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(TFT) insanity
[Disclaimer: this post is rather long, sorry if it is a drag on the eyes.
Feel free to skip around, or skim over it. One should still be able to
pick up the flavor from a couple of sample insanities. I would also like to
apologize in advance. Many of the insanities are poorly defined in game
terms, even if a little unsettling to read. I wasn't able to try them all
out. Testing insanities on characters was too weird to last very long. Oh,
also, sorry for all the funny shaped dice on the random tables.]
Table A1: Random Attribute (D6)
1 St -2 from strength
2 Dx -2 from dexterity
3 Iq -2 from inteligence
4 Ma -2 from movement allowance
5 Ep -2 from experience points
6 -2 of their three studied talents or spells
Table Loc1: Random locations on the humanoid body
1 Head (D6)
1 brain, 2 forehead, 3 eyes/ears/nose, 4 mouth, jaw, base of
skull, 5 neck, 6 collar bones
2 Left Arm (D6)
1 shoulder, 2 upper arm, 3 elbow, 4 fore arm, 5 thumb and wrist, 6
hand and fingers
3 Left Leg (D6)
1 buttock, 2 Upper leg, 3 knee, 4 lower leg, 5 anckle, 6 foot
4 Right Leg (D6)
1 buttock, 2 Upper leg, 3 knee, 4 lower leg, 5 anckle, 6 foot
5 Right Arm (D6)
1 shoulder, 2 upper arm, 3 elbow, 4 fore arm, 5 thumb and wrist, 6
hand and fingers
6 Body (D6)
1 sternum, 2 left chest, 3 right chest, 4 abdomin, 5 waist, 6
groin
INSANITY
Condolences are in order for the character who contracts a mental
disorder. Because the victim of a psychosis, a neurosis, or other disorder
suffers from impairment in their capacity to meet the ordinary demands of
life. The character suffering from insanity must not only adjust to
adversity but also pay closer attention to playing the character as
impaired. Impairment by insanity may result from a serious distortion in
their capacity to recognize reality. Hallucinations and delusions mark a
distortion of the character's perceptions in many cases. Mood alteration
often drastically inhibits character responsiveness to problems. After the
character has been diagnosed as insane, as provided for in the "Insanity
Contraction Table" below, the player must determine what type(s) of insanity
his character has. The tables below provide the full scope of mental
disorders a character might suffer.
Table Ins1*: Insanity Contraction Determination Table (D6)
1 Psychoses- associated with physical disorders (D6)
1 (go to Ins2-1a)
2-4 (go to Ins2-1b)
5 (go to Ins2-1c)
6 (go to Ins2-1d)
2 Brain Damage- mild, non-incapacitating (go to Ins3-1)
3 Psychoses- associated with mental disorders (go to Ins4-1)
4 Neuroses (go to Ins5-1)
5 Personality disorders (go to Ins6-1)
6 Psychophysiologic disorders (go to Ins7-1)
* the table lists mental disorders on the same basis as diagnostic
handbooks, excluding mental retardation (which can be handled by the
existing Curse spell) and incapacitating brain damage (which is usually
fatal in the face of mideval medicine anyway.)
A note about delusions. Many of the insanities that follow have
delusional symptoms. It may be argued that insanity and its misperception
of reality is delusional, except in those cases where the insanity is caused
by head injury. For these two reasons we have included a breif description
of how a successfuly played delusion should come off.
Deluded: The character has a beleif about a person (possibly the
self), place, or thing that persists in the character's beleifs despite any
evidence or facts to the contrary. For instance the most frequent delusion
in testing was a "Delusion of Reference," which is when a person beleives
that the things they over hear in other people's conversations are related
to them personally. This is escpecially true of violent converstations or
intentions. The player is free to choose any delusion for their character
they wish as long as the delusion is strong enough to match the insanity it
came with or caused.
Role playing a delusion is at once difficult and an art form. The
beleif in a delusion is not supposed to be self evident to the aflicted. As
a result acting out a delusiory beleif should be relatively unpredictable by
others until a confrontational situation arrises that directly chalenges the
delusion, like a disproving fact being repeatedly presented to the
character. At this point the deluded character will probably betray the
existance of their delusion by clinging to it. If the delusion has been
played well, other characters will both recognize the existance of the
delusion at that moment, and simultaniously become aware that symptoms of it
had been manifesting for some time.
