules and is very

methodical. For example, Rock will refuse to start a meeting until the

exact second it was scheduled to meet.



Paranoid Personality Disorder - The character with this insanity is

extremely suspicious and is always on guard against danger. It is

impossible for him to trust others, and he always project blame on

others.



Passive-Aggressive Personality Disorder - The character cannot express

his anger appropriately. He is either conniving or very outward. Either

way he expresses his anger in very spiteful ways.





                          PSYCHOTIC DISORDERS





Alignment Change - The character suffers a major alignment change.  The

GM can decided what the character's alignment becomes. Chaotic Neutral

is typical of an insane person however a GM may wish the alignment to

be completely opposite of the character's original alignment.



Delusion Control - The character has the feeling that one is being

controlled by others, or even by machines or appliances.



Delusion Granduer - The character has grossly exaggerated conception of

the individual's importance. He is convince that he is a famous figure

such as a monarch, deity, or similiar personage. Those who "fail" to

recognize the afflicted as such will incur great hostility. In normal

affairs, the character will seem quite sane, but he will act approrate

to a station which he does not actually have and tend to order arounf

actual and imagenery creatures, drawe upon monies and items which do

not exist, and so on.



Delusion Infidelity - The character has a false belief usually

associated with pathological jealousy. The belief that spouse or lover

is unfaithful with no reason or evidence.



Delusion Nihilism - The character has the feeling that one's self,

others, or the world is nonexistent. Commonly feelings of unreality or

the feeling that one is in a dream.



Delusion Persecution - The character has the belief that another person

or persons are trying to inflict harm on the individual or his family.



Delusion Poverty - The character has the belief that the he has no

material possessions of value. When confronted with the real value he

may say that it's not his or insist on its worthlessness.



Delusion Reference - The character has the belief that the actions of

others is somehow personal references to him. For example, the nobleman

goes to opera and believes the opera is telling the story of his life.



Delusion Self-Blame - The character has the feelings of remorse without

justification. For example, a man may feel responsible for a famine

because of some sin he committed.



Delusion Somatic - These delusions are much more psychotic than the

somatoforms to be discussed! Inappropriate concerns about one's own

body typically relating to some disease. Without justification a person

may feel his liver is missing, or ants have invaded his brain.



Delusion Thought Broadcasting - The character has the ideas that his

thoughts are being broadcast to others. For example, a man believes

everyone in the room can hear what he's thinking.



Delusion Thought Insertion - The character has the belief that thoughts

are being inserted into his mind by outside forces.



Delusion Thought Withdrawal - The character has the belief that

thoughts are being extracted from his mind.



Hallucinatory Disorder - The character sees, hears, aqnd otherwise

senses things which do not exist. The more exciteding or stressful the

siutation, the more likely the indivudual is to hallucinate. When in

such a situation, the character must make a succsfdul Sanity check or

halluncinate. Commion halluinations are: ordinary objects, which do not

exist, people nrearby or passing when there are none, voices giving the

character information ot insttructions, abilities or form which the

character does not really have (strength, sex, wings, etc.),

threatening creatures appearing from nowhere, etc.. Unless stimulated

or under stress, the character acts normal. Hallunicnations will then

commence and continue for 1d20 turns after the excitment/sstress

passes.

     This malody is often confused with some great ability to see into

the ethereal plane.



Induced Psychotic Disorder - A person develops the disorder by being in

close relationship to a psychotic person. That means if the character

knows someone who is psychotic, chances are he'll develop that same

psychosis.



Megalomania - With this insanity, the insane character will be

absolutely convinced that he is the best at everything: the smartest,

wisest, strongest, fastest, handsomest, and most powerful character of

his profession. The character will take immediate umbrage at any

suggestion to the contrary, and he will demand the right to lead,

perform any important act, make all decisions, etc..







                         SELF CONTROL DISORDERS





Dipsomania - This mild insanity form manifests itself periodically.

About once per week, or whenever near large quantities of alcoholic

beverages, the afflicted will begin drinking excessive quantities of

ale, beer, wine, or like spirituous liquors.  The player questions the

GMs decision, the GM should require an Sanity check.  Such drinking

will continue until the character passes out. It is 50% likely that the

dipsomania will continue when he/she awakens if anywhere near alcohol,

10% likely otherwise (in which case the individual will seek to find

drink and become violent if denied).



Kleptomania - This mild insanity manifests itesslef in an ardent diser,

in this case an uncontrollable urge to steal ant small objects

avaiable. Kleptomaniacs steal things not on a whim or out of economic

need, but persistent urges to steal. The targets can be the market,

work, or people. It is not the value of the object that matters. There

is usually a lack of interest in the stolen item after its stolen. Once

a day, the character must make a Sanity check. If he fails, he must

steal something. There is a 90% proabalbity of being seen stealing (if

the character isn't a thief) if the character is being observed.

     Some GMs may require the character to become a thief and drop the

current class. Kleptomaniac thieves have a -10% on their staeling

ability due to the overpowerinhg urge to immedialtely steal an item.



Monomania - The character will seem absolutely normal until presented

with an idea, goal, or similar project which seems promising or

purposeful to him. As of then, the character will become obsessed with

the accomplishment of the purpose. He will think of nothing else, talk

of nothing else, plan and act to accomplish nothing save the fixed end.

The character will brook swerving from any friend or associate, and he

will insist that such individuals serve the "cause" with the same the

dame devotion that the afflicted shows. Hostility and violence could

result, and certainly not a little suspicion and mistrust if co-

operation is not inherit. Once the desired end has been accomplished,

the insane character will manifest symptoms of dementia praecox.



Pyromania -  Fire fascinates many people, but it fascinates no one more

than a pyromaniac. He has a compulsive urge to set fires deliberately.

He often enjoys watching his fires, too. Motivation is not criminal or

financial. Once a day, the character must make a Sanity check. If he

fails, he must set fire to something. The bigger the fire, the better

he feels.



Pathological Gambling - A person with this disorder may lie, cheat,

steal in order to fuel his habit. The person is driven to the big win

and believes he can make up the losses easily. Whenever a character is

near a gambling situation or can make such a situation, he must make an

Sanity check. If he fails, he must gamble.



Pathological Liar - A person with this insanity makes outrageous

statements regarding his abilities, possessions, experiences, or

events. Whenever anything important or meaningful is discussed or in

question, the character can not tell the truth, and not only will he

lie, but do so with the utmost conviction, absolutely convinced that

the prevarication is truth. "Yeah, that's the ticket..."



Sado-Masochism - This insanity is coupled with maniacal urges and

behavior. The character is equally likely to be in a sadistic or

masochistic phase. When sadistic, the victim of this insanity has a

desire to physically hurt and (and probably kill) living things. When

masochistic, the victim of this insanity has a desire to be physically

hurt. Normalcy returns for 1 to 3 days. Note that friends and

associates do not matter to the afflicted individual, nor do enemies.



Trichotillomania - Trichotillomaniacs have the urge to pull out their

hair. People become so obsessed with removing body hair they fail to

realize they are marring their appearance by giving themselves bald

spots, or removing their eyebrows. These people often times suffer from

anxiety disorders and are potential substance abusers.



Intermittent Explosive Disorder -  These people are unable to hold back

urges of rage brought on by no apparent reason. They are very

aggressive and destructive.





                            SEXUAL DISORDERS





Bitchamania - This insanity can only manifest itself within females.

Males should reroll for another insanity. Females with this insanity

suffer the effects of The Bitch Rule.



Coprophilia - This bizarre insanity causes the character to have an

uncontrollable desire to eat the lees (the sediment of a liquid) of the

sexual partner. If the partner is diseased (hopefully a sexual one),

then the insane person's chance of contacting the disease is doubled

and should be checked after each feast.



