Sunday, November 14, 2021

Diseases

A disease is a particular abnormal condition that negatively affects the structure or function of all or part of an organism, and that is not necessarily due to any immediate external injury.

(Original disease information comes from here and here, and some are modified.)


• Anthrax

Type: Infection; Save Fortitude DC: 22 (Inhalation)

Onset: 1-3 days; Frequency 1/day

Effect: Nauseated or ability damage (1d6 Con), possible unconsciousness or death (2 weeks); Cure 2 consecutive saves

This is the pneumatic version of anthrax, not the subcutaneous. Anthrax has been around for many years, and was known as Woolpicker's disease or Ragpicker's disease (due to the prevalence of the illness coming from sheep's wool). Anthrax causes flu-like symptoms, then sudden respiratory collapse; it can also cause stomach ache and vomiting of blood, and bloody diarrhea. If the PC fails the check by more than 5 points, s/he suffers the ability damage mentioned (1d6 Con) and falls unconscious. If the PC fails the check by more than 10 points, s/he dies.


• Bog Rot

Type disease, contact; Save Fortitude DC 16

Onset 1 day; Frequency 1/day

Effect 1d6 Str, Dex, Con, or Cha (determine randomly using 1d4) damage; Cure 

Creatures afflicted with bog rot do not heal naturally and gain only one-half benefit from magical healing until the disease is cured. Unlike normal diseases, bog rot continues until the victim reaches Constitution 0 (and dies) or receives a remove disease spell or similar magic. The save DC is Charisma-based. A character with bog rot will develop 3d6 green pustules all over that last for the length of the infection, and there is a 10% chance per day that one of these pustules will naturally rupture (they can be intentionally ruptured with a pinprick). Anyone coming in contact with the puss after a rupture risks infection.

Bog Rot

• Brainworms

Type disease (parasite), contact or injury; Save Fortitude DC 14

Onset 1 day; Frequency 1/day

Effect 1d3 Wis damage and 1d3 Int damage, if damaged in combat, target must make a second Fort save or gain the confused condition for the duration of the encounter; Cure 2 consecutive saves

Individually, these tiny parasites are almost invisible to the naked eye, yet en masse they’re capable of taking down even the strongest animals. Entering the body through contact with an infected host or corpse (especially through open wounds), these thin worms quickly migrate to the brain and begin reproducing. The infestation is typically evidenced by a dulling of the senses and intellect and by erratic bouts of irrational rage toward other creatures during which the worms attempt to spread to other hosts through combat and injury. Examining the brain of a late-stage victim reveals a living carpet of thousands of tiny parasites.


• Bubonic Plague

Type disease, injury or inhaled; Save Fortitude DC 17

Onset 1 day; Frequency 1/day

Effect 1d4 Con damage and 1 Cha damage and target is fatigued; Cure 2 consecutive saves

Infected vermin and parasites spread this disease, also known as Daemon’s Touch or the Black Death, through their bites. Once contracted, the disease spreads quickly, polluting the victim’s body with toxins. As the disease reaches the lymph nodes, the victim suffers extreme inflammation of glands, and his skin might take on a black pallor. Symptoms include fever, headaches, nausea, fatigue, and swelling of the lymph nodes (called buboes) on the neck, underarms, and inner thigh areas, and eventually bleeding beneath the skin. A victim who takes any Constitution damage from the disease must immediately make a successful Fortitude save or become fatigued until all his Constitution damage is healed. Each time a victim takes 2 points of Constitution damage from Black Death, he also takes 1 point of Charisma damage.


• Cholera

Type disease (injury); Save Fortitude DC 13

Onset 1d3 days; Frequency 1/day

Effect 1d2 Con damage; as long as a character suffers Con damage from Cholera, he is fatigued; Cure 2 consecutive saves

This is an infectious and often fatal bacterial disease of the small intestine, typically contracted from infected water supplies and causing severe vomiting and diarrhea.


