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CRUSADERS

COMPANION

by Peter J. Schroeder

Designation of Open Game Content: The following is designated Open Game Content pursuant to the OGL v1.0a:

all text excluding the OGL license and the product identity designated below.

Designation of Product Identity: Product identity is not Open Game Content. The following is designated as

product identity pursuant to OGL v1.0a(1)(e) and (7): The game name Castles & Crusades, and the term Castle

Keeper.

Apatosaurus, Brachiosaurus, Deinonychus, Iguanodon, Stegosaurus and heading images are under the public

domain. All other images except the Castles & Crusades logo and the Heading 2 font in this document are by

the Battle for Wesnoth and WTactics Art teams and are usable under the terms of the GPL2 license.

This book comprises wholly of fan-made and third-party material. It is not official material for Castles &

Crusades.

All Rights Reserved®. ®Castles & Crusades and the Castles & Crusades logo are registered Trademarks of

Chenault & Gray, LLC.

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CONTRIBUTIONS

Classes: Avenger (Version 2), Chronomancer, Divine Bard, Ecclesiastic, Mountebank, Loremaster, Puritan, Viking, Warden, Witch (Version 1); Class Descriptions: Berserker; Spells: Accelerate Magic, Accelerate Metabolism, Age Animal, Age Item, Alarm Clock, Alternate Timeline Banishment, Alternate Timeline Divination, Alternate Timeline Summoning, Analyze Dweomer, Ascertain Spellcaster, Backlash, Burst of Haste, Chrindol’s Curse, Chrindol’s Major Change, Chrindol’s Minor Change, Defense from Aging, Delay Damage, Delay Magic, Delay Spell Effect, Last Sight, Lateness, Measure Time, Mismeasure Time, Nomad, Quicken Aging, Recall from the Past, Repeated Actions, Reset, Relativity, Retry, Save Item State, Save State, Second Chance, Soloman’s Warriors, Sudden Slowness, Suspend Creature, Suspend Object, Temporal Anchor, Temporal Anchor to Item, Temporal Backstep, Temporal Banishment, Temporal Barrier, Temporal Do-Over, Temporal Projection, Temporal Push, Temporal Reversal, Temporal Safe, Temporal Scrying, Temporal Sheen, Temporal Shove, Temporal Simultaneousness, Temporal Teleport, Temporally Teleport Object, Time Blink, Time Distortion Cube, Time Leap, Time and Space Folding, Time Walk, True Disintegrate, Vision of Youth, Withdraw, Zone of Retarded Magic by Dominique Crouzet.

Magic Items: Tarot Arcanum; Monsters: Demon (Version 1), Devil (Version 2), Gobbet; Secondary Skills: Evasion, Fistcuffs; Sections: Armor Damage; Creating High Level Characters, The Inferno; Spells: Anatomics, Bugs, Cleaning, Enrich, Eradicate, Eavesdrop, Firelight, Furry, Legerdemain, Order, Temperature, Transmogrify by Mike Stewart

Spells: Illusory Attack, Shadow Step, Shadow Ride, Smoke Rope, Spectral Attack by Blake "Zarathustra" Jarvis

