Insanity

<issue with the spacing>
<look at the .html code>

-
-
-
-
-
Combat
-
-
-
DMG

When a character is struck by insanity due to mental attack, <specifically, only Psi BLAST seems to cause Insanity, if I have that precisely exactly correct> <?>
curse, or whatever,
you may assign the type of madness according to the seriousness of the affliction or determine the affliction randomly using the table below.
Each type of insanity listed thereon is described in game terms.
As DM you will have to assume the role of the insane character whenever the madness strikes,
for most players will not be willing to go so far.
Note that this list is not so comprehensive as to preclude any +addition+ you desire --
just be sure that you follow the spirit of the rules here.

TYPES OF INSANITY

1. dipsomania*
2. kleptomania*
3. schizoid*
4. pathological liar*
5. monomania
6. dementia praecox
7. melancholia
8. megalomania
9. delusional insanity
10. schizophrenia
11. mania
12. lunacy
13. paranoia
14. manic-depressive
15. hallucinatory insanity
16. sado-masochism
17. homicidal mania
18. hebephrenia
19. suicidal mania
20. catatonia

* These mild insanities are subject to psionic attack (see PSlONlC COMBAT TABLES).

1. Dipsomania*:

This mild insanity form manifests itselt 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 spiritous liquors.
Such drinking will continue until the character passes out.
It is 50% likely that the dipsomania will continue when he or she awakens if anywhere near alcohol, 10% likely otherwise
(in which case the individual will seek to find drink and become violent if denied).
<(see Effects of Alcohol & Drugs)>

2. Kleptomania*: This is another mild insanity form which manifests itself
in an ardent desire, in this case an uncontrollable urge to steal any
small object available. The afflicted will furtively pocket small items,
regardless of their worth, whenever the opportunity presents itself,
and he II she will usually seek out such opportunities. There is a 90%
probability of being seen stealing if the character is being observed.
This desire to take things is absolutely uncontrollable, and the
the individual will lie to avoid being prevented the opportunity, or when
caught.

* Kleptomaniac thieves || assassins have a -10% on their stealing
ability due to the overpowering urge to immediately steal an item.

3. Schizoid*:

This rather mild insanity form manifests its effects in a
personality loss. The afflicted has no personality of his || her own, so
he || she will select a role model and make every attempt possible to
become like that character. Selection will be based upon as different
a person as is possible with regard to the insane character. Thus an
insane M-U will begin to follow the habits of a fighter, for
example, dressing and speaking like that character and seeking to be
like him or her in all ways.
<d>

4. Pathological Liar*: This form of insanity is evident after conversing with
the individual for a short period of time. The afflicted character will
begin making outrogeous statements regarding his or her abilities,
possessions, experiences, or events. Whenever anything important or
meaningful is discussed or in question, the afflicted can not tell the
truth, and not only will he or she lie, but do so with the utmost conviction,
absolutely convinced that the prevarication i s truth.

5. Monomania:

This character will seem absolutely normal until presented
with an idea, goal, or similar project which seems promising or
purposeful to him or her. As of then, the charocter will become
obsessed with the accomplishment of the purpose. He or she will think
of nothing else, talk of nothing else, plan and act to accomplish nothing
save the fixed end. The monomaniac will brook no swerving from
any friend or associate, and he or she will insist that such individuals
serve the “cause” with the same devotion that the afflicted character
shows. (Hostility and violence could result, and certainnly not a little
suspicion and mistrust if co-operation is not heartfelt. . . ) Once the
desired end has been accomplished, the insane character will manifest
symptoms of dementia praecox until a new purpose is found.

6. 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 continuolly
filled with lassitude && a tremendous feeling of ennui. No matter
how important the situation, it is 25% probable that the afflicted will
choose to ignore it as meaningless to him || her.

7. Melancholia: Similar to dementia praecox,
this malady makes the afflicted given to black moods, fits of brooding, and feelings of hopelessness.
The afflicted will be 50% likely to ignore any given situation due to a fit of melancholia coming upon him || her.

8. Megalomania: With this condition, the insane character will be absolutely convinced that he || she is the best at everything: <:>
the smartest=25, wisest=25, strongest=25, fastest=25, handsomest=30, <in order, and add one for Cha> <CHA25>
and most powerful character of his or her profession. <in theory, the character believes that he is level 20> <make a list of the most powerful characters in each profession>
The afflicted will take immediate umbrage at any {suggestion} to the contrary,
and he or she will demand the right to lead, perform any importont act, make all decisions, etc.
(This one is VERY dangerous.)

