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(Season 2-6 spoilers)
Mental disorders are quite
common in XWP, but the core rules of D&D lack mechanics for dealing
with this. I’m certainly not a psychiatrist, but I know at least that you
can’t simply adopt the content of a psychiatric textbook and dump it into
a campaign, XWP or otherwise. Mundane world insanities are either too slow
working and subtle to have much impact, or too crippling to be possible
to roleplay for any length of time. So, what to include in a XWP campaign?
Why not look
at the series?
Madness in
XWP is nearly always induced by gods or other spirits. There are 2 main
exceptions:
- The corrupting
influence of major traumas: young Callisto
experiencing the death of her family, Xena being
betrayed, crucified and then, when saved, losing M’Lila,
even in some way Varia’s encounter with Livia’s slavers. But while this
might indeed lead to psychotic behaviour, any such change is best handled
by pure role-playing, and at the choice of the individual player (or DM,
in the case of an NPC).
- Hallucinogenic
drugs, as demonstrated by Gabrielle on
several occasions.
As to Caligula’s
voices, I attribute this to whatever spiritual condition enabled him to
drain the energy of Aphrodite. Najara's
voices, likewise, I believe are nothing like schizophrenia, since they
give her real and very secret knowledge. My private theory concerning her
can be read here.
These rules,
then, are suggestions of how to handle sudden insanity, not gradual psychological
processes or understandable reactions to extreme events.
Note: Apart from conditions
used in the series, I’ve included some entries from the very inspirational
article "Methods to Your Madness" by Ed Friedlander, published in Dragon
Magazine #138 (October 1988).
Confusion
and feeblemind, while clearly mental conditions, are too impeding
to use as insanities.
SOURCES FOR MADNESS
The Furies: the Olympian
gods can order the Furies to plague a mortal
with madness, if they find her guilty of failing to avenge a murder of
a family member. This madness is a permanent condition, removable only
by a deity. There is no saving throw for this. Roll 1d20 initially on the
madness table below. For the first week, re-roll every hour, applying only
the effects of the new roll. After that, 1 re-roll every week is made.
Hallucinogenic drugs:
some has a specific effect. For random use, roll 1d6. Click
here
for a description of henbane.
Divine deprivation:
the disappearance of certain gods causes widespread madness. If a culture’s
god of war disappears, belligerence affects
every member of that culture, including other gods if enough time passes.
If Aphrodite disappears, or if Ares
disappears for a longer period, thus causing her powers to diminish because
of her increased belligerence, loveless
conditions strike everyone in the Known World.
This is because she is the only god of love worshipped at that time. The
worship of the God of Eli is yet too small to have any impact in that matter.
4E: During encounters, a character
under the influence of madness has only absolute control over two actions
per turn, not three. The third action must be spent as described for that
particular kind of madness. If circumstances makes it impossible to do
the required action, the action is simply lost. This includes when the
character realizes that it probable death to perform the action. An action
that can be done partially will be done.
Darting
Overcome with curiosity, the afflicted
runs here and there to briefly examine whatever is in the neighbourhood.
If stuck in the same place for an hour or more, this darting about gradually
lessens, until a new stimulus presents itself. Communication and other
activities are still possible, but the afflicted has the attention span
of a puppy.
4E: Mad action: Move your full speed
without re-entering already visited squares during that move.
Extreme
suggestibility (Ed Friedlander)
3.5: The afflicted is easily influenced
by others and gets no saving throw against compulsion magic. Even non-magical
suggestions require a DC 10 Will save, unless obviously self-destructive.
4E: Mad action: Do what someone else
tells you. If no new instructions are given, keep doing what you were last
told. If no instructions have been given that encounter, do what a person
of your choice is doing.
Famous
personage
The afflicted thinks she is another
person, a hero, villain, or other well-known character. If confronted with
the original, she will declare the other an impostor or blame cloning magic
or some other explanation.
4E: Mad action: Do what that person
is famous for doing, or spend a minor action mimicking her.
Hostile
hallucinations
The afflicted sees enemies where none
exist. The hallucinations aren’t constant, and rarely appear during actual
combat, but rather in calm circumstances.
4E: Mad action: Move half your speed
in a straight line.
Quixotism
(Ed Friedlander)
The afflicted believes ordinary things
to be fantastic objects or creatures. Humble dwellings can become palaces,
vehicles can become monsters, tools can become priceless artefacts, and
so forth. While not everything will be perceived in this way, at least
one thing at every location will.
4E: Mad action: If no enemy is adjacent,
or in range for an encounter or daily power, attack an empty adjacent square.
Reverie
The afflicted goes into a state of
astonished bliss, seeing unearthly beauty all around her, hearing celestial
music everywhere, tasting only the most exquisite delicacies, whatever
the fare provided. In effect, this slows her down as the slow spell
(3.5).
4E: Mad action: Spend a minor action
just marvelling over something.
Belligerence
The afflicted becomes irritable and
takes any insult or disrespect, however unintentional, as an excuse to
fight. Alignment has some bearing on the fighting-style. A good person
usually goes for subdual damage (3.5) or strikes opponents unconscious
instead of killing them (4E), at least until she has received a significant
amount of real damage.