Classes: Sorcerer (Version 2), Trickster; Class Abilities: Special Requirements, Code of Conduct, Divine Grace, Multiple Attacks, Capstone Ability, Animal Empathy, Field Medicine, Wilderness Stride, Combat Marauder, Spellcasting (Ranger), Divine Spellcasting, Capstone Power, Animal Empathy, Animal Companion, Immunity to Natural Poisons, Arcane Training, Specialization (Version 2), Capstone Power; Magic Items: Hammer of Leaping, Daggerwand, Demon's Thorn, Dragon Cane, Sensate Spectacles, Scarf of Unassailable Cuteness, Destroyer's Dice, Sword of Mediocrity, Vampiric Sickle, Sword of Subduing, Marshal's Plate, Phoenix Rod, Arrows of Arcane Vulnerability, Potion of Sobriety, Spear of Length, Ring of Temporal Freedom, Ring of the Doppelganger, Tome of Power, Shield of Nimune, Sword of Misplaced Aptitude, Manual of Arcane Power, Manual of Divinity, Hammer of Retribution, Deceiver's Sword, Inquisitor's Rapier, Flare Arrows, Strider's Boots, Ring of Constriction, Equestrian Ring, Everfull Purse, Devil's Crescent, Harvester of Sorrow, Bag of Glitterdust, Image of Nimune, Pendant of Eshara, Staff of Hellfire, Belt of Elvenkind, Visor of Uncanny Vision, Dark Servant, Whistle of Canine Summoning, Ring of Perfect Self; Monsters: Demon (Version 1): Babau, Balor, Dretch, Glabrezu (Type III), Hezrou (Type II), Marilith (Type V), Nalfeshnee (Type IV), Vrock (Type I), Demon Lord: Azazel (The Dual Prince), Lilith (The Scarlet Whore, Mother of Demons), Demogorgon (King of Demons, The Deplorable Word), Devil (Version 1): Barbed Devil (Hamatula), Bearded Devil (Barbazu), Bone Devil (Osyluth), Chain Devil (Kyton), Duke of Hell, Erinyes, Horned Devil (Cornugon), Ice Devil (Gelugon), Infernal Legionnaire, Lemure, Tempter Devil, Pit Fiend, Subjugator Devil, Devils (Unique): Alecto (Queen of the Erinyes), Proserpina (Princess of Hell), Mammon (Lord of the Second), Belial (Lord of the Third), Dispater (Lord of the Fifth), Astaroth (Lord of the Sixth), Baalzebub (Ruler of the Seventh), Apollyon (Lord of the Eighth), Behemoth, Asmodeus (Mephistopheles, The King in Crimson, Lord of the Nine Circles of Hell); Races: Dragonborn, Drow (Version 3), Gray Elf (Version 2), Hobgoblin; Spells: Absorb Life Essence, Admonish, Alms, Alter Gravity, Alter Winds, Animal Speech, Aqueous Blast, Aura of Neutrality, Aura of Thorns, Bloodhound, Branding Mark, Burning Gaze, Burst Rope, Castling, Claws, Cloud of Annhilation, Denounce, Disfiguration, Disguise Corpse, Divine Conversion, Divine Shield, Elemental Aura, Elemental Redirection, Elemental Weapon, Energy Blades, Expend, Exploding Orb, Fast Healing, Feedback, Forcewave, Foresight, Ghostly Revenge, Glide, Greater Conversion, Hold Monster, Iceball, Mass, Holy Feast, Holy Might, Holy Speech, Illuminating Orb, Illusionary Form: Pit Fiend, Inception, Intoxication, Invulnerability, Last Breath, Lower Resistance, Magic Darts, Magical Mirror, Mantle of Protection, Mass Monitoring, Mass Planar Adaptation, Memory Lapse, Minor Sequencer, Monitor, Peacefulness, Pit, Planar Adaptation, Precise Weapon, Predict Attack, Rain of Tranquility, Rebuke, Repentance, See Through Walls, Seize Initiative, Share Senses, Soul Bond, Spell Sacrifice, Spell Sequencer, Staff to Snakes, Striking Orb, Sunrise/Nightfall, Suppress Magic, Swarm Form, Tangle of Thorns, Teleport Other, Thorn Armour, Thunderbolts, Tithe, Touch of Anxiety, Touch of Corruption, Tremor, Water To Wine, World Wave by Kris Keen.

Classes: Priest, Avenger, Gladiator, Monster Slayer, Witch (Version 2), Jester, Sorcerer (Version 1); Equipment: Jousting Plate, Hewing Shield, Spiked Buckler, Bill Guisame, Bullwhip, Caltrop, Cinquedea, Great Club, Facuhard Guisame, Fighting Net, Garrote, Lochaber Axe, Pole Axe, Speturn, Staff Sling, Monsters: Blood Hound, Bone Pile, Flesh Hound, Grim Mantle, Necropede, Ocular Sentinel, Skin Sack, Tyrant, Venous Skitterling; Races: Drow (Version 2), Half-Ogre (Version 2); Sections: Persona, Adding Splendor to Your Spells, Adding Magnificence to Your Melee; Spells: Final Rest, Life Share, Seek the Dead, Life Remembered, Thornstave, Weather's Blessing, Restore the Barren, Bramble Bind, Spur the Sapling, Prey Mark, Slumber's Blessing, Light Stride, Army of the Damned, Reverse Time's Ravages, Ward Time's Ravages, Leech Youth by Colin Chapman.

Class Idea: Royal Guard by Zachary Short. Classes: Shaman by Todd Pote.