Exhibitionism - This insanity causes the victim to have a fascination

of being observed while nude or having sex. The more who witness the

person the better. The person must exhibit himself/herself a minimum of

1d10+4 times a week. A few examples are to have sex in a public places,

flash people, streak, etc..



Fetishism - The victim has a fascination and desire to have sex only if

a specific object is in his/her possession or if possible the object is

used in the act (like rods, rings, balls).



Foulmouthia - The victim has an uncontrollable desire to say something

perverse when he/she sees somebody of the opposite sex. When the victim

sees such a person, he/she must make a Wisdom check with a -3 modifier.

Failure and the victim says something profane. If the player can't

think of anything, he/she can roll on the Sexist Quotes table found

later in this guide.



Geroniophilla - This insanity causes the character to strongly desire

sex with older people (a minimum of 1d4 times per week). The older

person must be at least be twice the character's age and is 50% of the

time a three times the character's age (if possible).



Innecrophilia - This insanity causes the character to have an obsessive

fascination with the undead. This obsession extends to the point of

engaging in sexual intercourse with undead creatures when the

opportunity arises. When coming across undead the afflicted character

is 75% likely not to cause harm to the undead. Furthermore, he/she is

50% likely to rape unintelligent undead or seduce (to the point of

begging) intelligent undead. The GM and players can see the dangers of

a character desiring the likes of a vampire.



Masochism - This insanity causes the character to like to be hurt by

the partner (normally a sadistic one), using the same ways as the

sadism. In other words, he/she likes to be on the receiving end of

physical pain during sexual encounters.



Mirusmania - This insanity causes the victim to desire to have weird

sex (although some characters may already do weird things). Some

examples are during fly, jump spells; while polymorphed or ethereal; in

strange places like a dungeon, temple, tree; under the influence of

transmute flesh to spells. The GM and player should flesh out this

insanity for good role-playing purposes.



Necrophilia - This insanity causes the character to have an obsessive

fascination with death and corpses. This obsession extends to the point

of engaging in sexual intercourse with a corpse. The afflicted

character is 50% likely to attempt a sexual act with a corpse of the

opposite sex when such an opportunity arises. Thus, a character

adventuring in catacombs may sneak away from the party for a quick

interlude with the dead. This insanity could reach a point where the

character keeps a supply of dead handy to serve his/her purposes.



Nymphomania - Sex! Sex! Sex! This insanity manifests itself in an

ardent desire, in this case an uncontrollable urge to have sex (lots of

sex). The afflicted will furtively attempt to seduce a person of the

opposite sex, whenever the opportunity presents itself, and he/she will

usually seek out such opportunities. The afflicted must have sex a

minimum of 1d10+10 times per week. Not getting the minimum weekly

requirement causes the person to gain an accumulative +1 to

constitution, but lose an accumulative -1 to intelligence and an

accumulative -1 to wisdom until relief presents itself.  Other problems

could be continuous dissatisfaction, inability to prioritize, egotistic

view that everyone wants it, patronizing view that all need to be

defiled by sex because they are naturally evil, or that he/she is doing

people a "favor". He/she will not go to the extent of rape or

molesting, but hiring prostitutes is not above the insanity.



Pedophilia - This insanity causes the character to strongly desire sex

with younger people (a minimum of 1d4 times per week). The younger

person must be at least be half the character's age and is 50% of the

time a fourth of the character's age.  Of course this insanity can

cause a lot of trouble with governmental laws on statutory rape.



Periculuphilia - This strange insanity causes the inflicted to have a

desire for sex only in dangerous situations and places. When in such a

situation, the character is 50% likely to go into a sexual frenzy in

which he/she must have sex immediately, preferably with a close sexual

partner. Thus, a character will usually have such a partner along with

him/her when adventuring. Note the afflicted must have this dangerous

sex a minimum of 1d4+1 times per week. Not getting the minimum weekly

requirement causes the person to gain an accumulative +1 to

constitution, but lose an accumulative -1 to intelligence and an

accumulative -1 to wisdom until relief presents itself. Some examples

of dangerous situations and places would be when he/she is surrounded

by a few dragons, in front of a angry lich, or maybe in any battle

he/she is involved in.



Pigmalionism - This insanity causes the character to have an obsessive

fascination with statues because they are cold, have hard muscles, nice

form, unemotional, etc.. This obsession extends to the point of

engaging in sexual intercourse with a statue (if physically possible).

The afflicted character is 50% likely to attempt a sexual act with a

statue when such an opportunity arises. Thus, a character adventuring

in temple may sneak away from the party for a quick interlude with the

a lovely statue. This insanity could reach a point where the character

collects statues to serve his/her purposes. The ideal partner would be

a golem or enchanted statue.



Sadism - The victim of this insanity has a desire to physically hurt

the person which he/she is having sex with. This attack can be done by

various strange ways like whipping, kicking, chaining the partner,

etc.. This insanity could reach a point where the character, under a

orgasm, kills the engaged person.



Unus-????mania - This insanity manifests itself in an ardent desire and

obsession, in this case an uncontrollable urge to have sex with a

particular type of creature. The afflicted will furtively attempt to

seduce this type of creature (still of the opposite sex), whenever the

opportunity presents itself, and he/she will usually seek out such

opportunities. He/she will not desire to have sex with any other, even

his/her own species; and will actually reek at the thought. When he/she

has sex with such a creature, he/she likes the creature to do weird

things relative to the creature's abilities and talents (see example

below). Of course some creatures maybe harder to get a hold of then

others. The table below is small and simplistic, GMs may add any

creatures he wants. Roll (1d20) on the following table to get the type

of creature that is desired:



      Mania

Roll  Name (????)    Type of Creature

 1    Daemon         Demons *

 2    Dimidiuselfe   Half-elves

 3    Divus          Dieties, Demigods, etc

 4    Draco          Dragons *

 5    Druidae        Druids

 6    Elfe           Elves *

 7    Giant          Giants *

 8    Gnome          Gnomes

 9    Gobla          Goblins

10    Gole           Golems *

11    Halfline       Halflings

12    Homo           Humans *

13    Lycanthrope    Lycanthropes *

14    Magus          Mages

15    Nanus          Dwarfs *

16    Nequam         Rogues

17    Ogra           Ogres

18    Pugna          Fighters

19    Sacerdos       Clerics

20    Vates          Bards



                                   * can be specific type



Example: A person with unus-sacerdosmania insanity will have a desire

to have sex with clerics. When having sex with cleric, he/she might

want the cleric to pray. A person with unus-pugnamania will only have

sex with fighters and might want the fighter to punch, scratch, and

wrestle during sex. A person with unus-vatesmania will only have sex

with bards and might want the bard to sing during sex.



Uridpsomania - This bizarre insanity causes the character to have the

desire to drink the urine of his/her partner. Check for an unhealthy

disease each time he/she drinks.



Voyeurism - The person affected by this insanity only has pleasure from

observing the other's sexual organs or people having sex, especially in

secret.



Zoophilia - This insanity manifests itself in an ardent desire and

obsession, in this case an uncontrollable urge to have sex with a

particular type of normal animal. The afflicted will furtively attempt

to seduce this type of animal (still of the opposite sex), whenever the

opportunity presents itself, and he/she will usually seek out such

opportunities. He/she will not desire to have sex with any other, even

his/her own species; and will actually reek at the thought. The table

below is small and simplistic, GMs may add any animals he wants. Roll

(1d20) on the following table to get the type of creature that is

desired:



Roll           Animal              Roll         Animal

  1            dog                  11          mule

  2            horse                12          wolverine

  3            pig                  13          rhinoceros

  4            cat                  14          hippopotamus

  5            monkey               15          boar

  6            bear                 16          bull

  7            elephant             17          buffalo

  8            skunk                18          goat

  9            camel                19          sheep

 10            lion                 20          roll twice -ignore this





                            SLEEP DISORDERS



     Dyssomnias are sleep disturbances interfere with quantity and

quality of sleep. Parasomnias make up nightmares, wake-ups of

screaming, and sleep walkings which is most common in children. The

character experiences a sleep disorder every night.