• Dysentery

Type disease (parasite), contact or injury; Save Fortitude DC 16

Onset 1d3 days; Frequency 1/day

Effect 1d6 nonlethal damage and target is fatigued and staggered; Cure 2 consecutive saves

A broad family of intestinal afflictions caused by everything from bacteria to viruses to parasitic worms, dysentery is characterized by explosive and sometimes bloody diarrhea, leading to dehydration and occasionally death.


• Leprosy

Type disease, contact, inhaled, or injury; Save Fortitude DC 12 negates, Fortitude DC 20 to avoid effects

Onset 2d4 weeks; Frequency 1/week

Effect 1d4 Cha damage; Cure 3 consecutive saves

Leprosy is spread by victims of the disease through direct, even casual, contact. Leprosy results in skin lesions, extreme nasal congestion, and wounds that do not heal. A highly visible malady, leprosy can permanently disfigure those who don’t receive magical aid. If left untreated, the victim develops sores and becomes easily fatigued. While leprosy can prove difficult to contract, few overcome the disease once infected. When exposed to leprosy, a character must make a DC 12 Fortitude save to resist the disease. If he fails, once the affliction’s incubation time passes and symptoms begin showing, the save to recover from the malady increases to DC 20. Suffering from a slow deterioration, particularly hardy lepers can remain quite active for years after first exhibiting signs of the disease.


Leprosy

• Malaria

Type disease, injury; Save Fortitude DC 18

Onset 1d3 days; Frequency 1/day

Effect 1d3 Str damage and 1d3 Con damage and target is fatigued; Cure 2 consecutive saves

A classic traveler’s nightmare, malaria is transmitted by the bites of mosquitoes and leads to fever, vomiting, shivering, and convulsions, and sometimes even severe brain damage, particularly in children.


• Mononucleosis 

Type disease, infection; Save Fortitude DC 20

Onset: 3-6 weeks; Frequency 1/day

Effect: Sore Throat, fatigue, headache, insomnia (see text); Cure 2 consecutive saves

This disease is spread from anyone who has the disease, and it is spread through the mildest contact, including handshakes. Anyone who contracts this disease feels the symptoms 3-6 weeks later, and the symptoms last for 1-3 weeks. Anyone who contracts this disease is contagious, and can therefore spread it to their party, so often they are left behind for the duration (though they are not contagious until the symptoms appear). Those who contract this disease feel the following symptoms:

Fatigue: A fatigued character can neither run nor charge and takes a -2 penalty to Strength and Dexterity. Doing anything that would normally cause fatigue causes the fatigued character to become exhausted.

Headache: A character with a headache cannot concentrate as well as normal. This causes a -6 penalty to Concentration checks.

Insomnia: A character with insomnia cannot sleep very well. Any time the character attempts to fall asleep, and every hour that they remain sleeping, they must succeed a fortitude save (DC 15) or wake up, not being able to fall asleep again for 6d4 minutes. If a character of a race that does not sleep (such as elves) has insomnia, treat his form of sleep (such as meditation) as sleep for the purposes of this symptom.

Sore Throat: Any time the character attempts to speak, he must succeed a fortitude save (DC 15) or take 1 Voice damage. This damage is permanent, unless treated specifically with a healing spell (the voice has its own HP, so a healing spell must target the voice specifically, rather than the body). If the character's voice HP is reduced to 0, the damage cannot be healed. Voice damage is shown below.

Voice Damage: All characters have 10 Voice HP. Whenever a character attempts to speak, he must roll a d10. If the result of the d10 is greater than the character's current voice HP, he fails to say what he was attempting to, and cannot speak for one full round. (ex. If a character has taken 2 Voice Damage, and therefore has 8 VHP remaining, he must roll a d10. If the result is 9 or 10, he fails to speak. This VHP is used for all characters, regardless of whether or not they have the disease; it just isn't thought of, since at 10 VHP, it is impossible to fail the speech.) If a character's Voice Damage isn't healed within 2 weeks of its initial occurrence, the damage is completely permanent. Some DMs may allow permanent Voice Damage as a character flaw upon creation.