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Table of Contents

ATTRIBUTES 1

ALTERNATE ATTRIBUTE GENERATION 1

METHOD SEVEN: CONTEMPORARY 1

METHOD EIGHT: GENETICS 1

METHOD NINE: NEW AGE 1

METHOD TEN: POINTS SYSTEM 1

INSANITY AND MADNESS 1

WHAT IS SANITY? 1

FORBIDDEN LORE 2

STARTING SANITY 2

MAKING A SANITY CHECK 2

GOING INSANE 2

MAXIMUM SANITY 2

LOSS OF SANITY 2

SANITY RESISTANCE 2

ENCOUNTERING THE UNIMAGINABLE 2

SANITY-AFFECTING MAGIC 3

FORBIDDEN TOMES 4

GETTING USED TO AWFULNESS 4

TYPES OF INSANITY 4

GAINING OR RECOVERING INSANITY 8

PERCEPTION 9

RACES 10

HEIGHT AND WEIGHT 10

HEIGHT AND WEIGHT BY RACE 10

AGE 10

MINIMUM STARTING AGE 11

AGING 11

RACIAL HIT DIE 11

AZHAR 12 BOGGARD 12 DRAGONBORN 13 DWARF 14 ARCTIC DWARF 14 DUERGAR 14 HALF-DWARF 14 MOUNTAIN DWARF 15 ELF 15 AQUATIC ELF 15 DROW (Version 1) 15 DROW (Version 2) 15 DROW (Version 3) 16

GRAY ELF (Version 1) 17

GRAY ELF (Version 2) 17

WILD ELF 19 WOOD ELF 19 FEY 19 BROWNIE 19 BUCKAWN 19 CENTAUR 20 LEPRECHAUN 20 PIXIE 21 SATYR 21 FLIND 21 GIANT 21 CYCLOPS 22 FIR BOLG 22 GNOLL 22 GNOME 23 CRAG GNOME 23 FOREST GNOME 23 SVIRFNEBLIN 23 GOBLINOID 23 BUGBEAR 23 HOBGOBLIN (Version 1) 24 HOBGOBLIN (Version 2) 24 OGRE 25 GRIPPLI 26 HALFLING 26 DEEP HALFLING 26 TALLFELLOW HALFLING 26 KOBOLD 27 LIZARDFOLK 27 LOCATHAH 28 MERFOLK 28 MONSTROUS 28 CRABFOLK 28 DERRO 29 DOPPLEGANGER 29 GRIMLOCK 29 MINOTAUR 29 MONGRELFOLK 30 MUTANT ANIMAL 30 SAHUAGIN 35 XSAYARSA 35 YETI 36 OUTSIDER 36 AASIMAR 36 TIEFLING 36 SKULK 37 TENGU 37 TROGLODYTE 37 YESHIMI 37 CLASSES 39 STRENGTH 40 AVENGER (Version 2) 40 BRAVE 40 EXECUTIONER 41 GALLOWGLASS 42 GLADIATOR 43 MONSTER SLAYER 44 PEASANT HERO 45 ROYAL GUARD 46 VIKING 46 DEXTERITY 47 ACROBAT 47 BOUNTY HUNTER 49 DUELIST 51 HORSE WARRIOR 52 MARKSMAN 53 NINJA 54 PIRATE 55 TRICKSTER 56 WARDEN 57 CONSTITUTION 59 BERSERKER 59 BRAWLER 60 DERVISH 61 FREEBOOTER 62 INTELLIGENCE 63 APOTHECARY 63 CHRONOMANCER 64 DEMONURGIST 64 KNAVE 65 LOREMASTER 66 ONOMANCER 67 PYROMANCER 69 SCHOLAR 69 SPELLSWORD 70 WISDOM 71 ALCHEMIST 71 CRAFTSMAN 72 CROWNER 73 ECCLESIASTIC 74 FRIAR 75 LORE WARDEN 76 MIMIC 76 NATURE'S AVENGER 77 PRIEST 78 SAGE 79 CHARISMA 80 AVENGER (Version 1) 80 DIVINE BARD 81 GOLIARD 82 HARLEQUIN 83 HERALD 84 HOURI 85 JESTER 86 MERCHANT 87 MOUNTEBANK 88 NOBLE 89 PURITAN 90 SAMURAI 91 SHAMAN 92 SORCERER (Version 1) 95 SORCERER (Version 2) 96 WITCH (Version 1) 97 WITCH (Version 2) 98 MULTIPLE 99 ULTRAIST 99

