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Need help coming up with some 3.5 insanity rules.
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<blockquote data-quote="Celebrim" data-source="post: 5859531" data-attributes="member: 4937"><p>Accident Prone: The character may no longer take 10 when making dexterity or dexterity based skill checks, even when not under significant stress or risk. Whenever the character handles something fragile, they must make a DC 5 dexterity check or mishandle, bump, or drop the object or a similar nearby fragile object.</p><p></p><p>Amnesia: Covered in the Ravenloft rules.</p><p></p><p>Animal Senses: Not sure what this means.</p><p></p><p>Barking: Whenever the character is under stress (that is, they could not take 10 on a skill check they are attempting), they must make a DC 10 Will check to control the urge to bark loudly. This is treated as making a DC -7 Move Silently check for the purposes being heard by nearby listeners.</p><p></p><p>Compulsive Liar: Whenever the character makes a social skill check, the character must make a DC 10 Will check to control the urge to lie prolifigately. As a result of this affliction, the character recieves a +3 racial bonus on Bluff checks, but whenever forced by their affliction to lie, they will tell such an outrageous story that any opposed sense motive checks will have a 1d20 circumstance bonus.</p><p></p><p>Conspiracy Nut: The behavior is generally an annoying quirk and should be handled accordingly. For a really serious disability, treat as a special case of either Obsession, Paranoia or Megalomania per the Ravenloft rules.</p><p></p><p>Delusional (thinks he can do things that he can't): Covered by the Ravenloft rules.</p><p></p><p>Foreign Accent: The behavior is generally an annoying quirk and should be handled accordingly. </p><p></p><p>Fussy (nothing is ever right): The behavior is generally an annoying quirk and should be handled accordingly. In an extreme case, put a flat -4 penalty on all diplomacy checks.</p><p></p><p>Howling: As Barking.</p><p></p><p>Hypochandriac (thinks he has a disease): Treat as a special case of Delusions.</p><p></p><p>Jaded (has a chip on shoulder): Treat as a special case of Rage, per the Raveloft rules, except that for the duration, if the character would suffer from a more serious horror or madness effect, they may reroll the horror or madness check and take the better of the two results.</p><p></p><p>Kleptomania:</p><p></p><p>Melancholy (nothing matters): Treat as Depression per the Ravenloft rules.</p><p></p><p>Messiness: The behavior is generally an annoying quirk and should be handled accordingly. In an extreme case, put a flat -5 circumstance penalty on all diplomacy checks.</p><p></p><p>Mistaken Identity (thinks he is a specific person that he knows or has heard of): Treat as a special case of Delusions, per the Ravenloft rules.</p><p></p><p>Multiple Personality: Per the Ravenloft rules.</p><p></p><p>Mute: Normal magical healing is unable to cure this condition. Even if you shapechange, your new form will be similarly disabled. You cannot cast any spell with a verbal component. You cannot speak any language, though you are able to read them unless you are also illiterate. You may learn sign languages as bonus languages, but few people you encounter will understand them. You have a +2 bonus to the read lips and innuendo skill. The DM may restrict how you interact with the other players by forcing you to write notes, gesture, and so forth except in situations where the party has plenty of writing materials, plenty of light, and no significant time pressure.</p><p></p><p>Narcolepsy: Treat as a special case of Catatonia, per the Ravenloft rules.</p><p></p><p>Neatness: The behavior is generally an annoying quirk and should be handled accordingly.</p><p></p><p>Nerves: As Obsession.</p><p></p><p>No Sense of Direction: The character automatically fails all Navigation skill checks.</p><p></p><p>Nudist: The behavior is generally an annoying quirk and should be handled accordingly, though depending on the circumstances the behavior may be illegal (it may in other circumstances win approval). </p><p></p><p>Obsessive (has to make sure everything is done correctly): This is not the Obsession behavior from Ravenloft. In many cases this is merely an annoying personal quirk. In extreme cases, treat this as Megalomania per the Ravenloft rules.</p><p></p><p>Pacing: In many cases this is merely an annoying personal quirk. It may be more problimatic in a trap filled dungeon.</p><p></p><p>Paranoia: Per the Ravenloft rules.</p><p></p><p>Possessed (thinks something is making him do things): Treat as a special case of Paranoia per the Ravenloft rules. In extreme cases, treat as Multiple Personality disorder where the baseline personality has the delusion that they are possessed. Of course, they may well REALLY be possessed.</p><p></p><p>Pyromania (starts fires): Treat as a special case of Obsession. The illness is much more serious if the character is compelled to start destructive fires or to kill, and may at that point include alignment changes and the like.</p><p></p><p>Quick Tempered: As Rage.</p><p></p><p>Rabid Optimism (always thinks everything will work out for the best): For very minor cases, treat this as an annoying personal quirk. For serious cases, treat as Delusions.</p><p></p><p>Rabid Pessimism (always thinks everything will work out for the worst): For very minor cases, treat this as an annoying personal quirk. Otherwise, as Depression.</p><p></p><p>Racist: This is normally an annoying personal quirk and should be treated as such. If the racist is compelled to state his beliefs, apply a flat -5 penalty to diplomacy in situations where the beliefs would be disapproved of. In an extreme case, treat as Paranoia.</p><p></p><p>Scratching: This is normally an annoying personal quirk. There are more serious disorders possible. If the character is compelled to scratch until injuring himself, or needs to scratch or cut himself with a weapon to relieve the compulsion, treat this as Obsession, save that by inflicting at least 1 hit point of damage on oneself, the character can escape the normal symptoms for a 24 hour period. If the character has any hit points magically restored, Obsession symptoms return within 10 minutes. In the more extreme case, temporary relief requires the character inflict 1d3 damage on themselves. For more extreme cases, treat as Suicidal Thoughts.</p><p></p><p>Seizures: Treat as Aversion, except that future failed horror checks provoked by the object of the aversion automatically provoke System Shock!</p><p></p><p>Talker: Annoying personal quirk.</p><p></p><p>Visions (thinks he sees visions): Treat as a special case of Delusional.</p><p></p><p>Xenophobia (doesn't like things he is not familiar with): As Racist.</p></blockquote><p></p>