9. Delusional Insanity:

Similar to megalomania, in this state the deluded
will be convinced that he or she is a famous figure || monarch,
demi-god, or similar personage. Those who “fail” to recognize the afflicted
as such will incur great hostility. In normal affairs, this individual
will seem quite sane, but the afflicted will act appropriate to
a station which he or she does not actually have and tend to order
around actual and imaginary creatures, draw upon monies and items
which do not exist, and so on.

10. Schizophrenia:

This form of insanity has the well-known ”split personality” trait.
From 1 to 4 separate and distinct personalities can exist in the afflicted -- base the # upon the severity of the insanity. <NPC 'personality' tables>
Likewise, the difference from one personality to the next should reflect the severity of the affliction.
Each ”new” personality will be different in alignment, goals, and preferences.
(A very severe case might have a different class also but without coincidental possession, <link: random class table> <define: severe: 3+?>
the new personality emerging will not have the actual abilities he or she may think that he or she possesses.)
The onset of schizophrenia is random, 1 in 6 per day, with a like chance of a new
(or return to the old) personality emerging.
However, whenever a stress situation -- decision, attack, etc. -- arises,
the 1 in 6 chance of schizophrenia striking must be checked every round in which the stress continues.

11. Mania:

Somewhat like schizophrenia,
this form of insanity strikes suddenly
(1 in 6 chance per TURN, lasts 2-12 turns, then 1 in 6 chance per turn of return to normalcy) and violently.
The afflicted will become hysterical, enraged, or completely maniacal
(d6 for determination, equal chances).
The insane character will shriek, rave, and behave in a violent manner, possessing an 18/50, 18/75,
or 18/00 STR according to the state he or she is in.
(Note that a female can possess 18/00 STR when afflicted,
as can non-human races otherwise limited to lesser strengths.)
The maniac is unreasoning when spoken to, but he or she will possess 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 || her insane actions and will not believe that he or she is insane.

12. Lunacy: This violent && often homicidal state occurs whenever the moon is full, or nearly full.
The afflicted 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 || last quarters, the afflicted will be melancholiac.
At other times, he or she will be relatively normal -- perhaps a bit suspicious && irascible.
 
 

13. PARANOIA:
13. PARANOIA:
13. PARANOIA:


 

At the onset of this derangement, the afflicted becomes
convinced that "they" are plotting against him || her, spying, listening, and, always nearby.
As the affliction develops over several days,
the insane character will become convinced that everyone around is part of this plot.
Conversations are about him || her,
laughter  is directed at him || her,
and every action of former {friends} is aimed at deluding him || her so as to fulfill the "plot".
The paranoid will be principally concerned about position || goods first,
but as the insanity advances,
he || she will "realize" that the plotters are actually after his or her life.
The paranoid will evidence signs of increasing suspicion, <gt.12>
take elaborate precautions with locks, guards, devices, and
food && drink. In the later stages of the affliction, he || she will
evidence highly irrational behavior, hire assassins to do away with
"plotters", and even become homicidal in order to "protect" his or
her life. Paranoids will trust absolutely no one when the affliction has
ADVANCED, regarding their former close associates && {friends} as their worst enemies.

<kill your friends, before they kill you>
<kill your family, before they kill you>
<kill, or, be killed>

14. Manic-Depressive:

This alternating insanity form causes the afflicted to swing from one state to the other in 1 to 4 day intervals.
When excited, the afflicted is 90% likely to become maniacal, and when disappointed or frustrated is 90% likely to become highly melancholic.
Thus, in +addition+ to the usual 1 to 4 day cycle of mania-depression,
he or she can {jump} from one state to the other depending on outside stimuli.

15. Hallucinatory Insanity:

This form of malady causes the afflicted to see, hear, ond otherwise sense things which do not exist.
The more exciting or stressful the situation, the more likely the individual is to hallucinate.
Common delusions are: ordinary objects which do not
xist, people neorby or passing when there are none, voices giving
the afflicted information or instructions, abilities or form which the
character does not really have (strength, sex, wings, etc.), threatening
creatures oppearing from nowhere, etc. It is 50% likely that the insane
individual will behave normally until stimulated or under stress.
Hallucinations will then commence and continue for 1 to 20 turns after
the excitement/stress passes.

