Madness Checks
The human mind is truly a wondrous thing, both
complex beyond our understanding and powerful
beyond our measurements. Sadly, it is also fragile
and finely tuned. When confronted by the terrors
and abominations lurking in the swirling Mists of Ravenloft,
the careful balances between logic and emotion, reality and
imagination, can be shattered. Thus, those who wander the
Demiplane of Dread end up in asylums as often as they do
the grave.
In game terms, madness can be thought of as the
ultimate form of both fear and horror. A person confronted
with a great menace often allows his animal instincts to take
over. As fear grips him, he turns and flees. When it becomes
clear that there is something macabre and supernatural
about the menace, his senses are shaken, and his basic
view of the world is disturbed. In the presence of such a
threat, horror thus replaces fear. Lastly, repeated assaults on
mind and body can endanger the victim's sanity. It is then
that madness overwhelms the character, allowing him to
escape the horrors of the Demiplane by retreating into an
imaginary world of his own design.
When to Make a Madness Check
Thankfully, very few occasions call for a hero to make a
madness check. The severity of this condition is mitigated
only by its relative rarity.
Certain events can mandate madness checks, just as for
fear and horror checks. These rare events are brought about
by the actions of the character as often as by the twists of
fate and the world around them.
Direct Mental Contact
One of the most common triggers for a madness check is
direct mental contact with an alien or insane mind. When
two characters link minds, each must deal with the thoughts
and mental patterns of the other. Thus, it matters little which
side establishes such contact.
Making Contact: A number of spells and magical items
might allow a character to glimpse the minds of others.
When the character examines the mind of a creature similar
to himself, he faces no danger of madness. However, when
he crosses certain racial and mental boundaries, madness
becomes a distinct possibility.
Among the wizard spells known to cause madness are
Bloodstone's frightful joining, Strahd's frightful joining,
contact other plane, ESP, know alignment, and wizard sight.
By the same token, priest magic can also endanger the
mind of the user. Among the spells that can threaten the
sanity of a character are commune, detect lie, divine
inspiration, genius, group mind, idea, know alignment,
mind read, rapport, speak with dead, thought broadcast,
and thought capture.
Many magical items afford contact with other minds and,
thus, also carry the risk of inspiring madness. These include
the claw of magic stealing, crystal ball,
crystal parrot, helm
of telepathy, medallion of ESP, mirror of mental prowess,
and thought bottle.
Of course, psionicists (especially telepaths) regularly peer
into the minds of others, so they must constantly be on their
guard lest they allow the seed of madness to take root in the
fertile soil of their brains. Even an exchange of blows in
psionic combat can result in madness if one is not prepared
for the touch of an opponent's mind.
Dark Thoughts: Once two minds have embraced each
other, the Dungeon Master must consider their affinity for
each other. After all, a trained telepath is not likely to be
disturbed in the least as he sifts through the thoughts of
another human being. Of course, if he discovers that the
supposed human is a doppleganger, he may be in for
something of a shock. Mental contact with any of the
following types of creatures is assumed to require a
madness check:
Those who are
utterly inhuman, such as beholders,
morkoths, and cloakers.
Intelligent plants, such as doppleganger plants,
phycomids, and treants.
Creatures from the Inner or Outer Planes, such as fiends,
fire elementals, and golems (since the animating force of
a golem is a minor creature from the Elemental Planes).
Creatures of the Mists, such as Mist horrors and Mist
ferrymen. (This does not include the dark powers. While
it is certain that contact with them would require a
madness check, it has always proven impossible to
attain such contact.)
The lord of any Ravenloft domain.
An insane mind (that is, anyone suffering the effects of a
failed madness check).
A mind currently dominated (using either magic, natural
abilities, or psionics) by any of the above.
While many other types of contact can require a character
to make a madness check, the above list indicates the most
common. By using it as a standard for comparisons,
Dungeon Masters should have no problem deciding whether
any other given creature falls into this category.
Breaking Point
Characters can also go mad due to events around them.
While this fate can befall adventurers in any world, it is far
more common in the Demiplane of Dread. Here, where
horrors and evils seem to lurk in every shadow, no hero can
truthfully claim to be unaffected.