NEW & ALTERNATE CLASS ABILITIES 99

FIGHTER 99 RANGER 100 ROGUE 101 ASSASSIN 102 BARBARIAN 102 WIZARD 104 ILLUSIONIST 105 CLERIC 106 DRUID 106 KNIGHT 107 PALADIN 107 BARD 107 CLASS CONSTRUCTION 108 STARTING XP 108 XP PER LEVEL 109 CLASS RECONSTRUCTION 109 CLASS DECONSTRUCTION 111 MULTI-CLASSING (Method 2) 112

CHOOSING THE CLASSES 112

ADVANCING LEVELS 113 RESTRICTIONS 113 DUAL-CLASSING 113 ACQUIRING CLASSES 113 RESTRICTIONS 113 MULTI-CLASSING (Method 4) 113 THE PURPOSE 113 THE DANGER 113 THE METHOD 113 UNIVERSAL RULES 114 SIMULTANEOUS MULTI-CLASSING 114 STAGGERED MULTI-CLASSING 114 MULTI-CLASSING (Method 5) 114 FIGHTER/WIZARD 115 FIGHTER/ROGUE 115 ROGUE/ILLUSIONIST 115 FIGHTER/ROGUE/WIZARD 115 FIGHTER/CLERIC 116 ROGUE/CLERIC 116 ROGUE/WIZARD 116 RANGER/DRUID 116 CLERIC/ASSASSIN 116 CLERIC/WIZARD 116 MULTI-CLASSING (Method 6) 117

SELECTING THE CLASSES 117

PRIME ATTRIBUTES 117

EQUIPPING THE CHARACTER 117

HIT DICE 117

CHARACTER ADVANCEMENT 117

EXPERIENCE POINT PROGRESSION 117

PERSONALIZATION 118

NAMES 118

NAMES BY CULTURE/REGION 118

PERSONA 135

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PERSONALITY 136

APPEARANCE 136

REPUTATION 136

SECONDARY SKILLS 136

SECONDARY SKILLS (Method 2) 137

WHAT ARE SECONDARY SKILLS 137

ACQUIRING SECONDARY SKILLS 137

USING SECONDARY SKILLS 137

SECONDARY SKILL DESCRIPTIONS 137

TRAITS 140 ROLEPLAYING OF TRAITS 140 DESIGNING TRAITS 141 TRAIT DESCRIPTIONS 141 EQUIPMENT 145 EQUIPMENT TABLES 145 ARMOR 145 SHIELDS 145 MELEE WEAPONS 145

MISSILE & RANGED WEAPONS 145

ARROWS 146

HIGH TECH WEAPONS 148

EQUIPMENT 148

SPECIAL SUBSTANCES AND ITEMS 148

SERVICES 149 FIREARMS 149 WET POWDER 150 CLUBBING FIREARMS 150 POISON 150 SPECIAL POISONS 150

INGESTED POISON ONSET TIMES 150

MAGIC 128

SCHOOL (SC) 128

DESCRIPTOR 128

SPELL LISTS 134

CLERIC SPELLS (Divine) 134

PALADIN SPELLS (Divine) 136

DRUID SPELLS (Sovereign) 136

RANGER SPELLS (Sovereign) 138

WITCH SPELLS (Sympathetic) 138

WIZARD SPELLS (Arcane) 140

CHRONOMANCER SPELLS (Arcane) 144 ILLUSIONIST SPELLS (Arcane) 145 NECROMANCER SPELLS (Arcane) 146 PYROMANCER SPELLS (Arcane) 147

BARD SPELLS (Song) 148

SPELL DESCRIPTIONS 149

ABSORB LIFE ESSENCE 149

ACCELERATE MAGIC 149 ACID FOG 150 ADMONISH 150 AERIAL SERVANT 150 ALARM CLOCK 150 ALMS 150 ACCELERATE METABOLISM 150

AFFECT NORMAL FIRES 150

AGE ANIMAL 150

AGE ITEM 150

AIRY WATER 151

ALTER GRAVITY 151

ALTER WINDS 151

ALTERNATE TIMELINE BANISHMENT 151 ALTERNATE TIMELINE DIVINATION 151 ALTERNATE TIMELINE SUMMONING 151

ANALYZE DWEOMER 151 ANATOMICS 151 ANCIENT SPIRIT 152 ANCIENT WISDOM 152 ANIMAL SPEECH 152 ANIMAL TRANCE 152

ANIMATE DEAD, LESSER 152

ANIMATE DEAD ANIMALS 152

ANIMATE OBJECTS 152 ANIMATE ROPE 152 ANTI-PLANT SHELL 153 AQUEOUS BLAST 153 ARCANE LOCK 153 ARCANE SIGHT 153 ARMOR OF UNDEATH 153