• Pneumonia

Type disease, infection; Save Fortitude DC 24 (after long illness only, see description)

Onset: 1-4 weeks; Frequency 1/day

Effect: Sick or nauseated, exhausted or fatigued, possibly confused or prone, possibly staggered or unconscious; Cure 2 consecutive saves

Pneumonia is no laughing matter. It is most definitely fatal in long-term illnesses. Pneumonia is generally a complication of other diseases (though it can be caught by it's lonesome) and causes coughing (with or without blood), chest pain, fever, shaking, chills, headaches, sweaty skin, fatigue, blueish skin, nausea, joint pains and muscle aches.

If the PC fails their check by more than 5 points, s/he becomes nauseated instead of sick, and fatigued instead of exhausted.

If the PC fails by more than 10 points, s/he becomes confused and staggered in addition to nauseated and fatigued.

If the PC rolls a natural 1 or fails by more than 15 points, s/he becomes prone and unconscious (effectively helpless) until some Good Samaritan drags him or her off to be healed.


• Rabies

Type disease, injury; Save Fortitude DC 14

Onset 2d6 weeks; Frequency 1/day

Effect 1 Con damage plus 1d3 Wis damage (minimum reduction to 1 Wis); Cure 3 consecutive saves

Rabies is a viral disease that causes inflammation of the brain in humans and other mammals. Early symptoms can include fever and tingling at the site of exposure. These symptoms are followed by one or more of the following symptoms: nausea, vomiting, violent movements, uncontrolled excitement, fear of water, an inability to move parts of the body, confusion, and loss of consciousness. Once symptoms appear, the result is virtually always death.


Rabies sufferers almost always die.

• Smallpox

Type: disease, contact, inhalation; Save Fortitude DC 18

Onset 1-4 days; Frequency 1/day

Effect: Nauseated or exhausted, possible ability damage;  Cure 3 consecutive saves

Smallpox may have been eradicated in our world, but during the Middle Ages it was an unrepentant killer. Known as alastrim, cotton pox, white pox, and milk pox, it was common throughout the history of the world. It causes fever, muscle pain, headache, nausea, and vomiting; within 12-15 days small white lesions appear in and around the mouth, these will grow and rupture. The white lesions may spread across the body and then stop. If the PC fails the check by more than 5 points, s/he becomes exhausted instead of fatigued. If the PC fails the check by more than 10 points, s/he suffers 1d6 Con damage.


• Tetanus

Type disease, injury; Save Fortitude DC 14

Onset 1d6 days; Frequency 1/day

Effect 1d4 Dex damage and 50% chance stiffened jaw muscles prevent speech for the next 24 hours; Cure 2 consecutive saves

Tetanus is an infection caused by bacteria called Clostridium tetani. When the bacteria invade the body, they produce a poison (toxin) that causes painful muscle contractions. Another name for tetanus is “lockjaw”. It often causes a person's neck and jaw muscles to lock, making it hard to open the mouth or swallow.


• Tuberculosis

Type disease, inhaled; Save Fortitude DC 18

Onset 1d4 days; Frequency 1/day

Effect 1d4 Str damage and 1d4 Con Damage; Cure 3 consecutive saves

This disease flourishes in unsanitary conditions, places of stale air, and many humanoid cities. Symptoms include chest pain and a productive, prolonged, bloody cough. If left untreated, the disease quickly progresses, leading to high fever, chills, night sweats, appetite loss, pallor, fatigue and eventually death.


• Typhoid Fever

Type disease, injury; Save Fortitude DC 15

Onset 5d6 days; Frequency 1/day

Effect 1d6 Str damage and 50% chance of 1 Con Damage; Cure 2 consecutive saves

Typhoid fever, also known as typhoid, is a disease caused by salmonella serotype typhi bacteria. Symptoms may vary from mild to severe, and usually begin six to 30 days after exposure. Often there is a gradual onset of a high fever over several days. This is commonly accompanied by weakness, abdominal pain, constipation, headaches, and mild vomiting. Some people develop a skin rash with rose colored spots. In severe cases, people may experience confusion. Without treatment, symptoms may last weeks or months. Diarrhea is uncommon. Other people may carry the bacterium without being affected, but they are still able to spread the disease to others. The risk of death may be as high as 20% without treatment.