Dream Anxiety Disorder - The character experiences nightmares on a

repeated basis. The dreams are very distressing. An adventurer can have

some real nasty ones.



Hypersomnia - This is when the character never feels rested. He often

has problems getting up in the morning.



Insomnia - This is the chronic inability to get sleep. The character

may have difficulty falling asleep. He may wake up frequently or have a

full night's sleep but not be rested.



Sleep-Schedule Disorder - is basically "jet lag" in a chronic course.

There is a mismatch between body sleep rhythms and the demands of their

environment.



Sleep Terror Disorder - The person wakes up suddenly and in pain from a

sound sleep. There are physical and psychological conditions involved.

The physical conditions include sweating, increased heart rate, and

gasping for breath. The person is hard to calm and is often confused or

disoriented. Most people do not remember night terrors.



Sleepwalking Disorder - The person is unresponsive to others and their

attempts to awaken him. He does not remember sleep walking.





                          SOMATOFORM DISORDERS



     Somatoform disorders involve psychological conflicts transferred

into physical conditions.



Body Dysmorphic Disorder - The character feels his body is defective or

ugly. This is similar to the somatic delusion, but is not quite as

psychotic.



Hypocondriasis - The character feels that he has a serious illness or

disease, when he is experiencing normal bodily functions. This is

different from conversion disorder because he does not have

unexplainable medical symptoms, and he does not experience la belle

indifference. No amount of reassurance will relieve him of his fears.



Hysterical Neurosis / Conversion Disorder -This disorder involves the

translation of unacceptable drives or troubling conflicts into physical

symptoms. The person is not intentionally producing the symptoms.

However a medical basis for symptoms cannot be found, and it is assumed

that the person is converting psychological conflicts or need into a

physical problem.

      Once the psychological problem passes to the physical side, it is

no longer a source of mental stress for the person. This is called la

belle indifference or "beautiful lack of concern". They often dismiss

it, even if it's incapacitating. For example, before the big game the

quarterback's hand becomes paralyzed.

     Conversion disorders fall into four categories: motor disturbances

(tremors, paralysis), sensory disturbances (hearing loss, tunnel

vision), symptoms simulating physical illness (involve conversions that

mimic the actual symptoms of a physical illness), symptoms complicating

physical illness (complicate or delay physical recovery from a physical

disorder).



-----------------------------------------------------------------------





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                                PHOBIAS





     A phobia is an intense, abnormal, or illogical fear of something.

Almost everybody has things that they are afraid of to one degree or

another. Even great adventurers can have a intense fear of something.

     The number of phobias a character has is dependant of his Sanity

attribute. If his Sanity score changes, so will the number of phobias.

This is the base number of phobias a character will always have. He may

gain additional phobias as an insanity during his adventuring career.

     The first step is to determine what class of phobia the character

has. This is done by rolling 1d100 and comparing the result to the

Phobia Class Table.

     The second step is to determine the exact nature of the phobia.

Roll on the appropriate phobia class table to get the phobia the

character has.

     If the GM wishes to add more phobias to the list, he should get a

Latin-English dictionary. Then he should look up the word he wants for

a phobia, get the Latin translation, and add phobia to the end of the

word.



Sexual Phobias



     If played properly, these phobias can give character a good amount

of extra depth, however, played incorrectly can be disastrous. There

are two tables for this section, Male and Female. If the character is

homosexual or bisexual, then go to the appropriate sex 90% of the time

and the opposite sex of the character the remaining 10% of the time. If

a character rolls an impossibility (a male rolls a strictly female

phobia), then reroll on the table appropriate to the character's sex.





Phobia Class Table



Roll    Phobia Class

01-10   Animal

11-30   Medical

31-40   Miscellaneous

40-55   Positional

56-60   Sexual

61-90   Social

91-00   Weather (Natural)





Severity Table



Roll    Severity

01-03   +40

04-07   +35

08-13   +30

14-20   +25

21-27   +20

28-34   +15

35-41   +10

41-50   +05

51-60   -05

60-66   -10

67-73   -15

74-80   -20

81-87   -25

88-93   -30

94-97   -35

98-00   -40





Animal Phobias Table



Roll    Animal Phobia   Fear of

01      Acarophobia     Mites

02-04   Aelurophobia    Cats

05-10   Agrizophobia    Wild Animals

11-12   Alektorophobia  Chickens

13-15   Apiphobia       Bees

16-20   Arachnophobia   Spiders

21      Bacillophobia   Microorganisms

22      Bacteriophobia  Bacteria

23-24   Batrachophobia  Frogs

25      Blennophobia    Slimes

26-28   Botanophobia    Plants

29-32   Bogyphobia      Boggyman

33-37   Bugphobia       Insects

38-41   Cynophobia      Dogs

42-50   Demonophobia    Demons

51      Doraphobia      Animal Skins

52-53   Equinophobia    Horses

54      Featherphobia   Feathers

55-59   Helminthophobia Worms

60-63   Herpetophobia   Lizards

64-65   Icthyophobia    Fish

66      Isopterophobia  Termites

67-71   Murophobia      Rats

72-74   Musiphobia      Mice

75      Myrmecophobia   Ants

76-80   Ophidiophobia   Snakes

81-82   Ornithophobia   Birds

83      Ostraconophobia Shellfish

84-85   Paraistophobia  Parasites

86-88   Phasmaphobia    Ghosts

89      Phthirophobia   Lice

90      Spheksophobia   Wasps

91      Taeniophobia    Tapeworms

92-93   Taurophobia     Bulls

94-00   Zoophobia       Animals





Medical Phobias



Roll    Medical Phobia        Fear of

1-2     Aerophobia            Airborne diseases

3-4     Albuminurophobia      Kidney diseases

5       Amychophobia          Scratches

6-8     Anginophobia          Heart problems (Angina)

9       Asthenophobia         Fainting/weakness

10      Belanophobia          Needles

11      Chaetophobia          Hair disease

12      Cnidoiphobia          Stings

13      Copraustasophobia     Constipation

14      Coprophobia           Feces

15      Dementophobia         Insanity

16-17   Dentophobia           Dentists

18-19   Dermatopathophobia    Skin disease

20      Diabetophobia         Diabetes

21      Dinophobia            Dizziness

22      Diplopiaphobia        Double vision

23      Dipsophobia           Drinking (alcohol)

24      Dysmorphophobia       Being deformed

25      Dystychiphobia        Accidents

26      Emetophobia           Vomiting

27      Epistaxiophobia       Nose bleeds

28      Genuphobia            Knees

29      Geraseophobia         Growing old

30-31   Gerontophobia         Aging

32      Helminthophobia       Worm infections

33      Hematophobia          Blood

34      Hormephobia           Shock

35      Hydrargynophobia      Mercurial medicine

36      Hydrophobophobia      Rabies

37      Hylephobia            Epilepsy

38      Hypnophobia           Sleep

39      Iatrophobia           Doctors

40      Illyngophobia         Vertigo

41-43   Iophobia              Poison

44-46   Leprophobia           Leprosy

47-48   Luiphobia             Syphilis

49      Lyssophobia           Becoming insane

50      Meningitophobia       Brain disease

51      Misophobia            Contamination with dirt

52-53   Monopathophobia       A specific disease

54      Molysmophobia         Infection

55      Neopharmaphobia       New drugs

56-58   Nosmaphobia           Illness

59      Nosocomephobia        Hospitals

60      Obesophobia           Gaining weight

61      Odonephobia           Teeth

62      Odynesphobia          Pain

63      Ommatophobia          Eyes

64      Patrioiphobia         Heredity

65      Peladophobia          Bald people

66      Pellagrophobia        Pellagra

67-68   Permatophobia         Skin lesians

69      Photoalgiaphobia      Eye pain

70      Phthisiophobia        Tuberculosis

71      Pnigophobia           Being smothered

72      Proctophobia          Rectal disease

73      Psychophobia          Mind

74      Pyrexecophobia        Fever

75      Radiophobia           Radiation

76      Rhabophobia           Being beaten with a rod

77      Rhytiphobia           Wrinkles

78      Scabiophobia          Itching

79      Scatophobia           Fecal matter

80      Tetanophobia          Lockjaw

81      Thahatophobia         Death

82      Tomophobia            Surgery

83      Toxocophobia          Being poisoned

84-93   Traumatophobia        Injury

94-96   Trichinophobia        Trichinosis (caused by eating pork)