[QUOTE="Celebrim, post: 5859531, member: 4937"] Accident Prone: The character may no longer take 10 when making dexterity or dexterity based skill checks, even when not under significant stress or risk. Whenever the character handles something fragile, they must make a DC 5 dexterity check or mishandle, bump, or drop the object or a similar nearby fragile object. Amnesia: Covered in the Ravenloft rules. Animal Senses: Not sure what this means. Barking: Whenever the character is under stress (that is, they could not take 10 on a skill check they are attempting), they must make a DC 10 Will check to control the urge to bark loudly. This is treated as making a DC -7 Move Silently check for the purposes being heard by nearby listeners. Compulsive Liar: Whenever the character makes a social skill check, the character must make a DC 10 Will check to control the urge to lie prolifigately. As a result of this affliction, the character recieves a +3 racial bonus on Bluff checks, but whenever forced by their affliction to lie, they will tell such an outrageous story that any opposed sense motive checks will have a 1d20 circumstance bonus. Conspiracy Nut: The behavior is generally an annoying quirk and should be handled accordingly. For a really serious disability, treat as a special case of either Obsession, Paranoia or Megalomania per the Ravenloft rules. Delusional (thinks he can do things that he can't): Covered by the Ravenloft rules. Foreign Accent: The behavior is generally an annoying quirk and should be handled accordingly. Fussy (nothing is ever right): The behavior is generally an annoying quirk and should be handled accordingly. In an extreme case, put a flat -4 penalty on all diplomacy checks. Howling: As Barking. Hypochandriac (thinks he has a disease): Treat as a special case of Delusions. Jaded (has a chip on shoulder): Treat as a special case of Rage, per the Raveloft rules, except that for the duration, if the character would suffer from a more serious horror or madness effect, they may reroll the horror or madness check and take the better of the two results. Kleptomania: Melancholy (nothing matters): Treat as Depression per the Ravenloft rules. Messiness: The behavior is generally an annoying quirk and should be handled accordingly. In an extreme case, put a flat -5 circumstance penalty on all diplomacy checks. Mistaken Identity (thinks he is a specific person that he knows or has heard of): Treat as a special case of Delusions, per the Ravenloft rules. Multiple Personality: Per the Ravenloft rules. Mute: Normal magical healing is unable to cure this condition. Even if you shapechange, your new form will be similarly disabled. You cannot cast any spell with a verbal component. You cannot speak any language, though you are able to read them unless you are also illiterate. You may learn sign languages as bonus languages, but few people you encounter will understand them. You have a +2 bonus to the read lips and innuendo skill. The DM may restrict how you interact with the other players by forcing you to write notes, gesture, and so forth except in situations where the party has plenty of writing materials, plenty of light, and no significant time pressure. Narcolepsy: Treat as a special case of Catatonia, per the Ravenloft rules. Neatness: The behavior is generally an annoying quirk and should be handled accordingly. Nerves: As Obsession. No Sense of Direction: The character automatically fails all Navigation skill checks. Nudist: The behavior is generally an annoying quirk and should be handled accordingly, though depending on the circumstances the behavior may be illegal (it may in other circumstances win approval). Obsessive (has to make sure everything is done correctly): This is not the Obsession behavior from Ravenloft. In many cases this is merely an annoying personal quirk. In extreme cases, treat this as Megalomania per the Ravenloft rules. Pacing: In many cases this is merely an annoying personal quirk. It may be more problimatic in a trap filled dungeon. Paranoia: Per the Ravenloft rules. Possessed (thinks something is making him do things): Treat as a special case of Paranoia per the Ravenloft rules. In extreme cases, treat as Multiple Personality disorder where the baseline personality has the delusion that they are possessed. Of course, they may well REALLY be possessed. Pyromania (starts fires): Treat as a special case of Obsession. The illness is much more serious if the character is compelled to start destructive fires or to kill, and may at that point include alignment changes and the like. Quick Tempered: As Rage. Rabid Optimism (always thinks everything will work out for the best): For very minor cases, treat this as an annoying personal quirk. For serious cases, treat as Delusions. Rabid Pessimism (always thinks everything will work out for the worst): For very minor cases, treat this as an annoying personal quirk. Otherwise, as Depression. Racist: This is normally an annoying personal quirk and should be treated as such. If the racist is compelled to state his beliefs, apply a flat -5 penalty to diplomacy in situations where the beliefs would be disapproved of. In an extreme case, treat as Paranoia. Scratching: This is normally an annoying personal quirk. There are more serious disorders possible. If the character is compelled to scratch until injuring himself, or needs to scratch or cut himself with a weapon to relieve the compulsion, treat this as Obsession, save that by inflicting at least 1 hit point of damage on oneself, the character can escape the normal symptoms for a 24 hour period. If the character has any hit points magically restored, Obsession symptoms return within 10 minutes. In the more extreme case, temporary relief requires the character inflict 1d3 damage on themselves. For more extreme cases, treat as Suicidal Thoughts. Seizures: Treat as Aversion, except that future failed horror checks provoked by the object of the aversion automatically provoke System Shock! Talker: Annoying personal quirk. Visions (thinks he sees visions): Treat as a special case of Delusional. Xenophobia (doesn't like things he is not familiar with): As Racist. [/QUOTE]
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Need help coming up with some 3.5 insanity rules.
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