Deciding when a character has reached the breaking
point can be difficult. In many cases, the character can be
pushed into madness via a failed horror or fear check. Still
other times, the Dungeon Master will feel that a madness
check is in order when no previous fear or horror check has
been made. The following is a list of possible breaking
points:
The character has witnessed the destruction of the rest
of the party and now stands alone in a very dangerous
situation.
The character is a paladin, ranger, priest, or other
character with special abilities who has found himself
stripped of these powers for misdeeds on his part.
The character has undergone an involuntary alignment
shift or suffered some similarly overwhelming mental
transformation.
The character has been subjected to some physical
transformation far beyond the bounds of the normal
world (for instance, his brain has been placed in the body
of a golem or, worse yet, now floats inside a glass jar).
Induced Madness
Not everyone who has been driven mad traveled that road
unassisted. Many are directed, or even forced, down the
path of lunacy.
Magical Inducement: It is possible for a character to be
affected by a magical spell or even placed under a curse with
the sole purpose of driving him mad. Examples of this terrible
fate are far more common than one would like to believe.
Depending upon the strength of the magic loosed on his
mind, the character may be forced to make a madness
check or even be automatically driven insane. Examples of
the former might include repeated applications of a hypnosis
or neverending nightmare spell, while the latter might be
limited to spells as powerful as wish or limited wish. In
either case, the Dungeon Master has final say in the matter.
Gaslighting: When someone sets out to drive another
person mad, the Dungeon Master must determine the
effectiveness of the effort. If the perpetrator has magic at his
disposal, then the information presented above applies. If
not, the perpetrator must attempt to gaslight his victim.
Even without the aid of magic, the evil Dr. Dominiani has
worked for many years to drive his unsuspecting patients
mad in hopes of studying the process and devising a cure
for it - an admirable end, to be sure, but a less than noble
means. Other examples of gaslighting might include a
husband who seeks to rid himself of a shrewish wife by
driving her mad, or a woman who marries wealthy men and
then shatters their minds hoping that they will kill
themselves and she will inherit their fortunes.
These guidelines are intended for use only on nonplayer
characters. Dungeon Masters should not allow someone to
gaslight a player character simply by making a die roll. With
that understood, the following conditions must be met in
order for a character to attempt to gaslight someone:
The perpetrator must have higher Wisdom and
Charisma scores than those of his victim.
The perpetrator must be a close and trusted companion,
friend, or family member of the victim.
The perpetrator must remain in close proximity to the
victim for thirty days, during which time he uses his
influence over the character to convince him that his
sanity is slipping away.
At the end of thirty days, the victim must make a
madness check, with all of the normal modifiers. If the
madness check fails, the victim suffers the normal effects
of such a mishap. If the check succeeds, the character
resists the efforts of the perpetrator. In addition, the victim
is entitled to a Wisdom check which, if successful, allows
him to realize what is being done to him. If the
perpetrator's actions are not discovered, he may continue
his efforts and force the victim to make another check in
thirty more days.
As his victim attempts the forced madness check, the
mental assailant must make a powers check. The chance
that he will fail this roll is equal to his own Wisdom score,
since clever individuals use more diabolical means to force
their victims into lunacy.
How to Make a Madness Check
Madness checks are made in exactly the same fashion as
fear and horror checks. When a player makes a madness
check for his character, he rolls 1d20 and applies the
modifiers listed below to the result.
Table 8:
Madness Check Modifiers
Modifier |
|
Condition |
+?/-? |
|
Magic Defence Adjustment (based on Wisdom Score) |
-1 |
|
Character is of chaotic alignment. |
+1 |
|
Character is of lawful alignment. |
-2 |
|
Hero has been horrified by a similar scene within
the past twenty-four hours. |
-1 |
|
Hero has been horrified by a similar scene in the
past (but not within the last twenty-four hours). |
If this modified total is equal to or greater than the
character's madness check number, as indicated by his
class and level (for details, see Appendix Three: Character
Classes), he successfully masters the assault on his mind
and retains his sanity. If the roll is lower than the target
number, however, the character fails the madness check,
and deep within his psyche, something snaps. A roll of 20 always
succeeds, and a roll of 1 always fails.
Effects of Failure
When a character fails a madness check, his mind may be
damaged in many ways. The exact nature of a character's
lunacy can be determined by consulting the table below.