97-98   Trichophobia          Hair

99-100  Trypanophobia         Needles





Miscellaneous Phobias



Roll    Miscellaneous Phobia  Fear of

1-3     Acarophobia           Small objects

4-6     Acerophobia           Sourness

7-9     Acousticophobia       Noise

10-12   Aichmophobia          Pointed objects & knives

13-14   Aichurophobia         Points

15-20   Algophobia            Pain

21-22   Alliumphobia          Garlic

23-25   Amathophobia          Dust

26-27   Amnesiophobia         Amnesia

28-30   Anthophobia           Flowers

31-33   Apeirophobia          Infinity

34-40   Arachibutyrophobia    Peanut butter sticking to top of mouth

41-44   Ataxiphobia           Chaos

45-47   Autophobia            Self

48-50   Ballistophobia        Missles

51-52   Bolshaphobia          Communism

53-55   Carnephobia           Meat

56-58   Catoptrophobia        Mirrors

59-60   Cherophobia           Being happy

61-63   Chrematophobia        Money

64-66   Chromatophobia        Certain colors

67-69   Chronophobia          Time

70-72   Clinophobia           Beds

73-75   Cnidophobia           Stings

76-77   Dendrophobia          Trees

78-80   Dextrophobia          Right-handed things

81-83   Didaskaleinophobia    School

84-86   Dikephobia            Justice

87-88   Eleuthrophobia        Freedom

89-90   Erythrophobia         Red things

91-92   Geliophobia           Laughter

93-95   Geniophobia           Chins

96-98   Geumaphobia           Taste

99-100  Graphophobia          Writing

101-105 Hadephobia            Hell

106-109 Haigophobia           Religious objects

110-114 Harpaxophobia         Being robbed

115-117 Hedonophobia          Pleasure

118-120 Hellanophobia         Science

121-124 Hematophobia          Sight of Blood

125-127 Heresyphobia          Challenges to dogma

128-129 Homitophobia          Sermons

130-132 Iatrophobia           Doctors

133-135 Ideophobia            Ideas

136-137 Iophobia              Rust

138-140 Kainophobia           Change

141-142 Kenesophobia          Motion

143-146 Kleptophobia          Stealing

147-148 Kopophobia            Exhaustion

149-152 Lachanophobia         Vegetables

153-154 Leukophobia           White things

155-157 Ligyrophobia          Noise

158-159 Linohophobia          String

160-162 Litigaphobia          Lawsuits

163-165 Logophobia            Words

166-180 Magophobia            Magic

181-185 Mechanophobia         Machinery

186-187 Megalophobia          Large Things

188-189 Melophobia            Music

190-191 Metalophobia          Metals

192-194 Methyphobia           Alcohol

195-196 Metrophobia           Poetry

197-198 Mnemophobia           Memories

199-200 Mysophobia            Dirt

201-202 Myxophobia            Slime

203-205 Necrophobia           Dead bodies

206-208 Nelophobia            Glass

209-210 Neophobia             New things

211-214 Novercaphobia         Step mothers

215-216 Numerophobia          Numbers

217-218 Oenophobia            Wine

219-220 Olfactophobia         Certain Odors

221-225 Oneirophobia          Dreams

226-227 Osmophobia            Smells

228-230 Ouranophobia          Heaven

231     Panphobia             Everything

232-234 Papryrophobia         Paper

235-237 Partriphobia          Heredity

238-243 Peccatiphobia         Sinning

244     Pedaphobia            Jumping

245     Pediaphobia           Dolls

246     Pediophobia           Children

247-248 Pentheraphobia        Mothers-in-law

249-250 Phasmaphobia          Ghosts

251     Phobophobia           Fear

252     Phonophobia           Echos

253     Phronemophobia        Thinking

254-255 Placophobia           Tombstones

256     Pogonophobia          Beards

257-258 Poinephobia           Punishment

259     Politicophobia        Politicians

260     Polyphobia            Several Things

261     Ponophobia            Work/Fatigue

262     Porphyrophobia        Purple things

263     Porophobia            Drinking (water, etc.)

264     Potophobia            Progress

265     Pteronophobia         Feathers

266-67  Satanoophobia         Evil gods

268-69  Scelophobia           Robbers

270     Scotomaphobia         Blind spots

271     Selaphobia            Flashing lights

272-73  Siderophobia          Rotting matter

274     Sinistrophobia        Left-handed things

275     Sitophobia            Certain foods

276     Sophophobia           Learning

277     Symbolophobia         Symbolism

278     Symmeterophobia       Symmetry

279     Syngenesophobia       Relatives

280     Tacophobia            Speed

281-282 Taphophobia           Graves/being buried alive

283-284 Technophobia          Technology

285-286 Teletophobia          Religious ceremonies

287     Testophobia           Tests

288     Textophobia           Certain fabrics

289-290 Theologicophobia      Theology

291-296 Theophobia            Gods

297     Tridecaphobia         Number 13

298-299 Tyrannophobia         Tyrants

300     Vitricophobia         Step-fathers





Positional Phobias



Roll    Positional Phobia     Fear of

1-3     Acrophobia            Heights

4-6     Aeroacrophobia        Open high places

7-8     Aginaphobia           Narrow places

9-11    Agyiophobia           Streets

12-13   Amaxophobia           Moving Vehicles

14-16   Anablepophobia        Looking up at high places

17-20   Atephobia             Ruins, dungeons

21-22   Aviatophobia          Flying

23-25   Basiphobia            Walking

26-28   Batophobia            Passing a tall structure

29-32   Bathophobia           Depths

33-38   Claustrophobia        Confined space

39-40   Cenophobia            Empty Rooms

41-42   Cleithrophobia        Being locked in

43-44   Climacophobia         Stairs

45-47   Coimetrophobia        Cemetaries

48-49   Cremnophobia          Cliffs

50-51   Domatophobia          Being in a house

52-55   Dromophobia           Crossing a street

56-60   Ecclesiophobia        Churches

61-63   Ecophobia             Home surrounding

64-68   Eremophobia           Being yourself

69-72   Gephyrophobia         Bridges

73-76   Hodophobia            Travel

77-84   Hypsiphobia           Heights

85-87   Koimoniphobia         Rooms

88-93   Lygophobia            Gloomy places

94-95   Nostrophobia          Returning home

96      Oikophobia            Home surroundings

97      Theatophobia          Theaters

98-99   Topophobia            Specific places

100     Tropophobia           Moving to a new home





Female Sexual Phobias



        Female

Roll    Sexual Phobias          Fear of

01-03   Agaraphobia             Sexual Abuse

04-06   Algophobia              Sexual Pain

07-12   Androphobia             Men

13-14   Anuptophobia            Being single

15-17   Aphenphobia             Physical Contact

18-22   Coitophobia             Sex

23-24   Coitus More Ferarum     Doggy-style sex

25-29   Coitus Oralis           Oral sex

30-35   Cypridophobia           Venerial Diseases

36-38   Dyspareunia             Painful vaginal sex

39-41   Esodophobia             Virginity

42-44   Gamophobia              Marriage

45-47   Gymnophobia             Naked bodies

48-50   Hedonophobia            Pleasure

51      Heterophobia            Heterosexuals

52-57   Homphobia               Homosexuals

58-60   Ithyphallophobia        Erect penises

61-63   Maieusiophobia          Childbirth

64-65   Malaxophobia            Flirting

66-67   Medectophobia           Contour of a penis through clothing

68-69   Menophobia              Menstration