The GM will assign points of depression to characters who fail to play,
or don't fulfill, their insanity. The points may only be cured by the
spending of experience points.
exp points
Depression to cure description
9 81 * IQ Suicidal thoughts
8 64 * IQ Feelings of helplessness
7 49 * IQ Feelings of Dejection
6 36 * IQ Change in sleeping habits
5 25 * IQ Change in eating habits
4 16 * IQ Difficulty concentrating
3 9 * IQ Difficulty thinking
2 4 * IQ Inactivity
1 1 * IQ Sadness
Table Ins2-1a: Senility determination (D6)
1 Presenile demented: Same as senility, but occuring in middle age.
2-3 Senile: A loss of mental faculties in conjunction with old age. Self
centeredness, difficulty in assimilating new experiences, and childish
emotionality.
4-5 Senile dementia: Profound mental deterioration in old age. Associated
with loss of memory, judgement, and values (both moral and aesthetic). If
caused by organic damage to the brain it may also include confusion,
irrational ideas, and disturbed emotionality. This is already handled by
any failed aging checks that are subtracted from IQ. The effects may be
reversed by enough youth potions.
Table2-1b*: Alcholism Determination (D8)
1 Delirim Tremens: violent delirium with tremors and frightening visual
hallucinations that become more intense in the dark. Due to excessive and
prolonged alchol ingestion. Also known as "d.t.'s"
2 Korsakov's psychosis: Alcholic memory impairment of an irregular
nature that affects learning abilities, disorientation, peripheral
neuropathy (often associated with polyneuritis) and very especially
confabulation on the part of the patient to cuver up their spotted memory.
3 Other alcoholic hallucinosis: Manifest threatening or accusatory
auditory hallucinations, even in relatively clear states of consciousness.
4 Alcoholic paranoia: Jealousy, fear.
5 Acute Alcoholism: A syndrom of excessive drinking to the point of
depressing the higher nevrous centers, leading to stupor (IQ-1),
incordination (DX-1) and impaired motor functions (MA-2) on a permenant
basis. Other transient effects include nausea, dehydration, and other "hang
over" symptoms. Depressed higher nervous center compells the alcholic to
drink again to acheive any kind of excitement. The cycle continues.
Blackouts where the drinker diesn't remember periods of time may occure (the
GM takes the character and plays them for a while.)
6 Alcoholic health deterioration: Modify the characters Strength by
placing a permenant -1 next to it.
7 Pathological intoxication: Lying drunk.
8 Other alcholic psychosis: GM specified if they know of one, or the GM
picks one from above.
* presumably a recurring condition due to chronic alcoholism
Table Ins2-1c: Intracranial Infective Disorders (D6)
1-2 Paralysis-partial: Inability to move a body part... Roll on table
Loc1 to determine the location affected.
3-4 Syphilitic intracranial infection: Mental instability caused by
venereal disease that results in confusion, delirium, and discomfort.
5-6 Encephalitis: Acute recurring delirium, total stoic impassivity to
events of high emotional significance, involuntary cumpulsive behavior.
Table Ins2-1d: Cerebral disorder psychoses (D4)
1 Cerebral arteriosclerosis: Effectively like senility.
Arteriosclerosis is the hardening of arterial walls and resultant loss of
flexability. Cerebral means this is happening to a brain artery.
2 Epilepsy: Formerly known as the "falling sickness" an epileptic attack
will cause the character to fall prone or supine. Other symptoms includ
convulsions, clouded consciousness, dazed reations or deep confusion and
anxiety Petit aml is the midler form of epilepsy that occures without
amnesia. Grand mal is the more sever form of epilepsy that occures with
amnesia and/or movemnts of the head, eyes, or extremities.
3 Degenerative disease of the central nervous system: The nervous sytem
in vertebrates makes up brain and spinal cord where all seneory inpulses are
sent to the brain and motor impulses are passed out. Degenerative diseases
of the CNS affect the supervision and coordination of the entire nervous
sytem. Roll on table Loc1 to find which body part is suffering from limited
motor function. Example: nervous spasms in the right foot.