ARMY OF THE DAMNED 153

ASCERTAIN SPELLCASTER 153 AURA OF NEUTRALITY 154 AURA OF THORNS 154 BACKLASH 154 BALEFUL POLYMORPH 154 BANE 154 BEAR'S ENDURANCE 154 BEWILDER 154 BLACK TENTACLES 154 BLASPHEMY 155 BLEEDING WOUND 155 BLIGHT 155 BLOODHOUND 155 BODY OF EYES 155 BOLSTER UNDEAD 155 BONE ARMOR 155 BONE CONSTRUCT 156 BONETRAP 156 BRAMBLE BIND 156 BRANDING MARK 156 BREAK ENCHANTMENT 156 BUGS 156 BULL’S STRENGTH 156 BURNING GAZE 156 BURST OF HASTE 157 BURST ROPE 157 CACODEMON 157 CADAVER DANCE 157

CALL LIGHTNING STORM 157

CALL UNDEAD 157 CASTLING 157 CAT’S GRACE 157 CHAIN ENERVATION 158 CHANT 158 CHAOS 158 CHARIOT OF FIRE 158 CHARM PLANTS 158 CHILL TOUCH 158 CLAWS 158 CLEANING 158 CLENCHED FIST 159 CLOUD SHAPE 159 CLOAK OF CHAOS 159 CLOUD OF ANNHILATION 159 CHRINDOL’S CURSE 159

CHRINDOL’S MAJOR CHANGE 159

CHRINDOL’S MINOR CHANGE 159

CONJURE ANIMALS 160

CONTROL TEMPERATURE 160

CRUSHING HAND 160

CURSE OF BLOOD 160

DAZE MONSTER 160

DEAD MANS EYES 160

DEATH BRINGER 160 DEATH GAZE 160 DEATH KNELL 161 DEATH SPELL 161 DEATHLESS ETERNITY 161 DEATHWATCH 161 DEEP SLUMBER 161

DEFENSE FROM AGING 161

DELAY DAMAGE 161

DELAY MAGIC 162

DELAY SPELL EFFECT 162

DEMAND 162

DENOUNCE 162

DESTRUCTION 162

DETECT ANIMALS OR PLANTS 162

DETECT CHARM* 163 DETECT DEAD 163 DICTUM 163 DIG 163 DIMENSIONAL ANCHOR 163 DIMENSIONAL LOCK 163 DISFIGURATION 164 DISGUISE CORPSE 164 DISGUISE SELF 164 DISPEL EXHAUSTION 164 DISPLACEMENT 164 DISRUPT UNDEAD 164 DISRUPTING WEAPON 164 DISTANCE DISTORTION 164 DIVE 164 DIVINE CONVERSION 165 DIVINE FAVOR 165 DIVINE POWER 165 DIVINE SHIELD 165 DOMINATE ANIMAL 165 DOMINATE MONSTER 165 DOOM 165 DRAIN LIFE 165 DUO-DIMENSION 165 DUST 166 EAGLE’S SPLENDOR 166 EAVESDROP 166 ELEMENTAL AURA 166 ELEMENTAL REDIRECTION 166 ELEMENTAL SWARM 166 ELEMENTAL WEAPON 166 ENCHANT AN ITEM 166 ENERGY BLADES 167 ENERVATION 167 ENRICH 167 ENTHRALL 167 ENTROPIC SHIELD 167 ERADICATE 167 ESSENCE SHIFT 168 ESSENCE TRANSFUSION 168 EXORCISM 168 EXPEDITIOUS RETREAT 168 EXPEND 168 EXPLODING ORB 168 EXTENSION I 168 EXTENSION II 168 EXTENSION III 168 EYEBITE 168 FABRICATE 169 FACE OF DEATH 169 FAITHFUL HOUND 169 FAR-FLYING FLAME 169 FAST HEALING 169 FEEDBACK 169 FEIGN DEATH 170 FINAL REST 170 FIND FAMILIAR 170 FIND TRAPS 170 FIRE CHARM 170 FIREBIRD 170 FIRELIGHT 171 FLAME ARROW 171 FLAME BLADE 171 FLAMING SPHERE 171 FLARE 171 FLASH/BANG 171

FLESH MADE FOUL 171

FOE'S FIRE 171 FOOL’S GOLD 172 FORBIDDANCE 172 FORCEFUL HAND 172 FORCEWAVE 172 FORESIGHT 172 FORGET 172 FORTIFY MIND 173 FOX’S CUNNING 173 FREEZING SPHERE 173