Table 9:
Failed Madness Check Results (1d6)
1. | Horror |
|
6. | Schizophrenia |
2. | Depression |
|
7. | Paranoia |
3. | Catatonia |
|
8. | Amnesia |
4. | Delusions |
|
9. | Multiple Personalities |
5. | Hallucinations |
|
10. | System Shock |
Modifier |
|
Condition |
+1 |
|
Character has a Wisdom of 9 or less. |
+1 |
|
Character has a Charisma of 9 or less. |
+1 |
|
Character is of chaotic alignment. |
+1 |
|
Character has failed a fear, horror, or madness
check within the last twenty-four hours. |
Each of the types of madness listed on Table 9 has its own
unique effect on game play. The following entries describe
these mental ailments in detail.
Horror
Some characters are fortunate enough to be able to throw
off the effects of a madness check, though still suffering the
hazards associated with horror. When this result appears,
the Dungeon Master should refer to Table 7: Failed Horror
Check Results. All of the normal modifiers apply.
Depression
A character whose mind is subjected to a truly terrible
mental shock can even lose the will to live. Such a
depressed person abandons all interest in life and effectively
becomes a living zombie. Such a character will initiate no
action, wanting only to be left alone. In any given situation,
the character is 50% likely to do nothing, regardless of the
matter's urgency, even if his personal well-being seems
threatened.
If the roll indicates that the character is not interested in a
situation, he will simply stand still, sit motionless, or wander
around aimlessly. Any strike directed at the character
receives a +4 attack bonus, and the depressed character
automatically fails all saving throws.
If the character does take an interest in the situation, it
will be only a minor one. He will follow instructions given to
him by his friends or companions (preferring to obey the
directions of the character with highest Charisma score over
all others). He undertakes these actions listlessly, however,
receiving a -4 penalty to all attack rolls, saving throws, and
proficiency checks.
In either case, the depressed character is still subject to
the effects of subsequent fear, horror, and madness checks.
However, his absolute lack of interest actually provides a +4
bonus to all such rolls.
Catatonia
When a situation proves too overwhelming to deal with, the
mind sometimes closes itself off. When this happens, the
character collapses and appears to be in an incredibly deep
trance. A catatonic character will sit motionless, responding
to no external stimuli, regardless of events around him. The
brain simply refuses to acknowledge any input it receives.
Because the character remains utterly motionless, he
cannot defend himself in combat. Thus, attacks made
against him succeed automatically, and all of his saving
throws fail.
Any catatonic character, whether he is a psionicist or not,
effectively employs both the tower of iron will and mind
blank defenses. Thus, attempts to contact him mentally can
prove very difficult.
Delusion
A character suffering from delusions believes himself to be
something or someone he is not. Often, this newly adopted
persona is someone the character greatly admires. For
instance, a Knight of Solamnia (from the world of Krynn)
might believe himself to be the reincarnation of the
legendary knight Huma, or even Huma himself.
The player should be allowed to choose the form of the
delusion, but the Dungeon Master can always veto any
unreasonable suggestions. The best options are those
relevant to the events that drove the character insane.
Significantly, the player's choice need not reflect his true
abilities or personality at all. The above mentioned Knight of
Solamnia could feasibly believe himself to be the great
wizard Palin or even the mighty Malystryx, greatest of the
red dragons.
One of the most fascinating aspects of a delusion is the
character's ability to rationalize away any evidence that
might be used to disprove his new beliefs. A character who
believes he is actually a dragon might respond to comments
about his clearly human appearance by pointing out that he
has been trapped in a human form. No argument will shake
the character's faith in his delusion. Indeed, the deluded
hero may even adopt a condescending attitude, feeling
sorry for the poor souls (clearly madmen) who do not see
him for who or what he is.
Hallucinations
Characters suffering from hallucinations see the world
around them as a twisted and unusual place. In many ways,
this can be considered the opposite of a delusion. Exactly
how a character sees the world should be determined by the
events that drove him mad.
Consider the example of Victallus, a warrior from the
domain of Barovia. While traveling on the Sea of Sorrows,
his ship sank, and he found himself under the care of the
vile Dr. Dominiani. The mad doctor decided to induce a
phobia of insects in the poor warrior's psyche as part of his
research on madness. Although Victallus eventually
escaped, his mind was shattered due to the ministrations of
Dominiani. For over a year after he returned home, the
young warrior saw insects everywhere. They crawled over
his food, covered his bed, and swam in his bath water. It is a
tribute to the warrior's courage that he was ever able to
regain his sanity in the wake of such terrors.