4E: Mad action: Strive to keep adjacent
to at least one enemy.
Black
outlook
The afflicted becomes frustrated with
even modest displays of joy. Every word drips with scathing cynicism. Ongoing
projects are continued in a lazy and uninspired way.
4E: Mad action: Move at half speed
during move actions.
Clown
The afflicted behaves in a nonsensical
manner, rapidly alternating between pointless experiments, jokes, faked
emotions, and other actions usually only seen in cartoons and circuses.
4E: Mad action: Use a minor action
to make a fool of yourself.
Creature
complex (Ed Friedlander)
The afflicted believes she is of a
different, but sentient, race and acts accordingly. She can still speak,
move and fight as usual. Examples include: centaur,
bacchae,
banshee,
cyclops, Hades harpy.
4E: Mad action: Use a minor action
to mimick the creature.
Drunkard
The afflicted takes every opportunity
to drink alcohol. The methods for acquiring it vary with alignment, but
it has high priority in every instant. The main problem with this kind
of madness isn’t the risk that the afflicted will abandon combat just to
have a drink, she won’t, but the risk that she will be in a drunken stupor
when it begins.
4E: Mad action: Whenever you move
more than 1 square, you fall prone at the end of the move.
Exaggerated
fear (Ed Friedlander)
The afflicted is abnormally fearful
of some creature or situation, and will be panicked if exposed to it. She
also tries to get information about the feared object in any conversation.
4E: Mad action: Move at half speed
during move actions.
Exaggerated
suspicions (Ed Friedlander)
The afflicted is suspicious of everyone
else, believing them to be enemies in disguise and telling them so. A long-term
companion might be excluded, but subjected to the occasional test to prove
her identity.
4E: Mad action: Your speed is 1 square
less and you can't make voluntary move actions on another person's turn
when a power would otherwise have given you the opportunity.
Genius
This peculiar madness actually sharpens
the intellect of the afflicted.
3.5: Intelligence is increased by
1 point for as long as the affliction lasts.
4E: Intelligence is increased by 1
point for as long as the affliction lasts.
Mad action: Spend a move
action just standing there, pondering.
Loveless
The afflicted loses the ability to
love. Previously loved ones won’t be treated with hostility, but rather
as superficial allies.
4E: Mad action: Use a minor action
to figure out if it's in your best interest to be with these people.
Obsession
The target becomes obsessed with whatever
is occupying her mind the most at the onset of the madness. The obsession
manifests as a desire to experience the obsession as fully as possible.
The DM must (as always) judge the exact effects, but here are some guidelines:
- A specific creature
or role: the target attempts to act in accordance with that creature or
role. If the target learns of the location of such a creature or someone
in that role, he attempts to get nearby and follow it around, adoringly.
- An object: the target
attempts to get that object in her possession. If that is clearly impossible,
she tries to create a replica.
- An action: the target
tries to perform that action again and again, training, trying out various
new styles.
Obsessive people only
want to talk about their obsession. Any attempt to make them interested
in anything else must include a connection with the obsession.
Targets avoid clearly
suicidal actions and defend themselves in combat, but tries to do so in
accordance with their obsession, if at all possible.
3.5: As the spell. Click
here
for a description.
4E: Mad action: Spend a minor action
fiddling with something related to the obsession.
Partial
amnesia
A significant, but discrete part of
the afflicted one’s memory is lost. It can be all memories of violence,
all memories of childhood, all memories from a certain part of the world,
or some other category.
3.5: Even feats, skills, and class
abilities directly dependant on those memories are forgotten. When in a
situation it would be natural for her to use a certain skill, feat or class
ability, she rolls a Wisdom check DC 20 each round. If she succeeds, she
remembers a random skill, feat or class ability.
4E: -10 on three skills or on attack
rolls. The penalties are decreased by 1 for each extended rest.
Mad action: Spend a minor
action trying to remember something.
Reverting
The afflicted reverts to an earlier
phase in her life. If no significant change has occurred during adulthood,
she reverts to childhood. Nothing is forgotten, but the demeanour and interests
are those of that earlier phase. Later relationships are reinterpreted
as appropriate for that phase. Lovers become friends, familiar figures
in authority can be seen as parents, etc.
4E: Mad action: Spend a minor action
doing something childish.
Sensitive
The target very quickly assumes the
emotional state of nearby people.
3.5: The target gets a +4 insanity
bonus to all Sense Motive (3.5) or Insight (4E) checks and very quickly
assumes the emotional state of nearby people.
4E: Mad action: +4 on Insight checks
and use a move action to move as one other person in sight moved (relative
your own position, but in the same absolute direction as the other person).
Total
amnesia
The afflicted forgets every experience
up to the moment of insanity. She can still move and talk.
3.5: Skills, feats and class abilities
are not lost, but the amnesiac forgets that she knows them. Prepared spells
are wiped from her memory.
When in a situation it
would be natural for her to use a certain skill, feat or class ability,
she rolls a Wisdom check DC 20 each round. If the roll succeeds, she remembers.
The player must state which skill, feat or class ability she attempts to
remember.
4E: Mad action: No class powers can
be used. Each encounter after the first, one class power is "unlocked". |
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