16. Sado-Masochism:
Luis Royo - 2 hommes - sado maso

This form of insanity is coupled with maniacal urges && behavior.
The afflicted individual is equally likely to be in a
sadistic || masochistic phase. In the former, he || she will have an obsessive
desire to inflict pain (and probably death) upon any living
thing encountered. However, after so doing, the insane character will
return to a relatively normal state for 1 to 3 days. Likewise, when in a
masochistic state the afflicted individual will have an overwhelming
urge to be hurt and will act accordingly. After so doing, normalcy
returns for 1 to 3 days. Note that friends and associates do not matter
to the afflicted individual, nor do enemies.

17. Homicidal Mania:

The individual afflicted with this form of insanity appears absolutely normal.
He II she will behave with what seems to be complete rationality, and nothing unusual will be noted regarding
the individual -- except that he or she will occasionally manifest an
unique interest in weapons, poisons, && other lethal devices. The insanity
form causes the afflicted to be obsessed with the desire to kill.
This desire must be fulfilled periodically -- 1 to 4 day intervals.
The victim must be human (or of the same race as the character if nonhuman).
If prevented from killing, the frustrated individual will become
uncontrollably maniacal and attack the first person he or she encounters,
wildly seeking to slay. After such an occurrence, however,
the afflicted will fall into a fit of melancholia for 1-6 days before returning
to a homicidal state once again.

18. Hebephrenia: When afflicted by this form of insanity,
the character will evidence a {withdrawal} from the real world.
He or she will wander aimlessly, TALK to himself || herself, {giggle} && mutter, and act childishly
-- sometimes even reverting to such a state as to desire to play childish games with others.
This insanity is constant, but if sufficiently irritated by someone nearby,
the afflicted is 75% likely to become enraged and maniacal,
attacking <the> offender fiercely. If the insane individual does not become so enraged,
he or she will become catatonic for 1-6 hours and then revert to hebephrenic behavior once
again.

19. Suicidal Mania:

This form of insanity causes the afflicted character to
have overwhelming urges to destroy himself || herself whenever
means is presented -- a perilous situation, a weapon, or anything
else. The more dangerous the situation || 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 or
she will become melancholic for 1 to 6 days. If he or she is frustrated
in suicidal attempts, then the character will become maniacal for 2 to
8 turns, and then fall into melancholy for 2 to 12 days.

20. Catatonia: When struck with this form of insanity,
the character completely withdraws from reality.
He or she will sit staring && unmoving,
will not react to any outside stimuli, and will eventually die of dehydration if left alone. <(Going Without Water, WSG)>
The catatonic individual can be moved, led
around, fed, and so forth; but he or she will do nothing personally. If
continually provoked && irritated in order to get a response,
there is a 1% cumulative chance per round that the insane individual will react
with homicidal mania. Once provocation ceases, catatonia returns.

Naturally, these forms of insanity are not clinically correct.
They are designed to conform to game terms && situations.
Their inclusion is to fill in an AREA of the game where a condition exists and no adequate explanation is otherwise given
(cf. DISEASE).
 

The following are from OSRIC, pages 126-127

21. Agoraphobia:

The agoraphobic individual will not willingly
venture outdoors or into wide open spaces. If forced outside,
the sufferer may (50%) become violent. - OSRIC

22. Amnesia:

Amnesia is most dangerous for spellcasters.
Every time the character attempts to CAST a spell, there is a 50%
chance that he or she will find the spell gone from his or her
memory, in which case it cannot be recalled until the character
memorizes it again. Weapon proficiencies may also be forgotten,
although the character may re-roll to see if the proficiency
is remembered each morning.

23. Anorexia: An anorexic character will refuse all forms of food
or nourishment and, if force fed, there is a 50% chance that he
or she will induce vomiting.

24. Claustrophobia:

Particularly difficult in dungeons, claustrophobia
is the opposite of agoraphobia. The claustrophobic
individual will not willingly venture into enclosed spaces and
will fight to escape them. If in an enclosed space, there is a
50% chance that the sufferer will become violent.

25. Dementia: The insane character loses 1d6 points each of INT,
WIS and CHA.

26. Phobia: The character suffers from a strong and completely
irrational fear of some substance, creature, or situation.