A character eventually becomes incapable of dealing
rationally with hallucinations. A normal person seeing blood
everywhere might eventually become inured to the
horrifying sight, but not a hallucinating character. The
hallucinations always cause an extreme emotional
response, sometimes even completely overwhelming the
victim. In game terms, the effects of a particularly
overwhelming hallucination might be resolved with a fear or
horror check. Of course, the effect of a failed check is
merely a subset of the greater madness and does not
require separate treatment.
Schizophrenia
A schizophrenic character can have sudden, and
occasionally violent, changes in mood or personality. While
the mind of such an individual is not as splintered as that
of a multiple personality, others may perceive him in much
the same way.
At the start of every week, or whenever a schizophrenic
character experiences a stressful situation, his personality
has a chance of changing drastically. In game terms, this
entails sudden shifts in alignment. At such times, the
Dungeon Master should roll 1d10 and consult the following
chart to determine the character's new alignment:
Table 10:
Schizophrenic Alignment Changes (1d1O)
1. | Chaotic Good |
|
6. | Chaotic Neutral |
2. | Lawful Good |
|
7. | Neutral Evil |
3. | Neutral Good |
|
8. | Lawful Evil |
4. | Lawful Neutral |
|
9. | Chaotic Evil |
5. | True Neutral |
|
10. | Original Alignment |
This is not considered an involuntary alignment shift, so
none of those penalties apply to this change (including the
making of a madness check). In addition, magic designed
to detect alignment reveals only the character's true
alignment, not that indicated by his aberration. Psionic
powers, on the other hand, can determine the character's
current alignment, subject to the normal restrictions found
in Ravenloft.
Paranoia
Paranoid characters have an unreasoning fear of the world
around them. The character sees plots and schemes
everywhere; every action is meant to discredit, injure, or kill
him. Even the members of his own party are not above
suspicion.
At the start of each day, the Dungeon Master should
select (either by choice or randomly) one member of the
character's party. For the duration of the day, every action
the selected character takes should be described to the
player of the paranoid character in sinister and ominous
ways. For example, a wizard putting an object in his
backpack should be described as "taking careful steps to
conceal something within the dark confines of his pack".
Descriptions of strangers or casual acquaintances should
always hint that there is more to them than meets the eye.
No one ever simply looks the player character over; instead,
they are described as examining him "hungrily" or "with a
predatory gleam".
If the character ever actually comes upon evidence of a
plot against him, the Dungeon Master should require the
player to attempt a horror check. Failure on this check
yields normal results, except that they pass within twenty-four hours.
Amnezia
In an effort to throw off the horrors of the world, a
character's mind can opt to simply block out some (or all)
memory of the trauma it has suffered. In the most minor
cases, the resulting amnesia is only partial, perhaps
blocking out a few hours. In more traumatic cases, however,
all memory of the past can vanish.
In game terms, amnesia is reflected in a loss of
experience points and, thus, levels. When a character loses
his memory, the Dungeon Master should roll percentile dice
to discover what percentage of the character's life (and
experience points) has been lost. On a roll of 75, a
character with one hundred thousand experience points is
reduced to twenty-five thousand experience points. In the
event of an avenger character, this would indicate a drop
from 7th level to 5th level. A roll of 100 indicates that the
character loses all memory of his past and must be treated
as a 0-level character until his mental health can be
restored.
This memory loss does not usually eliminate a
character's ability to make use of his proficiencies, although
special abilities (like those of a thief) may be reduced in
effectiveness. Similarly, a character's spell casting or
psionic abilities, hit points, saving throws, and attack rolls
will all reflect his new level. Spells like restoration, which are
useful in restoring levels to those who have suffered
level-draining attacks, do not restore lost memories.
Multiple Personalities
In very rare cases, a mind can try to protect itself from the
violence and terrors of the world by splintering into several
distinct personalities.
The Core: The character's original personality (or core) is
assumed to be the base from which all others are drawn.
When a character's core personality is in control of the
body, he has access to all the abilities he had prior to failing
his madness check.
Fragments: A character with multiple personalities may
develop as many as one hundred distinct personas. Of
these, however, most will be mere fragments who can have
interest in only one thing. For instance, a fragment could be
an avid top collector or musician. In game terms, a
fragment can be built around a single nonweapon proficiency.