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FRIENDS 173

FROM THE ASHES 173

FUMBLE 173 FURRY 173 GAZE REFLECTION 174 GENTLE REPOSE 174 GIANT VERMIN 174 GHOST SIGHT 174 GHOST WRITING* 174 GHOSTLY REVENGE 174 GHOULISH CURSE 174 GLASS-STEEL 174 GLASSEYE 175 GLIBNESS 175 GLIDE 175 GLITTERDUST 175 GOOD HOPE* 175 GRASPING HAND 175 GRAVE CLAWS 175 GREATER CONVERSION 175 GUIDANCE 175 HALT UNDEAD 176 HANDS OF DEATH 176 HEAL MOUNT 176 HEAT BONE 176 HELPING HAND 176 HEMORRHAGING WOUND 176 HEROES’ FEAST 177 HEROISM 177 HIDEOUS LAUGHTER 177 HORRID WILTING 177

HOLD MONSTER, MASS 177

HOLD PLANT 177 HOLY FEAST 177 HOLY MIGHT 177 HOLY SPEECH 178 HOLY SWORD 178 ICEBALL 178 IDENTIFY UNDEAD 178 ILLUMINATING ORB 178

ILLUSIONARY FORM: PIT FIEND 178

ILLUSORY ATTACK 178

IMBUE WITH SPELL ABILITY 178

IMMORTALITY 179 IMPLOSION 179 INCEPTION 179 INTERPOSING HAND 179 INTOXICATION 179 INVISIBLE STALKER 179 INVISIBILITY PURGE 179 INVULNERABILITY 179 IRRESISTIBLE DANCE 180 LAST BREATH 180 LAST SIGHT 180 LATENESS 180 LEECH YOUTH 180 LEGERDEMAIN 180

LEGION OF GHOULS OR SHADOWS 180 LEGION OF MUMMIES OR WRAITHS 180 LEGION OF SKELETONS OR ZOMBIES181

LIFE REMEMBERED 181 LIFE SHARE 181 LIFELEECH 181 LIGHT STRIDE 181 LIVEOAK 181 LOCATE PLANTS 181 LONGEVITY* 181 LONGSTRIDER 182 LOWER RESISTANCE 182 LUCUBRATION 182 LULLABY 182 MAGE ARMOR 182 MAGE’S SWORD 182 MAGIC DARTS 182 MAGIC VESTMENT 182 MAGICAL MIRROR 182 MAGNIFICENT MANSION 183 MAKE WHOLE 183 MANTLE OF PROTECTION 183 MARK OF JUSTICE 183 MASS MONITORING 183

MASS PLANAR ADAPTATION 183

MASSMORPH 183 MEASURE TIME 183 MEMORY LAPSE 184 MIND FOG 184 MINOR SEQUENCER 184 MIRACLE 184 MISMEASURE TIME 184 MODIFY MEMORY 184 MOMENT OF PRESCIENCE 185 MONITOR 185 MOUNT 185 NECROTIC TOUCH 185

NEGATIVE ENERGY ARMOR* 185

NOMAD 185 NON-DETECTION 185 OBSCURE OBJECT 185 ORDER 186 OWL’S WISDOM 186 PARALYSATION 186 PARTIAL ANIMATION 186 PASS PLANT 186 PEACEFULNESS 186 PHANTOM STEED 186 PHANTOM TRAP 187 PIRATE’S BOOTY 187 PIT 187 PLAGUE 187 PLANAR ADAPTATION 187 PLANAR BINDING 187