70-74   Merinthophobia          Being bound

75-77   Necrophobia             Sex with the dead

78-79   Oneirogmophobia         Wet dreams

80-82   Paraphobia              Sexual Perversions

83-84   Phallophobia            Male genitalia

85-87   Primeisodophobia        Losing one's virginity

88-90   Proctophobia            Rectal intercourse

91      Sarmassophobia          Foreplay

92-93   Sexophobia              Opposite Sex

94      Spermophobia            Semen

95-96   Teratophobia            Bearing a monster

97-100  Virgivitiphobia         Rape





Male Sexual Phobias



        Male

Roll    Sexual Phobias          Fear of

01-03   Agrophobia              Sexual Abuse

04-06   Algophobia              Sexual Pain

07-09   Anuptophobia            Being single

10-11   Aphenophobia            Physical Contact

12-14   Coitophobia             Sex

15-17   Coitus Oralis           Oral sex

18-20   Cyprianophobia          Prostitutes

21-23   Cypridophobia           Venerial Disease

24-25   Ejacuphobia             Ejaculation

26-28   Esodophobia             Virginity

29-31   Eurotophobia            Female Genetalia

32-37   Gamophobia              Marriage

38-39   Gymnophobia             Naked Bodies

40-44   Gynophobia              Women

45-48   Hedonophobia            Pleasure

49-53   Malaxophobia            Flirting

54-59   Medomalacophobia        Losing an erection

60-62   Merinthophobia          Being bound

63-67   Necrophobia             Sex with the dead

68-71   Oneirogmophobia         Wet dreams

72-76   Paraphobia              Sexual perversions

77-80   Parenthenophobia        Young girls, usually virgins

81-85   Penis Captivas          Having penis held tightly be vagina

86-89   Primeisodophobia        Losing one's virginity

90-92   Proctophobia            Rectal intercourse

93-95   Sarmassophobia          Foreplay

96-97   Sexophobia              Opposite sex

98-100  Venustaphobia           Beautiful women





Social Phobias





Roll    Social Phobias        Fear of

1       Ablutophobia          Bathing

2       Agorophobia           Public places

3       Allodoxaphobia        Other's opinions

4       Amychophobia          Being scratched

5       Ankylophobia          Immobility

6       Anthrophobia          People

7       Anuptaphobia          Staying single

8       Aphephobia            Being touched

9       Arrhenophobia         Mankind

10      Atelophobia           Imperfection

11      Autodysomophobia      Having a body odor

12      Automysophobia        Being dirty

13      Basiphobia            Walking

14      Basistasiphobia       Standing upright

15      Bromidrosiphobia      Body odors

16      Catapedaphobia        Jumping

17      Catagelophobia        Ridicule

18      Cateptrophobia        Mirrors

19      Cathisophobia         Sitting

20      Chaetophobia          Hair

21      Chorophobia           Dancing

22      Cibophobia            Food

23      Clithrophobia         Being enclosed

24      Coprophobia           Bowel movements

25      Decidophobia          Desisions

26      Defeccalgesiophobia   Painful, violent bowel movements

27      Demophobia            Crowds

28      Dromophobia           Crossing streets

29      Dysmorphophobia       Deformity

30      Dystychiphobia        Accidents

31      Deipnophobia          Dinner conversation

32      Dishabillophobia      Disrobing in public

33      Enissophobia          Sin

34      Eremophobia           Solitude

35      Ergophobia            Work

36      Erythrophobia         Blushing

37      Euphobia              Hearing good news

38      Gelophobia            Laughter

39      Graphophobia          Handwriting

40-41   Hamatophobia          Error

42      Hypengyophobia        Responsibility

43      Hypnophobia           Hypnosis

44      Isolophobia           Solitude

45      Kakorrhaphiophobia    Failure

46      Katagelophobia        Ridicule

47      Kathisophobia         Sitting down

48      Kleptophobia          Stealing

49      Koinoniphobia         Rooms full of people

50      Kyptophobia           Stooping

51      Laliophobia           Talking/stuttering

52      Lelophobia            Jealousy

53      Macrophobia           Long waits

54      Mythophobia           Lying

55      Nyctophobia           Night

56-57   Ochlophobia           Crowds

58      Ophthalmophobia       Being stared at

59      Optophobia            Opening one's eyes

60      Orthophobia           Propriety

61      Osphreisiophobia      Body odors

62      Paraliphobia          Neglect of duty

63      Peccatiphobia         Wrong doing

64      Peladophobia          Bald people

65      Peniaphobia           Poverty

66      Phagiophobia          Eating

67-68   Phalacrophobia        Being bald

69-70   Philemaphobia         Kissing

71      Philophobia           Love

72-74   Phobophobia           Being alone

75      Pogonophobia          Beards

76-77   Psellismophobia       Stuttering

78-79   Sclerophobia          Thieves

80      Scolionophobia        Going to school

81-83   Scopophobia           Being looked at

84-86   Sociophobia           Society

87-90   Stage Fright          Performance

91      Stasiphobia           Standing

92-93   Teratophobia          Deformed people

94      Tremophobia           Trembling

95      Vestiphobia           Wearing clothing

96-100  Xenophobia            Non-humans, foreigners





Weather Phobias



Roll    Weather Phobias       Fear of

1-2     Achuluophobia         Darkness

3-4     Aerophobia            Drafts & air

5-6     Aerophogiaphobia      Swallowing air

7-8     Anemophobia           Cyclones

9-10    Antlophobia           Floods

11-12   Astraphobia           Lighning

13-14   Auroraphobia          Auroral lights

15-16   Brontophobia          Thunder

17-18   Burophobia            Gravity

19-20   Cenophobia            Barren ground

21-22   Chionophobia          Snow

23-24   Cometophobia          Comets

25-26   Cryophobia            Cold temperatures

27-28   Cymophobia            Waves

29-30   Dendrophobia          Trees

31-32   Dinophobia            Whirlpools

33-34   Electrophobia         Electricity

35-36   Esophobia             Dawn

37-38   Frigophobia           Cold things

39-40   Heliophobia           Sunlight

41-42   Homichlophobia        Fog

43-44   Hydrophobia           Water

45-46   Hygrophobia           Dampness/Humidity/Mists

47-48   Hylophobia            Forest

49-50   Keraunophobia         Lighning & thunder

51-52   Kymophobia            Waves

53-54   Lilapsophobia         Huricanes

55-56   Limnophobia           Lakes

57-60   Meteorphobia          Meteors

61-62   Nephophobia           Clouds

63-64   Ombrophobia           Rain

65-66   Pagophobia            Frost & ice

67-68   Photoangiophobia      Glaring light

69-70   Photophobia           Light

71-72   Potamophobia          Rivers

73-74   Potomophobia          Sheets of water

75-77   Psychrophobia         Being cold

78-79   Pyrophobia            Fire

80-83   Sciaphobia            Shadows

84-87   Scotophobia           Darkness

88-89   Selenophobia          Moons

90-91   Siderophobia          Stars in the sky

92-94   Thalassophobia        Seas

95-97   Thermaphobia          Hot temperatures

98-100  Zerophobia            Dryness



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                             SO YOUR INSANE





     Whenever a character is insane, he has other problems besides

his insanity. He suffers from a few minor problems as well.