4 Brain Trauma (go to table Ins3-1.)
Table Ins3-1: Brain damage dtermination table (D10)
1 Intracranial infection: See JAB for contraction of infection. The
results of a brain infection (area 1,1 on the location table Loc1) are
confusion, delirium, and discomfort. Character must roll one extra dice to
perform any action. May worsen to +2 dice per action if infection spreads
(caused by edema to the brain from a JAB). The worst case scenario is that
a JAB causes bacterimic shock intracranialy which will kill unless magical
healing is used, and even then causes a lose of -2 to some random attribute
(see Random Attribute above) permenantly.
2 System Intoxication*: Acute by drug, poison or alcohol (go to Ins3-1a)
3 Brain trauma: From light headedness to Idiocy ( a major mental
deficiency yeilding 2/3 IQ). Cuased by mental or emotional stress or by
physical injury. Any stress (fatigue points) that exceeds the character's
St causes brain trauma. For instance A wizard has a ST of 10, and a total
fatigue of 8, casts an additional 3 fatigue for a sleep spell. The result
is two points of brain trauma because he exceeded his fatigue's governing
attribute by two. The trauma gives the character IQ-2. If the IQ minus
reaches 2/3'rd of the characters normal IQ they have passed from light
headedness to idocy. Brain trauma cuased by excessive stress can be cured
by sleeping it off. Physical INJURIES to the head cause brain trauma at the
following ratios.
Bruise: CLUB damage of 1-3 points
Edema: CLUB damage of 4-7 points
Concusion: CLUB damage of 5-7 points
Fracture: CLUB damage of 8+ points
4 Circulatory disturbances: Poor circulation in the brain, motor
functions impaired. Affects dice rolls that rely on dexterity. Physical
INJURIES to the head (location 1,1) cause brain trauma at the following
ratios.
Capilary bleeding: CUT damage of 1-3 points
Venous bleeding: CUT damage of 4-7 points
Arterial bleeding: CUT damage of 8+ points
5 Epilepsy: See Epilepsy above on Table Ins2-1d, item 2.
6 Metabolism Disturbances: Hormonal imbalances that could effect mental,
particularly sexual outlooks, to a dire extent. Catabolism is the release
of energy and consequential breakdown of organs, anabolism is the
constructive part of matabolism that makes up cells. The release of
hormones to control these functions is triggered in the brain. An imbalance
will favor one of the two processes. Roll odd or even.
7 Senility: Self-centeredness, difficulty in assimilating new
experiences, and childish emotionality. If caused by organic damage to the
breain it may also include confusion, and irrational ideas.
8 Degenerative disease of the central nervous system: See Degenerative
disease above on Table Ins2-1d, item 3.
9 Damaged intracranial neoplasm: Same as Brain Trauma, but after the
head injury is healed (if it is healed) any internal scaring, or abnormal
growth of new tissue (tumor) will cause some lesser level of the brain
trauma to persist on a permenant basis.
10 Other: Acute or chronic brain syndrom from damage (GM may choose from
above).
* Again - recurring problems result from chronic use.
Table Ins3-1a: System intoxication (D6)
1-2 System intoxication by Drug. Very Dx-6, mildly Dx-1.
3-4 System intoxication by Poison. Very Dx-6, mildly Dx-1.
5-6 System intoxication by Alchohol. Very Dx-6, mildly Dx-1.
Table Ins4-1: Mental psychoses (D10)
1-3 Schizophrenia (go to Ins4-1a)
4-6 Major affective disorders (go to Ins4-1b)
7 Paranoid state: Characteriszed by suspiciousness (-1 reaction to all
like amulet of skepticism), persecutory trends, or megalomania.
8-10 Psychotic reactions (go to Ins4-1c)
Table Ins4-1a: Schizophrenic types (d12). Marked misinterpretation of
reality and drastic alterations of idea formation. Also called dementia
praecox.
1 Simple: Apathy, indifference, cold impersonal attitude in
relationships.