Wednesday, November 10, 2021

Race: Gloomwalker

The Gloomwalker


The Gloomwalker are an undead curiosity. Through a mishap in the casting of Raise Dead, a curse or some other reason, a Gloomwalker is the animated corpse of an individual that is still under the control of the original spirit. For all intents and purposes the character is alive, dead and undead all at once.

The skin of the Gloomwalker is slightly pasty, and their eyes turn a gray-white. Their flesh is clammy to the touch, they no longer need to eat or sleep and they become moody and pessimistic due to knowing that they're trapped on the mortal plane. Despite this, they don't undergo any type of profound alignment change and are still the same person they were in life. They're just dead. And undead.

Features
A Gloomwalker has the following features.
  • 12-sided Hit Dice.
  • Base attack bonus equal to ½ total Hit Dice (as wizard).
  • Good Will saves.
  • Skill points equal to (4 + Int modifier, minimum 1) per Hit Die, with quadruple skill points for the first Hit Die.
Traits
A Gloomwalker possesses the following traits.
  • No Constitution score.
  • Darkvision out to 60 feet.
  • Immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects).
  • Immunity to poison, sleep effects, paralysis, stunning, disease, and death effects.
  • Not subject to critical hits, nonlethal damage, ability drain, or energy drain. Immune to damage to its physical ability scores (Strength, Dexterity, and Constitution), as well as to fatigue and exhaustion effects.
  • No natural healing.
  • Immunity to any effect that requires a Fortitude save (unless the effect also works on objects or is harmless).
  • Uses its Charisma modifier for Concentration checks.
  • Not at risk of death from massive damage, but when reduced to 0 hit points or less, it is immediately destroyed.
  • Not affected by raise dead and reincarnate spells or abilities. Resurrection and true resurrection can affect the Gloomwalker. These spells turn Gloomwalkers back into the living creatures they were before becoming undead.
  • Proficient with its natural weapons, all simple weapons, and any weapons mentioned in its entry.
  • Proficient with whatever type of armor (light, medium, or heavy) it is described as wearing, as well as all lighter types. Gloomwalkers are proficient with shields if they are proficient with any form of armor.
  • Do not breathe, eat, or sleep.
Stat Adjustment
A Gloomwalker possesses the following adjustments.
  • -2 CHA
  • -1 DEX
  • +1 STR
  • No CON
  • +2 Natural Armor bonus
  • No Level Adjustment or additional DC

Sunday, November 7, 2021

Spell: Voodoo Doll

Voodoo Doll

School: Necromancy [Evil]
Level: Assassin 2, Cleric (Houngan) 2, Sorcerer/Wizard (Bokor) 2
Components: V, S, F
Casting time: 1 standard action
Range: Distant (1 mile per level)
Target: One corporeal living creature
Duration: Concentration, up to 1 minute/level (D)
Saving Throw: Will negates
Spell Resistance: Yes

Cross the heart, hope they die, stick a needle in their eye.

DESCRIPTION

If a target fails the save against this spell, the doll you hold in your hand takes on a vague appearance like them. You may proceed to push pin needles into the doll, subsequently injuring the actual creature. When the creature fails the save you can immediately push a pin in, and another each round as a standard action. Pins deal 1d4 points of damage per 2 caster levels (maximum 10d4 at 20th), and have an additional effect depending where you stab the target. The creature needs to possess the appropriate body part.

  • Arm: The target takes a -4 penalty to attack rolls.
  • Body: The target takes a -4 penalty to AC.
  • Face: The target takes a 20% miss chance as its partly blinded.
  • Leg: The target's non-fly speeds are halved.
  • Tail: The target takes a -10 penalty to Balance and Jump checks.
  • Throat: The target takes a 20% chance to be unable to speak, acting as spell failure for vocal component spells.
  • Wing: The target's fly speeds are halved.