     Distraction: Small pieces of conversation make the character go

off on humerous (but somewhat annoying) sidetracks. For example, "Fish?

I like fish, fish boiled, fish fried, fish grilled with a spicy sauce,

fish soup, fish for breakfast, fish for lnuch, fish for snacks..."



     Relationship mistakes: The character has a percentage chance equal

to his Sanity attrbute to permanently alienate someone due to strange

behavior or unpredictable bad attitude.





Mages



     Magical wild spurts: The insane mage has a chance for a spell to

become slightly twisted when cast. The GM determines the effect but the

more bizzare the better. For example, the mage casts magic missiles but

instead shoots forth magic flowers. The GM should not necessarily

penalize the character. The bizzare effects can be beneficial (but

still strange).



Clerics



     Prayer misunderstandings: If an insane cleirc tries a prayer,

there is a percent chance equal to 10 times the character's Insanity

attribute of the cleric's deity not answering the request for spells.

There is an equal percent chance the the call will be answered by the

diety of insanity. The deity of insanity doesn't exactly give the

cleric the spells he wants.



Psionicists



     Freaky Powers: When using psionic powers a natural roll of 20

usually indicates additional powers. For an insane psionicist, a roll

of 18, 19, or 20 will have this effect.



     Wild Talents: The psionicist gains a wild talent outside of his

psionic devotion. Although this may seem beneficial to a psionicist, it

tends to be more unnerving gaining freakish wild abilities of the mind.



-----------------------------------------------------------------------





-----------------------------------------------------------------------





                              MAGE SPELLS





LEVEL 3

Transfer Insanity



LEVEL 6

Schizophrenia Projected Image







Transfer Insanity (Enchantment/Charm)



Level: 3

Range: Special

Components: V, S

Duration: 2 turns per level

Casting Time: 3

Area of Effect: One creature

Save: Neg.



     Any mage suffering from an insanity can temporarily give this

affliction onto any living creature for the spell duration after which

time he gets it back.

     This spell brough to you by Mike Jones.





Schizophrenia Projected Image (Alteration,Illusion/Phantasm,Necromancy)



Level: 6

Range: 10 yards / level

Components: V, S, M

Duration: 2 rounds per level

Casting Time: 6

Area of Effect: Special

Save: Special



     The spell creates an alter ego of the person. The duplicate will

take on the schizoid-ego of the caster. The duplicate can perform any

action that the mage can including spell-casting and combat. The mage

can communicate via telepath with the duplicate. The image does not

have to be within the mage's view to continue to exist.

     The duplicate can cast the spells that the mage has memorized. Of

course the mage loses the spells then. However each can cast spells

independent of each other.

     The major power of the duplicate is that he can destroy the life

force of a living being within spell range by willing it. The victim

gets a save vs.  death. Success and he suffers 3d6 points of damage.

Failure and he dies.

     There is a few side effects to this power. First, the mage cannot

control if the duplicate will use it. The mage can only point out his

enemies to the duplicate. Secondly, when the duplicate uses the

ability, the mage must make a Sanity check. If he fails, the spell

ends, he goes insane and becomes his Schizophrenia alter ego.

     Schizophrenia projected image requires the material component of a

clay image of the mage that must be torn in two pieces.

     This spell brough to you by Mike Jones.





-----------------------------------------------------------------------





                             PRIEST SPELLS





Cure Insanity (Abjuration)



Sphere: Healing

Level: 5

Range: Touch

Components: V, S

Duration: Permanent

Casting Time: 1

Area of Effect: One creature

Save: None



     This spell enables the caster to possibly cure insanities by

placing his hand upon the insane creature. When casting, the priest

must make an Sanity check. If the check is successful, the insane

patient is cured of his insanity and all is well. If the check is a

failure, the insanity of the patient is transferred into the caster.

Pity.





Cause Insanity (Abjuration)



Sphere: Necromancy

Level: 5

Range: 5 feet per level

Components: V, S

Duration: Permanent

Casting Time: 1

Area of Effect: One creature

Save: None





     This spell enables the to caster cause insanity in a creature.

Roll in the Insanity Table to decide which insanity the victim gets.

For every level of the caster, the player may move up or down on the

Insanity Table, this giving him a small choice of what insanity to

inflict.

     When the caster becomes 9th level, he may choose the insanity of

his victim.





Split Personalities (Necromancy)



Level: 9

Range: 10 feet

Components: V, S, M

Duration: Special

Casting Time: 9

Area of Effect: Special

Save: Neg.



     One form of insanity is the Multiple Personality / Split

Personality Dissociative Disorder. A person with this inasanity has

individual and distinct personalities within. This spell serpeates the

multiple personalities and puts each one into an actual physical body.

Thus, if the spell is cast on a insane person with three personalities

(including his normal one), two physical bodies contain two two of the

personalties will manifest.

     A new personalty will not necessarily get a physcial body

identical to the insane victim. The new body tends to reflect the

personality.For example, if one of the persnoalities is that of a 12-

year old girl, then a 12-year old girl is where the personality will

reside now.

     Each personality gets a save. If it fails, the personality remians

in the insane person. If succseful, the personlaity gets a new physical

body.

     The material components are



-----------------------------------------------------------------------







               -----------------------------------------

                                VECORS

               -----------------------------------------





Portfolio: Insanity, mental illness



     Vecors is the deity of insanity. Not really one of the most widely

known of the deities and certainly not one of the powerful ones.

However, Vecors does have a place and a small following. Crazy, wacky,

goofy, zany, nutty, and bonkers are but a few words to describe Vecors.

     Vecors' mother is the deity of wisdom. Vecors' father is the deity

of ill fortune, freaks, etc.. Vecors is certainly has ill fortune in

the metal category. Vecors' older brother is the deity of mental

ability, mental prowess, psionic talent, etc.. His older brother has a

different father (the deity of knowledge).

     Vecors has the ability to cause insanity in any being with an

Intelligence less than 19.

     Vecors takes many forms. When mingling with the mortals, he takes

the form of human/demi-human/humanoid races. Although he favors being a

male, he has no problem being female when the mood hits him (and he

goes through lots of moods). He pretty much runs the spectrum, always

trying something crazy.

     When Vecors presents himself as a "god", he appears as a gigantic

Gibbering Mouther (a disgusting amoeboid-like form of life composed of

mouths, and eyes). His spittle attack will blind victims for 1d4 rounds

(no save). His gibbering attack instantly cause confusion as the spell

and if a save vs. magic is failed, the victim becomes insane. He can

only be harmed by +3 or better weapons. He also regenerates 5 hit

points per round in this form.

     There are two orders of priesthood under Vecors, each with its own

abilities. The first order is called The Insane of Vecors. The second

order is called The Keepers of the Insane.





1ST ORDER OF VECORS: THE INSANE OF VECORS



     This order is comprised of insane priests who worship an insane

deity and love all aspects of insanity. Priests of this order become

priest of Vecors typically by default. When a priest becomes insane, he

is often not granted spells by his deity because of his new condition.

In other words, his deity forgets him because he is insane. Vecors

answers the prayers of the forgotten, insane priest and the priest

converts to Vecors priesthood.

     Often members of The Insane of Vecors that are inflicted with the

same insanity tend to form their own division. For example, insane

priests inflicted with Arachnophobia (fear of spiders) might form a

division of their order where they can set their own agenda (namely rid

the world of spiders). Another division can be comprised of Schizoid

priests; a scary thought.