While a character with multiple personalities can be
assumed to have 10d1O personality fragments, these
usually have no place in play except as role-playing
elements. Still, completists are welcome to create a list of
the character's personality fragments and assign them each
a skill or interest.
Alter Egos: A character with multiple personalities will
also manifest a number of major alter egos (or alters) equal
to 20% of the number of fragments he has formed. These
personalities are real and distinct individuals. Even though
each alter is usually aware that he shares the body with
many others, he cannot be persuaded that any of them are
less than "real".
An alter often believes he has special abilities and powers
(like spellcasting or psionics) which the core persona does
not have. In most cases, the alter cannot actually manifest
these abilities, although he certainly appears very
knowledgeable about them. Thus, an alter who believes
himself to be a wizard might not be able to use spells, but
could have access to the spellcraft proficiency.
Changing Personalities: In most cases, a character's alters
surface only when he is alone or in the company of close
friends. Thus, it is quite possible for a person with multiple
personalities to appear normal at any given time. As the
alters become more comfortable with those around them,
they may become more willing to make themselves known.
The true danger of this form of madness occurs when the
wrong personality controls the body during a crisis situation.
Whenever the character experiences extreme stress, the
player must make a madness check. If the check succeeds,
the character's core personality remains dominant. A failed
check, on the other hand, indicates that the character
randomly switches to another personality. His actions must
then be based upon the alter that surfaces. If the personality
now in charge of the body can cope with the crisis, then
things should go fairly well. If not, however, the character
may be in serious danger.
Consider the case of Juno Andropopolus, a thief from
Hazlan whose mind has been splintered. While hiding from
the local watch, he sees two constables drawing nearer. The
Dungeon Master calls for a madness check as the tension
mounts, and Juno fails, randomly switching personalities.
Instead of a masterful thief, Juno's player is now running
Aurora, a four-year-old girl. Seeing that "those bad men" are
about to find her, she bolts from her hiding place and tries to
run away. Aurora has neither Juno's ability to hide in shadows
or move silently, so she is almost certain to be caught.
In cases of prolonged stress, the character is entitled to
make another madness check every hour. Success indicates
that the core personality gains control of the body, but
failure results in another random personality shift.
In addition to mounting stress, any sudden shock can
require a madness check to avoid changing personalities.
Whenever the hero is called upon to make a fear or horror
check, attempt a saving throw, or enter combat, he should
first make a madness check.
Defining the Personalities: In order to establish the
details of the character's many fragments and alters, the
Dungeon Master should roll on the following charts. For
fragments, the information presented below is more than
sufficient. It is recommended, however, that a separate
character sheet (though possibly an abbreviated one) be
created for each alter.
Age and Sex - While the alters and fragments generally
recognize the age and sex of the body, they do not see
this as having any importance to their own
characteristics. A male personality living in a female
body will usually try to cover up for his embarrassing
shell by dressing and acting in a masculine fashion.
Conversely, a little girl in the body of an aged man might
tend to wear pretty colors, jewelry, and carry a doll.
Table 11:
Alter Ego Age and Sex (1d12)
1. | Male child |
|
7. | Male elderly |
2. | Female child |
|
8. | Female elderly |
3. | Male adolescent |
|
9. | Other demihuman1 |
4. | Female adolescent |
|
10. | Other humanoid2 |
5. | Male adult |
|
11. | Other race3 |
6. | Female adult |
|
12. | Totally alien4 |
1 |
|
The personality is of another demihuman race. Roll again for age
and sex. |
2 |
|
The personality is of a humanoid (but not demihuman) race, such
as goblin, ogre, rakasta, or gnoll. Roll again for age and sex.
|
3 |
|
The personality is of an inhuman, but not truly monstrous race,
such as griffin, harpy, or saurian. Roll again for age and sex. |
4 |
|
The personality is of a race that is far from human in every way,
such as beholder, cloaker, treant, or dragon.
Roll again for age and sex. |
Demeanor - Just as the personalities do not always
correspond with the physical body, neither are they
bound by the nature and demeanor of the original
personality. While they retain the same alignment as the
original personality, their reactions to any given situation
are based on their own values and beliefs.
In order to determine the demeanor of each
personality, the player should roll 1d100 twice on Table
12. The first roll indicates the major facet of the alter's
personality while the second provides a moderating or
additional aspect.