Penalties last for 1 round. Each round you must choose a new body part to attack, though never the same body part consecutively (so you can jump between arms and face, but not arms and arms again) or no body part this round simply maintaining concentration. A creature gets a Fortitude save to negate the penalty (but not the damage). You can choose to deal nonlethal damage instead of lethal damage.

The spell ends if you stop concentrating, if the creature moves outside the range of the spell, or if the doll is destroyed. The doll can be sundered (hardness 1, 10 hp), though doing so deals damage to the creature as if a pin has been pushed into it (with no subsequent penalty). There is no Fort save against damage done from sundering the doll.

If you obtain a part of the target (such as hair) or a something of value of theirs over 50 gp, they take a -3 penalty to their saving throw.

Focus
A generic humanoid effigy, which takes a shape akin to the target.


(Note: Spell taken from https://dnd-wiki.org/wiki/Voodoo_Doll_(3.5e_Spell) and slightly modified.)

Monday, August 2, 2021

Feat: Graduate of Higher Learning (General)

Feat: Graduate of Higher Learning

Requirements: Int 12+, Literacy

Your character has attended a college of some sort, be it monastic, magical, etc.

Bonus: Thanks to rigorous testing and the efforts of the school's educational staff, your Intelligence has increased by +1 and you gain additional skill points to assign. This Feat also adds four (4) years to the character's age. The DM should decide if this Feat can be taken past 1st level.

(According to RAW, you get more skill points. The bonus represents the mind expanding in ability and the skill points are the actual knowledge gained).

https://www.d20srd.org/srd/theBasics.htm#intelligenceInt

 

Monday, June 21, 2021

Spell: Blast of Force

 Blast of Force


School: Evocation [force]
Level: Sor/Wiz 2
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Effect: One ray
Duration: Instantaneous
Saving Throw: Fortitude half
Spell Resistance: Yes

DESCRIPTION

Ranged Touch Attack, this spell causes 1d6 damage for every 2 caster level. If hit, the target must make a Fort save (equal to the caster's DC) or be knocked prone as if they were successfully hit with a Bull Rush

Thursday, June 17, 2021

The Síoraí

The Síoraí, pronounced "shee-ree," are a race of immortal humans. They age naturally up to the point they choose to remain at, and are then that age for as long as they choose to live. Although immortal, they can be killed by violence. They never suffer ability score losses due to age. They are also completely immune to disease, poison, etc. They are smarter than normal humans, but are slightly less charismatic due to their absent mindedness, stuffiness or aloofness.

Síoraí possess the following racial traits.

• +2 Intelligence, -2 Charisma.
• Medium size.
• A solarem’s base land speed is 30 feet.
• Immunity to all poison, disease, ability damages and drain
• Síoraí do not take any penalty from aging and do not die of old age
• Automatic Languages: Common
• Bonus Languages: All common bonus languages
• Favored Class: Wizard
• Level Adjustment: +2
• Challenge Rating: +2

Wednesday, June 16, 2021

Sanity

 

Sanity

Abominations from deep dimensions. Vile undead fiends. Knowledge that man was not meant to know. These are all things that can cause a normally well adjusted individual to lose their eggs. The following simple rules will assist in utilizing sanity in D&D games.

Characters start with a number of sanity points equal to five times their WIS. Whenever the character is exposed to something that could affect his sanity, roll 1d100 against their current sanity score. If the roll is equal to or less than the score, the player is fine. If he rolls over his score, he is affected as follows:

Missed roll by Effect (Condition Summary)

1-10 pts Stunned

11-20 pts Sickened

21-30 pts Nauseated

31-40 pts Shaken

40-50 pts Frightened

51-60 pts Panicked

61-70 pts Cowering

71-80 pts Paralyzed

81-90 pts Helpless

91-100 pts Dead (FORT DC 20 to avoid, becomes helpless)

Aberrations, Oozes and Undead make the Sanity roll more difficult for the character by adding a number of points onto the roll equal to their CR, minus the characters total level (i.e. a 5th lv character encounters a CR 8 undead, he adds 3 onto his roll). Characters must also make a SAN check whenever they roll to check the Forbidden Knowledge skill. The points added to the roll is 1/2 the DC being attempted.