2 Hebephrenic: Disorganized thinking, silliness, shallowness,
hypochondria. If delusions are present in this disorganized form of
schizophrenia they will lack an underlying theme.
3 Catatonic excited: Violent motor activity, purposless exitement, along
with mental symptoms of 'Simple:' above.
4 Catatonic withdrawn: Stupor, rigidity, mutism, negativism,
inappropriate or bizarre posturing, and mental symtoms of 'Simple:' above.
5 Paranoid schizoprenia: Violent, aggressive hostility broght on because
of persecutory or grandiose delusions or hallucinations, or delusional
jealousy.
6 Acute schizophrenic episodes: Occurs infrequently, can be as intense
as paranoid schizophrenia.
7 Latent: Symptoms obscured by lack of any history of schizophrenic
episodes.
8 Residual: Symptoms show but then disappear after episode.
9 Schizo-affective excited: Pronounced excitement mixes with
schizophrenic 'Simple' symptoms.
10 Schizo-affective depresed: Pronounced depression mixes with
schizophrenic simple symptoms.
11 Childhood type: Appears before puberty.
12 Chronic undifferentiated schizophrenia: Frequently changing between
symptoms of other schizophrenia.
Table Ins4-1b: Major effective disorders (D6)
1-2 Involutional melancholia: Deep worry, anxiety, agitation, severe
insomnia. Characterized by somatic and nihilistic delusions. A state of
depresion that occures at nemopause or climacteric.
3-4 Manic-depressive: Severe mood swings, typically altering between mania
and depression or psychotic depression.
5-6 Circular manic-depressive: Both moods surface during the attack.
Table Ins4-1c: Psychotic reactions (D6). A narcissistic neurotic,
which is the worst of both worlds. The ability of the psyche to have an
urge that it knows it shouldn't act out, subjugating the urge to a surrogate
expression, containing the urge withing the walls of its surrogate
expression, occasionally cogitating that this is all just an extension of
one's own will, that the world that made all this necessary is also an
extension of one's will, that everything else besides this is an extension
of one's will because one has made everything else the way it is by
succeeding in restraining the urge, and in the end believing that all of
this is what makes objective existence possible. Sort of like feeling the
world is very very lucky that one hasn't acted out all of one's desires and
the world owes one a huge dept for all the restraint shown so far.
1-2
Psychotic Depression: See the depression chart at the begining of the
insanity section. Psychotics have particularly hard to cure depressions
because in the end analysis they feel responsible for creating the reality,
or world, that brough on their depression. Thus they feel they deserve it.
Once a character has to pay more experience to buy off their depression than
an entire character point their depression becomes psychotic. The character
gets 3D vs. IQ to resist potions, causing them to have no effect. They will
refuse to touch any magical device. And casting a spell on them has to be
done at 4D vs. Dx (or +1D which ever is less.)
3-4
Confusion (recurring reactive): Reread either of the two preceeding
paragraphs and one should easily be able to pick some point in the reasoning
to become confused over. Now role play that bit of confusion as a tenet of
reality whenever the character is persecuted or uncertain. Psychotic
confusion may have memory loss if they don't wish to explain their own
actions.
5-6
Psychotic Paranoia: Suspiciousness, persecutory trends, and
megalomania. "Someone out there knows that I am the source of all reality
and they are out to get me, but I can't admit to anyone that is why they are
after me or the truth will get out."
Table Ins5-1: Neuroses determination (D8). Neuroses are mental and
emotional disorders that do not affect speach, and only affect a small part
of the personality. A person with a neuroses has a less distorted view of
reality than a person with a psychosis. The result of Trying Too Hard no to
act out some urge, and usually developing a preventive ritual related to
that urge that grants partial or surrogate satisfaction while acting as a
perimeter to contain the same urge. Disturbances vary from physical,
physiological, or mental disorders.
1 Anxiety: Abnormal apprehension and overwhelming fear, simultanious
with doubt concerning the nature of reality or one's ability to cope with
it. Physical symptons of an anxiety attack are sweating, cartiac
disturbance, diarrhea, or vertigo.