For example, a roll of 06 and 56 would indicate a
personality who is haughty, though also honest. While
others might see such a person as a snobbish braggart,
the truth would be that he is very proud of his
accomplishments, tending to look down upon those who
have not done as much with their lives as he has.
Table 12:
Alter Ego Personality Traits
1d100
Roll
|
Personality
Trait
|
1d100
Roll
|
Personality
Trait
|
01
|
Garrulous
|
26
|
Inquisitive
|
02
|
Hot-tempered
|
27
|
Prying
|
03
|
Overbearing
|
28
|
Intellectual
|
04
|
Articulate
|
29
|
Perceptive
|
05
|
Antagonistic
|
30
|
Keen
|
06
|
Haughty
|
31
|
Perfectionist
|
07
|
Elitist
|
32
|
Stern
|
08
|
Proud
|
33
|
Harsh
|
09
|
Rude
|
34
|
Punctual
|
10
|
Aloof
|
35
|
Driven
|
11
|
Mischievous
|
36
|
Trusting
|
12
|
Impulsive
|
37
|
Kind-hearted
|
13
|
Lusty
|
38
|
Forgiving
|
14
|
Irreverent
|
39
|
Easy-going
|
15
|
Madcap
|
40
|
Compassionate
|
16
|
Thoughtless
|
41
|
Miserly
|
17
|
Absent-minded
|
42
|
Hard-hearted
|
18
|
Dreamy
|
43
|
Covetous
|
19
|
Foolish
|
44
|
Avaricious
|
20
|
Insensitive
|
45
|
Thrifty
|
21
|
Brave
|
46
|
Wastrel
|
22
|
Craven
|
47
|
Spendthrift
|
23
|
Shy
|
48
|
Extravagant
|
24
|
Fearless
|
49
|
Kind
|
25
|
Obsequious
|
50
|
Charitable
|
1d100
Roll
|
Personality
Trait
|
1d100
Roll
|
Personality
Trait
|
51
|
Gloomy
|
76
|
Laconic
|
52
|
Morose
|
77
|
Soft-spoken
|
53
|
Compulsive
|
78
|
Secretive
|
54
|
Irritable
|
79
|
Retiring
|
55
|
Vengeful
|
80
|
Mousy
|
56
|
Honest
|
81
|
Practical
|
57
|
Truthful
|
82
|
Level-headed
|
58
|
Innocent
|
83
|
Dull
|
59
|
Gullible
|
84
|
Reverent
|
60
|
Defensive
|
85
|
Ponderous
|
61
|
Bigoted
|
86
|
Scheming
|
62
|
Biased
|
87
|
Paranoid
|
63
|
Narrow-minded
|
86
|
Cautious
|
64
|
Blustering
|
89
|
Deceitful
|
65
|
Hide-bound
|
90
|
Nervous
|
66
|
Cheerful
|
91
|
Uncultured
|
67
|
Happy
|
92
|
Boorish
|
68
|
Diplomatic
|
93
|
Barbaric
|
69
|
Pleasant
|
94
|
Graceless
|
70
|
Foolhardy
|
95
|
Crude
|
71
|
Fatalistic
|
96
|
Cruel
|
72
|
Depressing
|
97
|
Sadistic
|
73
|
Cynical
|
98
|
Immoral
|
74
|
Sarcastic
|
99
|
Jealous
|
75
|
Realistic
|
00
|
Warlike
|
History - Each alter has a distinct history and
background from which his personality is drawn. For the
purposes of play, this is one of the major points that
separates fragments from true alters, for the former have
only vague and ill-defined pasts (if they have any at all).
Table 13 can generate major events from a
character's background. As with the previous table, the
Dungeon Master should roll twice. The first roll indicates
the major aspect around which the personality is based,
and the second is a moderation factor.
For example, a roll of 20 and 13 might indicate a
personality who believes himself to be a wealthy prince
who fled from his homeland in order to escape his
corrupt parents.
Of course, the entries on this chart are intentionally
vague so they can be interpreted many ways. Before
deciding exactly what the results indicate, the Dungeon
Master and player should consider both the character's
alignment and personality.