Paladins and those that are immune to fear will still need to check to see if they are affected. However, the character gets a roll of 1d20 + ECL bonus vs a DC of 15. If this roll is successful they no not need to make a Sanity check.

When the character is completely out of SAN, she has gone completely off the deep end. The DM will pick one of the following insanity effects, based on what drove the character insane (lost their last point):

Autonomic Hyperactivity - Sweating, racing heart, dizziness, clammy hands, flushed or pallid face, rapid pulse and respiration even when at rest, and so on. All attack rolls, saves, and checks take a -2 penalty.

Bipolar Mood Disorder - The character oscillates between mood states, sometimes staying in one mood for weeks at a time, sometimes rapidly switching from one to another. It is also known as manic depressive disorder.

Compulsions - The character insists on performing ritual actions, such as touching a doorway at left, right, and top before passing through it. Though she may agree that the actions are senseless, the need to perform them is overpowering and may last for 1d10 rounds. Even in times of great stress, the character may ignore her survival in order to perform the actions.

Depression - Symptoms of this illness include changes in appetite, weight gain or loss, too much or too little sleep, persistent feeling of tiredness or sluggishness, and feelings of worthlessness or guilt, leading in severe cases to hallucinations, delusions, stupor, or thoughts of suicide. All attack rolls, saves, and checks take a -4 morale penalty. A predisposition to use alcohol or other mood-altering substances in an attempt at self-medication exists. A character suffering from severe chronic depression may give up virtually all effort from feelings of hopelessness - for example, deciding not to get out of bed for two years.

Dissociative Amnesia (Psychogenic Amnesia) - This is the inability to recall important personal information, brought on by a desire to avoid unpleasant memories. The character must make a DC 20 Will save to recall such details or the cause of the amnesia. Since the horror of evil creatures and disturbing truths is the probable cause of this amnesia, as an optional rule the GM may choose to reset the character’s Knowledge (forbidden lore) modifier to +0 and her maximum Sanity to 99 while this disorder holds sway: The horror returns only when the character’s memories do.

Dissociative Fugue - The character flees from home or work and cannot recall her past. Once the flight halts, the character will likely assume an entirely new identity.

Dissociative Identity Disorder (Multiple Personality Disorder) - The character appears to harbor more than one personality, each of which is dominant at times and has its own distinct behavior, name, and even gender. The player needs to keep track of the character’s different personalities. (Each one has the same ability scores and game statistics, but different goals, outlooks, and attitudes.)

Expectations of Doom - Anxieties, worries, fears, and especially anticipations of misfortune. All attack rolls, saves, and checks take a -2 morale penalty.

Intermittent Explosive Disorder - The character is recognizably impulsive and aggressive, and at times gives way to uncontrollable rages that result in assault or destruction of property.

Mania - The character has a fairly constant euphoric or possibly irritable mood. Symptoms include a general increase in activity, talkativeness, increased self-esteem to the point of delusion, decreased need for sleep, being easily distracted, willingness for dangerous or imprudent activities such as reckless driving, delusions, hallucinations, and bizarre behavior. All attack rolls, saves, and checks take a -4 morale penalty A predisposition to use alcohol or other substances in an attempt at self-medication exists.

Motor Tension - Jitteriness, aches, twitches, restlessness, easily startled, easily fatigued, and so on. All attack rolls, Fortitude and Reflex saves, and all checks involving Strength, Dexterity, or Constitution take a -2 penalty.