Nonweapon Skills: The priest has no penalty when taking a rogue skill.

Recommended: Any that displays somewhat quirky behavior like juggling,

tumbling, ventiloquism, dancing (ex. square dancing, waltzing),

artistic ability (ex. graffati, manure sculpting).



Weapon Skills: Any. The weapon of choice tends to be stange. In fact,

the stranger the better. Examples: table leg, sack of marbles, wet

towel (snap it), football, dead fish, peanut shooter, pole-arm (let's

face it, what sane person uses a pole-arm).



Armor Restrictions: No armor (its so constricting like a straitjacket).



Duties of the Priest: Devotions (consists of gibbering), Missions,

Omen-Reading.



Spheres of Influence: Priest get any two major spheres of influence and

any one sphere of influence.



Powers & Benefits:



- The priest can never be cured of his insanities.



- While in a straitjacket, once per round the character can make a

Dexterity check and if successful he escapes straitjacket.



- At each level, the character gets a 10%/level of gaining an

"imaginary, invisible friend". For example, the character just reached

5th level so he has a 50% of gaining a friend; at 6th level he gets a

60% chance. The "friend" should be is a loyal henchman (no checks for

moral). The GM must create the "friend", but the player should have

input as long as it is in the spirit of role-playing and not monty-

haulism. The "friend" has no physical being and cannot perform anything

physical such as lifting, moving, pushing, etc.. He can see, hear, and

smell but not taste. Also, the "friend" doesn't always hang around the

character but will be there when he is needed. He may not always be the

most helpful friend so a character shouldn't try to take advantage of

his "friend".



- At 3rd level, the priest can sink into a meditative trance to receive

a prophecy of the future. The trance lasts a minimum of 6 turns. If the

GM wishes, the priest has a vision. The GM may also allow the priest to

have a vision without the need of a trance.



- At 5th level, the priest is unaffected by enchantment/charm spells.



- At 9th level, the priest becomes immune to psionic powers.



- At 12th level, the priest sees things as they really are. His sight

penetrates magical darkness; invisible things become visible; illusions

and apparitions are seen through; polymorphed, changed, or enchanted

objects are apparent; and ethereal objects are visible.



Limitations & Hindrances:



- The priest cannot turn undead.



- At 9th level, the priest loses all psionic abilities.



Alignment: The deity is chaotic neutral, the alignment of the truly

insane. The priests of this order must be chaotic neutral. Those that

weren't chaotic neutral, will suffer a traumatic alignment shift to

become chaotic neutral.



Minimum Ability Scores: Sanity 1. Sanity below 4 means a +10% to

experience.



Races Allowed: Any.





2ND ORDER OF VECORS: THE KEEPERS OF THE INSANE



     This order is comprised of specialty priests whose duty is to

treat and/or take care of the mentally ill. Ironically, Vecors is the

deity of insanity and takes comfort in a multitude of insane people and

yet he has an order of priests where insanity is considered as a

disease that should be cured if possible. Its totally insane. Of

course, maybe that is the point.

     A priest of the order is often found dressed in a three-piece suit

or a white lab coat.



Nonweapon Skills: Bonus: Herbalism, Reading/Writing. Recommended: Any

that will assist in helping insane people particulary medical realted

skills.



Weapon Skills: No slashing weapons allowed. Club, lasso, and net

preferred.



Armor Restrictions: No armor. The priest prefers clinical robes.



Duties of the Priest: Devotions, Guidance, Missions, Healing.



Spheres of Influence: MAJOR: All, Guardian, Healing, Protection. MINOR:

Necromantic.



Powers & Benefits:



- The priest has knowledge of a sage in respects to Psychology,

although this term may be to "modern" for a fanasty world. It is

recommended that the knowledge should be more exotic and less try. For

example: the bumps on a person's head, the map of the brain, mind-

affecting drugs, psycholgical tests (ink blots, etc.),



- At 5th level, the priest gains the ability to cause fear.



- At 7th level, the priest has the ability to reverse the effects of

fear.



Limitations & Hindrances:



- The priest cannot turn undead.



- At 9th level, the priest loses all psionic abilities.



Alignment: Any but Chaotic Neutral.



Minimum Ability Scores: Sanity 1. Intelligence 16. Wisdom 8.



Races Allowed: Any.



Followers and Strongholds: Priests of the 1st order gain no stronghold

but can attract 11-20 followers. With these followers, the priest can

form a cult of sorts. Typically, the group has no substance and it is

typically viewd as harmess more than dangerous.

     A priest of the 2nd order at 9th level receives the following

followers: 3 fourth level priests, 4 second level priests, 6 first

level priests, 10 clerics, and 11-20 normal followers. At this time,

the priest can construct a Sanitarium of Vecors. The priest pays half

the cost of construction.  The temple is a holy place for worship of

Vecors and for the research and treatment of the insane.



Requirements for Followers:



     Alignment choices:  Any

     Races Allowed:  Any

     Restrictions: None



Symbols: The symbol of Vecors





Holidays, Festivals, Special Occasions:



     Fools Day - This holiday is for one and is on the 1st day of the

first-quarter month of the year. If there are 12 months in the year,

then Fools Day is on the fourth month.

     On this day all insanities that people have go into effect.

Dormant insanities go into full operation. If a person is slowly on the

road to recover from insanity, on this day he will regress. After the

holiday, he will be to where he was the day before.

     Priests and worshippers of the 2nd order, spend the day in

worship of Vecors praying for those that are insane.

     For sane people, this day is spent in humor, merriment, and most

importantly practical jokes.



     Insaplebs Festival - The festival of insane people is a week long

celebration but the date of the festival it varies. If a person enters

a town and finds a few insane people, each insane person can tell him

when the festival begins. If that person enters another town, the

festival date has changed but each insane person in that town knows it.

Its odd, but that's how it works.

     During this festival, everybody is encouraged to act on every

crazy whim they have. It is a chaotic affair of merriment. Those that

aren't insane try to simulate insanity through the use of alcohol.

     This festival is often a problem for law enforcement agencies and

they tend to keep things in order.



     The Night of the Full Moon - The night of the full moon is

considered a special occasion for those that worship Vecors. Although

the night isn't an official holiday, it is considered a time for

enjoyment. Priests and worshippers have small parties.





Minions:



Avatars: Gibberling



Intelligence: Low

Alignment: Chaotic Neutral

No. appearing: 40-400

Armor class: 10

Movement: 9"

Hit dice: 1

THAC0: 20

No. of attacks: 1

Damage/attack: by weapon type

Special attacks: Special

Special defenses: Special

Magic resistance: 25%

Size: S (4'- 5' tall)

Morale: Special

XP value: 100



     Gibberlings are pale, hunched humanoids with short legs and

long arms. When together, gibberlings are the most annoying creatures

around and that's why they are always together.

     Gibberlings strength is in numbers. They attack in great numbers,

uttering ghastly howls and insane chattering noises, which causes the

boldest of comrades to check morale each round. They attack with normal

swords and wield them with a +1 bonus. In all circumstances they will

fight to the death, relying on sheer weight of numbers to defeat their

enemies.

     Though they clearly have a primitive means of communicating among

themselves, they have no discernable language.

     Gibberlings are immune to mind-affecting spells and psionic

powers.



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                             INSANE ASYLUM





     Ecnavius Ablefingers: elven make rogue (level 9) illusionist

(level 8); AL CG (nuetral tendencies); Str 10, Int 16, Wis 11, Con 16,

Dex 20, Cha 14).