Table 13: Alter Ego Background (1d20)
01 |
|
Rightly accused of a crime |
02 |
|
Wrongly accused of a crime |
03 |
|
Enslaved, but set free for some reason |
04 |
|
Enslaved, but escaped (may fear recapture) |
05 |
|
Exiled from homeland |
06 |
|
Had star-crossed love affair |
07 |
|
Only survivor of terrible disaster |
08 |
|
Victim of violent crime |
09 |
|
Hunted by assassins |
10 |
|
Acquired tremendous wealth |
11 |
|
Has a powerful enemy |
12 |
|
Orphaned |
13 |
|
Ran away from home |
14 |
|
Cursed by hags, gypsies, or such |
15 |
|
Wanderlust |
16 |
|
Witnessed a heinous crime |
17 |
|
Has secret knowledge |
18 |
|
Was once another alignment |
19 |
|
Abandoned by family |
20 |
|
Member of the nobility or aristocracy |
Character Class - It is quite possible that an alter sees
himself as a different character class than the original
personality. The following chart can determine the alter's
class. The player should roll once for the alter's class and
once for a possible kit. If the kit rolled is forbidden to the
alter's class, then the player should ignore it. If the table
requires additional rolls, duplicate rolls and further "roll
twice" or "roll thrice" results are ignored.
Table 14:
Alter Ego Character Classes (1d20)
ld20
Roll |
|
Character
Class |
|
Character
Kit |
01 |
|
Fighter |
|
Acrobat |
02 |
|
Ranger |
|
Assassin |
03 |
|
Avenger |
|
Barbarian |
04 |
|
Paladin |
|
Beggar |
05 |
|
Mage |
|
Cavalier |
06 |
|
Specialist |
|
Explorer |
07 |
|
Arcanist |
|
Gladiator |
08 |
|
Elementalist |
|
Mariner |
09 |
|
Priest (any deity) |
|
Merchant |
10 |
|
Cleric |
|
Mystic |
11 |
|
Druid |
|
Noble |
12 |
|
Gypsy |
|
Outlaw |
13 |
|
Bard |
|
Pirate |
14 |
|
Fighter |
|
Savage |
15 |
|
Mage |
|
Scholar |
16 |
|
Cleric |
|
Scout |
17 |
|
Thief |
|
Scout |
18 |
|
Roll twice |
|
Spy |
19 |
|
Roll twice |
|
Swashbuckler |
20 |
|
Roll twice |
|
Thug |
The kits in the second column of the chart are described in
PLAYER'S OPTION: Skills&Powers. If this book is not being
used in the campaign, the player can either ignore these
entries or simply take them as role-playing suggestions.
The normal restrictions for dual and multi-class
characters do not apply to alternate personalities. It is
quite possible for an alter to be a paladin/ranger/thief.
The important element is simply the player's ability to
come up with a background story to explain away any
seeming contradictions. Also, racial restrictions do not
apply to an alter's class.
Importantly, the alter does not gain all the abilities of
his "class". An alter who fancies himself a wizard has no
spellcasting abilities unless the original character did.
However, an alter does take on some of the traits of his
chosen class. For instance, if the character is called upon
to make an attack roll or saving throw, he uses the table
indicated by the controlling personality's class (at the
same level as the core personality). The same is true of
fear, horror, and madness checks. Other abilities may or
may not apply to the alter, depending on the situation
and the decision of the Dungeon Master. While a wizard
with a priest alter could certainly not turn undead, he
might very well be proficient with the use of a mace or
war hammer.
Final Comments: Players and Dungeon Masters should
be aware that these tables reflect how the alter or fragment
sees himself. Most of the personalities feel only a limited
association with the physical shell which houses them. In a
way, they look upon the body in the same way that most
people view their homes.
While the emergence of a personality involves no sudden
physical transformation, each one has its own mannerisms,
handwriting, sense of values, and so on. Alters also tend to
have distinctive traits such as stutters, favorite phrases, and
unusual clothes. Even the character's voice changes with
each personality, making it possible for those who know the
hero well to distinguish between the various alters.
System Shock
Sometimes madness can take the ultimate toll on an adventurer.
When a character rolls this result, he must attempt an
immediate system shock survival roll with a -25% penalty.
A failed roll indicates that the character simply falls dead.
Attempts to revive him fail, although magical means might
save him.
A successful roll indicates that the character has a
chance to survive. His Constitution is instantly reduced by
one point to reflect the strain on his health, and he falls to 0
hit points. If the character does not receive immediate aid,
he will lose 1 hit point per round, dying when his hit point
total reaches -10 as described in Chapter 9 of the DUNGEON
MASTER Guide.