PLANAR BINDING, GREATER 187

PLANAR BINDING, LESSER 187

PLANT DOOR 188 POLAR RAY 188 PREY MARK 188 PREDICT ATTACK 188 PRECISE WEAPON 188 PRIVATE SANCTUM 188

PROTECTION FROM SPELLS 188

PROTECTION FROM UNDEAD 189

PUSH 189

QUICKEN AGING 189

RAIN OF TRANQUILITY 189

RAISE CITY 189

RAISE DEATH FLEET 189

RAISE DEATH HULK 189

RAY OF FROST 189

RAY OF PALSY 190

RAY OF ROT 190

RAY OF SACRIFICE 190

REBUKE 190

RECALL FROM THE PAST 190

RECALL SPIRIT 190 RELATIVITY 190 REPEATED ACTIONS 190 REPENTANCE 191 RESET 191 RESISTANCE 191

RESTORE THE BARREN 191

RETRY 191

REVERSE GRAVITY 191

REVERSE TIME'S RAVAGES 191

ROT FLESH 192

SALTBURST 192

SAVE ITEM STATE 192

SAVE STATE 192 SCORCHING RAY 192 SCULPT SOUND 192 SEARING LIGHT 192 SECOND CHANCE 192 SEDUCTION 193

SEE THROUGH WALLS 193

SEEK THE DEAD 193

SEIZE INITIATIVE 193

SENSORY LINK 193

SEPIA SNAKE SIGIL 193

SHADOW DOOR 194 SHADOW RIDE 194 SHADOW SKIN 194 SHADOW STEP 194 SHADOW TOUCH 194 SHAMBLER 194 SHARE SENSES 195 SHIELD OF LAW 195 SHIELD OTHER 195 SHROUD OF DEATH* 195 SKULL SNARE 195 SLAY LIVING 195 SLUMBER'S BLESSING 195 SMOKE ROPE 196

SOFTEN EARTH AND STONE 196

SOLOMAN‘S WARRIORS 196 SONG OF DISCORD 196 SOUL BOND 196 SOUL EXCHANGE 197 SOUL SWITCH 197 SOULSTRIKE 197

SPEAK WITH MONSTERS 197

SPECTRAL ATTACK 197 SPELL IMMUNITY 197 SPELL SACRIFICE 197 SPELL SEQUENCER 198 SPELL TURNING 198 SPELLSTAFF 198 SPIKE GROWTH 198 SPIRIT-RACK 198

SPUR THE SAPLING 199

STATUE 199 STICKS TO SNAKES 199 STRIKING ORB 199 STONE SHAPE 199 STONESKIN 199 SUDDEN SLOWNESS 199 SUMMON INSTRUMENT 199 SUNBEAM 199 SUNRISE/NIGHTFALL 200 SUPPRESS MAGIC 200 SUSPEND CREATURE 200 SUSPEND OBJECT 200 SWARM FORM 200 SYMPATHETIC VIBRATION 200 SYMPATHY 201 TANGLE OF THORNS 201 TELEKINETIC SPHERE 201 TELEPORT OBJECT 201 TELEPORT OTHER 201 TEMPORAL ANCHOR 201

TEMPORAL ANCHOR TO ITEM 201

TEMPORAL BACKSTEP 202 TEMPORAL BANISHMENT 202 TEMPORAL BARRIER 202 TEMPORAL DO-OVER 202 TEMPORAL PROJECTION 202 TEMPORAL PUSH 203 TEMPORAL REVERSAL 203 TEMPORAL SAFE 203 TEMPORAL SCRYING 203 TEMPORAL SHEEN 203 TEMPORAL SHOVE 204 TEMPORAL SIMULTANEOUSNESS 204 TEMPORAL TELEPORT 204

TEMPORALLY TELEPORT OBJECT 204

TEMPERATURE 204

THORN ARMOUR 204

THORNSTAVE 204

THUNDERBOLTS 205

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TIME BLINK 205

TIME DISTORTION CUBE 205

TIME LEAP 205 TIME WALK 206 TITHE 206 TOUCH OF ANXIETY 206 TOUCH OF CORRUPTION 206 TOUCH OF IDIOCY 206 TRANSMOGRIFY 206 TREE STRIDE 206 TREMOR 206 TRUE DISINTEGRATE 207 TRUE STRIKE 207 UNDEAD CONDUIT 207 UNDEAD WARDING 207 UNDEATH TO DEATH 207 UNDETECTABLE ALIGNMENT 207 UNFETTER UNDEAD 207 UNHINGE 208 VIRTUE 208 VISION OF YOUTH 208

VOICE OF DEATHLY WHISPERS 208

WAIL OF THE BANSHEE 208

WALL OF BONE 208

WALL OF FOG 208

WARD TIME'S RAVAGES 208

WATCHFUL EYE 208 WATER TO WINE 209 WEATHER'S BLESSING 209 WHISPERING WIND 209 WITHDRAW 209 WOOD SHAPE 209 WORD OF CHAOS 209 WORLD WAVE 210 WOUND 210 WRAITHTOUCH 210 WRITE 210 ZEPHYR OF DEATH 210