     Ecnav (as he prefers to be called) is a elven spy who feigns

insanity and dimwittedness as a cover for his usual nefarious

tendencies. He works for and answers to the warrior princess Lyrah, who

met Ecnav by chance when he was in her chambers trying to steal her

panties, a personal effect whom Ecnav's previous employer sought for

his unusual fetishes (rumor had it Rusgar, Ecnav's merchant-boss, kept

a collection of famous women's undergarments). Lyrah reformed Ecnav to

serve her cause and aid in recapturing the lost glory of her homeland,

which has been overrun by the sudden overpopulation of the orc and

human races. Ecnav, in awe of Lyrah's beauty and charm, and fearful of

her bladesinger talents, quickly succumbed to her ferociously

persuasive personality.

     Ecnav at times goes about under the guise of a parlor magician and

entertainer, having been the court jester of many Elvish Kings in the

past, he has a knack for such work.





     Baltar: human male cleric (level 9); age 56; AL N; AC -2; MV 12;

hp 42; #AT 1; Dmg by weapon type; Str 15, Int 8, Wis 17, Con 6, Dex 12,

Cha 14 (currently 2).

     Baltst was a cleric of Thor who got a direct look at a certain

deity whose true appearance causes instant and permanent insanity (the

cause of the low charisma score). By and large, Baltar has an

undetermined kind of insanity, which unfortunately neither the clerics

nor mages have been able to cure even with limited wish. Mostly, he

drools and needs to be clothed, dressed and excercised by others. On

some days he is lucid, but the only thing he ever has been known to say

during these brief periods is " did you see it? " over and over again

to anyone who is present. He is still kept by the Thor clerics in a

cell below an old monastery.

     This former player character submitted by Lawrence R. Mead.





     Kelemvor Bloodblade: half-elf male: age 18; AL CN; AC: 10/-2; MV

12; hp 10; THAC0 19 (1-3 mage-thief); #AT 1; Dmg by weapon; Str 16, Dex

18, Con 11, Int 17, Wis 14, Chr 13, San 3

     Kelemvor Bloodbane is under average in both height and apperence.

He has black hair and green eyes. When in a normal mood he blends into

any crowd and goes out of his way to appear nondescript. However, he's

quite insane.

     He lives a life of pointless risks, partly for the fun of it and

partly because he's likely runnning from the law and willing to try

anything. However, he won't perform any service for another person

without a reward or price, if they can't pay him, they can die.

     While he appears to be a normal, smooth talking individual he is

infact a psychopathic killer. He is also a cannibal with a taste for

elven flesh. Futhermoe, he is a compulsive liar and a kleptomaniac,

making him truly untrustable.

     His life is ordered by the goddess of disease and rot (called

Chath-Ktholl) that commands him and that only he can hear to whom he

makes frequent sacrifices and offerings. He is totally chaotic in

nature and is as likely to turn on his friends as anyone else.

     This character submitted by Sharon Taylor.





     Ty Facefirst: Dwarven Male; age 57; AL N: AC 8; MV 9; hp 8; THAC0

20; #AT 1; spec. damage by spike/ headbutt; Str 15, Dex12, Con 19, Int

5, Wis 6, Chr 9, San 5.

     Once upon a time Ty took a hallucinagen... he liked it. Too much.

In fact he liked it so much he took stock in it. Aye, there's the

rub! Some of the side effects of this hallucinagen became permanent. Ty

now thinks that if he uses his hands to touch anything, they will melt.

He then convinced one of his friends to tie his hands behind his back,

which he did... sort of. He actually tied them with spaghetti (Ty's

friend was a rather accomplished alcoholic who practiced constantly).

Therefore his bond's didn't last the night, but Ty still has his hands

behind his back. Another side effect is that because of waking up with

his hands behind his back (even though they weren't tied) he believed

he was a convict or thief being brought to a jail. He then convinced

himself, since no straight thinking dwarf would become a thief, he must

be a halfling or a gnome, but he's not sure which one. When seeing his

alcoholic friend he fled, believing him to be the jailer, taking only

what he had on him. His only asset to speak of was his horned helm,

which makes a nasty weapon when used in the correct manner... ramming.

     To recap, Ty believes he is a gnome or halfling thief running from

the law (his best friend) and he can't use his melting hands.

     This character brought to you by Opus.





     Puck: human male; age 23; AL CN; AC 10; MV 12; hp 4; THAC0 20; #AT

1; Dmg by weapon type; Str 6, Dex 14, Con 11, Int 7, Wis 5, Chr 13, San

5.

     Puck is slender young man. He has short, spiked, blonde hair which

accentuates his beady little eyes. He has a multitude of tattoos on his

body, mainly on his chest.

     Puck is obnoxious, disgusting, and rude. He always must be "on",

the center of attention. Occasionally he will feel rejected and become

docile; but once people forgive him he goes back to his crazy behavior.

     One of his favorite past times is shooting snaught from his nose.

This act is affectionately called "shooting snaught rockets". Other

people call it gross.

     Puck is insane. His main problem isHistrionic Personality

Disorder. Unfortunately he has picked up a couple more disorders:

Paranoid Personality Disorder and Passive-Aggressive Personality

Disorder. This is why is often called a "problem". He is psycotic.

     Some phobias Puck has are Allodoxaphobia, Medomalacophobia,

Ponophobia, and Bogyphobia. Of course he isn't limited to these phoibas

alone.





     Roshqueat: human male; age 36; AL CN; AC 5; MV 12; hp 38; THACO

16; #AT 1; damage by weapon; STR 16; DEX 14; CON 12; INT 11; WIS 6; CHA

9; SAN 9



   Rosh is a middle-aged fighter. He started his life as a rich third

son. He decided to have a life in the millitary, so his father set him

up with the best equipment he could find: perfectly balanced blades,

fine armor, and his pride and joy a gilded magical spear.

     His first assignment was to gaurd a caravan. He was beset upon the

traders rivals who had paid mercanaries and mages to rob them. While

Rosh was fighting, with his spear, one of the mages summoned a flock of

birds, these birds stole his spear from his grasp. Filled with rage

Rosh then lobbed his daggers at them, daggers which missed and he never

found again. Then the birds beset upon him, lifting his posessions from

his body one at a time. He was left abandoned on the road, bereft of

all his things. It began to rain, and he plotted his revenge, not

against the mage but against the birds.

     He has been hunting down birds ever sense, trying to slay all that

he finds. He kills any that get in his way. He is scratced and scarred

now. His skin is rough, bones out of place from multiple breakings and

mindlessly he goes on, slaying every avian he sees. He was last spotted

heading west after seeing a roc fly overhead.







- second coming of Iuz



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                         QUESTIONS AND ANSWERS





Shouldn't the sanity of a character be left to the player and not to

the whim of the GM?



     If a GM is blessed with true role-players, then the GM may not

need the Sanity attribute as the role-players welcome insanity without

having rules to tell them so. However, most players don't do things

that may put their character at a disadvantage. With the insanity

attribute, the players have fair rules that dictate advantages and

disadvantages to their characters.



A RPG character is suppose to be a great hero of adventure and not an

average citizen. Should he be so acceptable to insanity?



     A character was an average citizen who changed his lifestyle to go

adventuring and should be treated no different. In fact, he is in odd

situations while adventuring that would make him more suggestible to

insanity.



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                              MAGIC ITEMS





Cloak of Schizophrenia (cursed) - When worn, this cursed cloak cannot

be removed without the use of magic. When a person puts on the cloak,

he gets the Schizophrenia insanity with delusions of grandeur. The

cloak will also create illusions to assist in the new personality.

Thus, if the new personality is that of a lich, the cloak will create

the illusion of a lich to accompany the personality.

     If the curse is lifted and the cloak is removed, the character

must make a Sanity check. If it fails, the character keeps

Schizophrenia.



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                             SPECIAL THANKS



Nige



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