Obsessions - The character cannot help thinking about an idea, image, or impulse incessantly, often involving violence and self-doubt. These ideas are frequently repugnant to the character, but they are so strong that during times of stress she may be unable to concentrate on anything else, even if doing so is necessary for her survival. Obsessive impulses can be very dangerous when combined with auditory hallucinations, since the “voices” may urge the character to take some dangerous or hostile course of action.

Obsessive-Compulsive Disorder - This illness manifests in one of two main forms, obsessive thoughts or compulsive actions; some characters exhibit both.

Panic Disorder (Panic Attack) - This illness is marked by a discrete period of fear in which symptoms develop rapidly. Within minutes palpitation, sweating, trembling, and difficulty in breathing develop, strong enough that the victim fears immediate death or insanity. Burdened with the recurrence of these episodes, she fears their return.

Personality Disorders - These long-term disorders have almost constant effects on a character’s behavior, making it difficult for him to interact with others and often making him unpleasant to be around as well. This is an important point to keep in mind when roleplaying— few players want to spend time with another player character suffering from a personality disorder. In game terms, the character takes a -4 penalty on all Charisma based checks. In addition, the attitudes of NPCs the character encounters are shifted in a negative direction. When determining NPC attitudes, the player must make a Charisma check for the character. On a successful check, the attitude of the NPC in question shifts one step toward hostile; on a failed check, the attitude of the NPC in question shifts two steps toward hostile. Personality disorders are classified in the following categories:

» Antisocial - Short-sighted and reckless behavior, habitual liar, confrontational, fails to meet obligations (job, bills, relationships), disregards rights and feelings of others.

» Avoidant - Oversensitive to rejection, low self-esteem, socially withdrawn.

» Borderline - Rapid mood shifts, impulsive, unable to control temper, chronic boredom.

» Compulsive - Perfectionist, authoritarian, indecisive from fear of making mistakes, difficulty expressing emotions.

» Dependent - Lacks self-confidence; seeks another to look up to, follow, and subordinate herself to (“codependent”).

» Histrionic - Overly dramatic, craves attention and excitement, overreacts, displays temper tantrums, may threaten suicide if thwarted.

» Narcissistic - Exaggerated sense of self-importance, craves attention and admiration, considers others’ rights and feelings as of lesser importance.

» Passive-Aggressive - Procrastinator, stubborn, intentionally forgetful, deliberately inefficient. Sabotages own performance on a regular basis.

» Paranoid - Jealous, easily offended, suspicious, humorless, secretive, vigilant; exaggerates magnitude of offenses against oneself, refuses to accept blame.

» Schizoid - Emotionally cold, aloof, has few friends; indifferent to praise or criticism.

Phobia - A character afflicted by a phobia persistently fears a particular object or situation. She realizes that the fear is excessive and irrational, but the fear is disturbing enough that she avoids the stimulus. A DC 15 Will check is required for a character to be able to force herself into (or remain within) the presence of the object of her phobia, and even then the character takes a -2 morale penalty as long as the object of fear remains. In severe cases, the object of the phobia is imagined to be omnipresent, perhaps hidden—thus, someone with severe acrophobia (fear of heights) might be frightened when in an enclosed room on the upper story of a building, even if there were no window or other way to see how high up the room was. As many phobias exist as one cares to notice or name—the lists provided below cover merely some of the more common phobias that might affect d20 characters.

Post-Traumatic Stress Disorder - After a traumatic event, the character begins to relive the trauma through persistent thoughts, dreams, and flashbacks. Correspondingly, the character loses interest in daily activities. She may return to normal once the memories have been thoroughly explored and understood, but that process may take years.

Vigilance - Distraction, inability to focus, insomnia, irritability, impatience. All Will saves and checks involving Intelligence, Wisdom, or Charisma take a -4 morale penalty.

Healing

Characters will automatically regain a number of Sanity points equal to their level + CHA bonus each game session. Characters that have gained insanity do not regain Sanity points.

If a character goes insane, he may make a WILL save, DC 25, to lose his insanity each game. He then begins to recover Sanity points at the normal speed.