In either case, any items carried by the character are
dropped. A saving throw vs. fall for each item can
determine whether or not they sustain damage.
A character who suffers this effect is so startled that he
jumps back in fear and drops anything he was holding,
including weapons. A saving throw vs. fall must be
attempted for each dropped item (see Chapter 6 of the
Dungeon Master Guide).
Recovering from Madness
The following methods can help a character recover from a
failed madness check. In the case of amnesia, curing the
madness will restore both experience points and levels.
Psionics
The most obvious route to recovery is having a psionicist
use the psychic surgery science. If successful, the psionicist
cures the character's insanity at once. This practice is a bit
dangerous, however, since a psionicist who
makes contact with an insane mind must
himself make a madness check. Only
after a successful check can the
psionicist attempt to cure the
lunatic.
Magic
Truthfully, wizard magic
can do very little to cure
insanity. It seems that
wizards have had little interest in
the ailments of the mind. Exactly
why is unclear, but they may have
shunned the field merely
because it clearly, in their
opinion, fell into the realm of
psionics.
However, two priest spells can cure
mental illness: heal and restoration. In the
case of the former, the mere casting of this
spell cures madness. Alternatively, the
restoration spell must be cast with the
specific intent of restoring the character's mind. As stated
before, restoration cannot restore lost memories.
Hypnosis
Hypnosis is a long, mundane road to recovery for
characters who do not have either of the above options
available to them. The character must be placed in the
continued care of someone capable of performing or casting
hypnosis.
Once each week, the patient must be hypnotized so that
the therapist can spend an hour working with the now-pliant
mind. At the end of the hour, the patient must make another
madness check. The following modifiers apply to this roll:
Table 15:
Madness Recovery Adjustments
Modifier |
|
Condition |
+2 |
|
The therapist is able to sense the subject's
emotions through magical or psionic means. |
+1 |
|
The therapy takes place in a location where the
patient feels safe and relaxed. |
+1 |
|
The therapist is of the same alignment as the
patient (prior to the onset of madness). |
+1 |
|
The therapist is of the same class as the patient
(prior to the onset of madness). |
If the check succeeds, the therapy session has been
productive. To be cured, the patient needs as many
successful sessions as he has points of Intelligence. If the
character fails a madness check during treatment, all
previously successful checks are eliminated, and the
process must begin again.
Sanitariums
A few sanitariums are scattered across the domains of
Ravenloft, although these are restricted to the most
culturally developed realms. After all, only the most
sophisticated medieval cultures recognize that madness is
an ailment which can be treated and cured.
The most prominent facilities are located in the
domains of Dementlieu, Richemulot, and
Mordent. Of course, Dr. Dominiani has an
asylum in Dominia, but his treatments
are a bit radical, to say the least.
Most sanitariums are devoted to
curing insanity. They can show
visitors room after room of demented
people, driven mad by a variety of
experiences in the Demiplane of
Dread. The doctors claim to be
trained in dealing with such
patients through hypnosis and
other methods. In truth,
however, the quality of
treatment varies from sanitarium
to sanitarium.
To determine the level of care a
patient receives, the Dungeon Master
should roll 1d8-5, providing a modifier
from a -4 penalty to a +3 bonus. This
adjustment applies (in addition to any others) to
the madness check made for any therapy that the character
receives in the sanitarium. In the event of a major change
at the facility (like the appointment of a new director), the
modifier should be rolled anew.
Almost all sanitariums charge for their services. Typical
fees to treat a patient average about one hundred gold
pieces a month. Any month that the sanitarium is not paid,
the patient receives no treatment. If no payment is made for
two consecutive months, the character is simply discharged
and left to fend for himself.
Role-Playing the Madness Check
While it is possible for a player to avoid having his
character make a fear or horror check by behaving in an
appropriate fashion, this is not the case with madness
checks. Even the most advanced and talented role-player
would have difficulty in portraying the great range of
emotions and changes that an insane character undergoes.
For this reason, it is recommended that Dungeon Masters
use the game mechanics provided for madness checks and
their effects. This is not to say that players should not be
encouraged (or even required) to role-play as much of their
character's madness as possible, only that the game system
is really indispensable in such situations.