2 Hysteria: Unmanageable fear or emotional excess over disturbances in
one's psychic, sensory, vasomotor, or visceral functions in the absence of
any real or natural cuse for them. One of Freud's three neuroses where the
urge is perceived to rise through one particular organ of the body which
mercifully shuts itself down to halt the release of the urge. The draw back
is that this can result in psychosomatic paralysis, blindness, etcetera,
depending on the location affected.
3 Phobia: Se table Ins5-2.
4 Obsession or compulsion: Failure to be able to think the obsessive
thought(s) or do the compulsive act(s), or both, causes anxiety or
depressive neurosis. To avoid this a substitute ritualistic obsession which
is partially satisfying or similar to the original obsession or compulsion.
One of Freud's three types of neuroses where the surrogate behavior occures
in great frequency because it has taken the form of a normally publicly
acceptable behavior which makes indulging in it easy.
5 Depressive neurosis: . . .
6 Neurasthenia: Complaints of chronic weakness.
7 Depersonalization syndrom: Divorcement from reality, self, even body.
8 Hypochodria: A chronic sufferer of imagined illness or injuries.
Table Ins5-2: Phobia determination. One of Freud's three types of
neuroses (see the explanation of neurosis on table Ins5-1), where the urge
being resisted has been banished into something objective that can be
avoided making the rest of the character's life sort of normal. In
classical situations the objective item, place, food, or creature that
becomes the target of a phobia is in some way associated with an experience
that was powerfull enough, or frightening enough, to cause the neurotic to
temporarily forget about their unsavory urge. This is the same thing as
saying they were scared straight for a moment. To face the phobia, actually
means to face the underlying urge that the character is trying to avoid.
Couple the natural power of the objective item to cause fear with the
subjective fear of having one's dark urges exposed, and the resulting
magnatude of fear is the neurotic phobia. The item will have the same
affect on the character just as if it had cast an avert spell on them.
Table Ins6-1: Personality Disorders (D20)
1 Paranoia: Suspiciousness or persecutory trends.
2 Cyclothymic: Mood fluctiations but with out the psychotic delusions
typical to a manic depressive. A cyclothymic is more of an expansive to
depressive, or an elevated to irratable.
3 Schizoid: One who is tending toward, or showing signs of schizophrenic
behaviour but who isn't.
4 Explosive: Sudden, and typicaly unpredictable, outbursts of emotional
and/or physical activity that occasionaly surprise even the person they
happen to.
5 Obsessive: Failure to be able to think the obsessive through causes
depression.
6 Hysteric: A person who exibhits some form of hysteria (see Neurosis
Ins5-1).
7 Asthenic: Debility, or to be debilitated, this is a loss of, or lack
of, strength. Character has St-1 for calculating minimum strength to use a
weapon.
8 Antisocial: Behavior deviating sharply from the social norm.
9 Passive: Character will only apply margianl will power, will never
take the lead, and is usually "conserving energy."
10 Aggressive: Marked by a forceful energy of enterprising initiative
which may easily spill over into hostile, injurious, or destructive
behaviour when faced with frustration.
11 Inadequate: An individual who is short of aquiring the capacity for
psychological maturity or effective social adjustment.
12 Compulsive: Repetative behaviour or act that causes depression in the
individual when they cannot engage in it.
13-16 Sexual Deviation: Go to table 6-1a.
17 Alcholism: Go to table 2-1b.
18-20 Drug dependence: Go to table 6-1b.
Table 6-1a: Sexual Deviations (D8)
1 Homosexuality
2 Fetishism
3 Pedophilia
4 Transvestitism
5 Exhibitionism
6 Voyeurism
7 Sadism
8 Masochism
Table 6-1b: Drug addiction types (D8)
1 Opium
2 Morphine synthetics
3 Barbiturates
4 Tranquilizers
5 Cocaine
6 Cannabis sativa
7 Stimulants
8 Hallucinogens
Table Ins7-1: Psychophysilogic disorder determination (D8)
1 skin disorder
2 musculoskeletal disorder
3 respiratory
4 cardiovascular
5 gastro-intestinal
6 genito-urinary
7 endocrine disorder
David Michael Grouchy II
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