Mental Disorders
Mental disordersmental disorder精神异常A lasting psychological condition from mental trauma.
Over the course of play, there are many ways for a character's once-stable mind to become unstable and tip into madness.
Wondrous magic, conditionscondition不良状态A harmful effect on a character. Point-based conditions are mild or severe depending on the key resisting Attributes., SkillsSkill技能A learned ability. Attribute + Skill makes most dice pools., diseases, poisons, certain area effects, seeing certain mysterious beings, and so on can all bring on madness.
Madness comes in two kinds: temporary madness and permanent madness.
A character in a fit of madness may temporarily lose control of their character. The character is then usually handed to the STStoryteller主持人The person who runs the game and speaks for the world; ST for short., who can control the character and have them act, or suggest how the player should play the madness, and tells the player how long this fit lasts.
If a character has several symptoms of madness, the ST decides which one triggers. In general, temporary madness is handled first and permanent madness last.
Special: note that immunityimmunity免疫Complete protection from a kind of effect, but only from sources of equal or lower Rank. to mind-affecting effects may keep your mental disorder from triggering as far as possible, but a mental disorder itself isn't a mind-affecting effect.
Temporary madness:
Special: the 1D10 rounds, 1D10 minutes, and 1D10 symptoms in this section are just dice, not a rollroll检定Rolling your dice pool of d10s; each die showing 8 or higher is a success. Written like 'a Dexterity + Stealth roll'., and no roll-related abilities apply to them.
If a character affected by temporary madness is in combat, the madness lasts 1D10 rounds; out of combat, it lasts 1D10 minutes.
When a character enters temporary madness, roll 1D10 for the symptom:
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Panicked flight: the character immediately flees the scene, or away from whatever drove them mad, using their strongest means of movement.
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Phantom disability: the character suddenly feels they have lost one of their body parts. Pick one at random; until the madness ends, the character can't use it, as if it were lost for good. (This covers eyes, ears, voice, limbs, and tail.)
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Violent tendencies: the character flies into a rage, and each turnturn回合One character's moment to act within a round. must make their strongest attack against the nearest target, friend or foe. If several targets qualify, they choose the strongest or the weakest (depending on the character's personality) as far as possible.
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Paranoid delusions: lifelike hallucinations appear before the character, who can't tell reality from illusion. True seeingtrue seeing真实视觉Seeing through illusions and disguises to the true form of things. and other abilities don't work on this. The character skips their turn.
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Loss of consciousness: the character falls unconscious.
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Hysteria: the character bursts into laughter, weeping, screaming, or something similar, and is dazed.
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Lost in themselves: the character's mind is trapped in their own inner world, and they are held.
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No will of their own: the character loses their own judgment, and acts on the orders of whoever acted just before them in InitiativeInitiative先攻The value that sets turn order in combat. order, but won't harm themselves or do anything similar (they may hurt teammates).
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At others' mercy: the character feels nothing matters, and is helpless.
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Deeper madness: the character rolls 1D10 again (rerolling a 10) for their temporary madness symptom, and the madness also becomes permanent.
Permanent madness:
Special: the 1D10 rounds, 1D10 minutes, and 1D10 symptoms in this section are just dice, not a roll, and no roll-related abilities apply to them.
A character with permanent madness usually seems no different from anyone else, but that only means the madness is dormant. As soon as it is triggered again, they fall straight back into temporary madness.
Roll 1D10 (rerolling a 10) for the symptom your permanent madness shows when it flares up. If your permanent madness came from temporary madness, skip this and use the temporary madness's symptom as the symptom of your permanent madness.
While a character has permanent madness, their mental state is very unstable: whenever they suffer any negative "mind-affecting" effect, their madness flares up at once.
Also, while dormant, permanent madness gives the character one of these traits; roll 1D10 for the disorder:
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Obsessive-compulsive disorder: the character is compelled to repeat some act, such as washing their hands or touching something. While awake, the character must perform it once every hour; if they don't manage to, they take a stacking 3 DP untyped penaltyuntyped penalty无名减值A penalty with no type; untyped penalties stack. on all rolls from then on until they do.
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Delusional disorder: lifelike hallucinations keep appearing before the character, and true seeing and similar abilities don't work on them. The character can't apply the extra successesextra success附加成功Bonus successes from high Attributes, Skills, and other sources. They only add to a roll that already succeeded. from Skill ratings to their rolls.
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Phobia: the character feels extreme fear of whatever caused their disorder. When the character perceives it, they flee as far as they can; if they can't flee and are in the same scenescene场景A continuous stretch of story, such as one fight or one negotiation., they take a 6 DP untyped penalty on all rolls.
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Self-harm: the character is forever lashing at themselves. Half their HealthHealth生命值How much damage a character can take, tracked by grade: H (healthy), B, L, A. Written HP. (rounded down) is permanently filled with bashing damagebashing damage冲击伤害The lightest damage grade, written B: punches, kicks, blunt blows..
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Amnesia: the character can't remember what they have done, which shows as forgetting things, and the player has to play this out. Also, each day, roll a chance diechance die机运骰The single d10 you roll when your pool drops to 0 or less. Only a 10 succeeds, and a 1 is a dramatic failure.. If it doesn't succeed, the character forgets one of their active Skills, TechniquesTechnique招式A specific move within an Art., or spells at random. This doesn't mean losing the ability, only that they can't use it actively while it is forgotten. If the chance die succeeds, they recover one lost memory (a forgotten ability or event).
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Withdrawal: the character thinks they have achieved nothing and no longer tries to get ahead. The character can't make rolls to open their Gene LockGene Lock基因锁A seal on human potential. Opening it grants enormous power in moments of crisis.; this doesn't affect opening Gene Lock stages they have already opened.
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Mania: the character is irritable and can't be calmed down. The character can't take short restsshort rest短休A brief rest that restores some resources..
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Split personality: a new personality splits off in the character's mind. Your new personality's Character TraitsCharacter Trait角色特性A roleplaying trait used instead of Virtue and Vice. Playing it out restores Willpower equal to its trait score. (such as personality and alignment) are almost the opposite of your original personality's. You gain a new random ViceVice罪恶A dark impulse the character struggles to resist., which only applies while the new personality is out. Whenever you suffer a strong shock or take a long restlong rest长休A long rest, such as a full night's sleep., there is a 50% chance of switching personalities.
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Dependency: the character depends utterly on another character or a lucky item. Choose a character or an item; whenever that character isn't within your sensory range (or is dead), or that item isn't within your sensory range (or is destroyed), the character can't use extra successes on any roll.
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Sensory disorder: the character's senses are out of balance. When the character takes damage, they make a Will saveWill save意志豁免The save against mental and mind-affecting effects. against a DCdifficulty难度The number of successes a roll needs; DC for short. equal to the total damage (for example, 3 lethal damagelethal damage致命伤害Serious damage, written L: blades and bullets. and 4 aggravated damageaggravated damage恶性伤害The worst damage grade, written A. Very hard to heal. makes DC 7). On a failure, the character is dazed.