ZONE OF RETARDED MAGIC 210

ZONE OF SILENCE 210

ZONE OF TRUTH 210

ADDING SPLENDOR TO YOUR SPELLS 211

MIRACLES 211

DOCTRINES OF SERVICE 212

GRACE AND HUBRIS 212

BENEDICTIONS AND MIRACLES 213

TYPE AND SCOPE OF MIRACLES 215 REBUKES, EXECRATION, AND

ATONEMENT 219 ROLEPLAYING DEITIES 220 TATTOO MAGIC 222 GENERAL RULES 222 SIZE RULES 222 GAINING TATTOOS 222 AUGMENTING TATTOOS 222 USING TATTOOS 222 THE TATTOOS 223 MARTIAL ARTS 228

MARTIAL ARTS STYLES 228

AIKIJUTSU 228 ARCHERY 228 BOXING 228 BREAKNUCKLE 228 ÉLAN 229 FENCING 229 GROUNDPOUND 229 JUJUTSU 229 KARATE 229 KNIFE FIGHTING 229 KUNG FU 229 NINJUTSU 229

POLE ARM FIGHTING 229

SCHOOL OF HARD KNOCKS 229

SHIELD TRAINING 229

STAFF FIGHTING 230

SWORD FIGHTING: LONGSWORD 230

SWORD FIGHTING: SHORTSWORD 230 SWORD FIGHTING: TWO-HANDED

SWORD 230

TAE KWON DO 230

WRESTLING 230

MARTIAL ARTS MANEUVERS 230

ARC FIRE 230 AXE KICK 230 BEAR HUG 230 BODY BLOW 230 BOX EARS 230 CONSERVATIVE ATTACK 231 CRESCENT KICK 231 DISARMING ATTACK 231 ELBOW SLAM 231 EYE GOUGE 231 FAST ATTACK 231 FLYING KICK 231 GROUND FIGHTING 231 HAYMAKER 231 HEAD BUTT 231 HIP THROW 232 HOOK 232 IMMOVABLE 232 JAB 232

KNOW YOUR ENEMY: SPECIFIC

MARTIAL ARTS STYLE 232

LEG SWEEP 232

LUNGE 232

NOCK SHOT 232

POWER ATTACK 232

PRESSURE POINTS: SPECIFIC RACE 232

RECKLESS ATTACK 232 SHIELD BASH 233 SHIELD CHARGE 233 SHIELD PUNCH 233 SHIELD WALL 233 SLASH 233 SNAP KICK 233 SNAP SHOT 233 TESTUDO 233 THRUST 233 IMMORTALITY 234 WHAT IS AN IMMORTAL? 234

THE THREE FORMS 234

BECOMING AN IMMORTAL 234

WORSHIPPERS 235

HOME PLANE 235

APPEARANCE 235

EMBODIED FORM POWERS 235

CALL OTHER 235 CONTROL UNDEAD 235 DETECTION SUITE 236 DRAGON BREATH 236 DRAGON FORM 236 ENHANCED REFLEXES 236 EXTRA ATTACKS 236 FIGHTER ABILITIES 236 GROAN 236 HEIGHT DECREASE 236 HEIGHT INCREASE 236 HOWL 236

IMPROVED SAVING THROWS 236

INCREASED DAMAGE 236

INCREASED MOVEMENT RATE 236

LEECH 236 MONK ABILITIES 237 POISON 237 ROGUE ABILITIES 237 SNAP 237 SPIT POISON 237 SUMMON WEAPONS 237 SWOOP 237 TURN UNDEAD 237 WEAPON SPECIALIZATION 237 IMMMORTALS 237

IMMORTALITY & DEATH 237

LEVEL & EXPERIENCE 238

POWER RESERVE 238

FORMS & ABILITIES 239

IMMORTAL ABILITIES 239

IMMORTAL LEVEL SPELLS 240

COMBAT 245

ADDING MAGNIFICENCE TO YOUR MELEE 245

BE DESCRIPTIVE 245

THE ARE ALWAYS CONSEQUENCES 245

THE ENVIRONMENT 245

BYSTANDERS 245

IMPROVISE 245

IT'S NOT THE SIZE OF WEAPON, IT'S

HOW YOU USE IT 245

MOTION IS CONTINUOUS 245

REPARTEE 246

FLESH WOUNDS OR TORRENTS OF

BLOOD? 246

COLLATERAL DAMAGE 246

DEFENSE BONUS 246

THE CLASS DEFENSE BONUS 246

MONSTER DEFENSE BONUSES 246

UNARMED COMBAT MANEUVERS 247

BACK FLIP 247 BEARHUG 247 CAPTURE 247 CHOKE 247 HOLD 247 LOCK 248 TACKLE 248 THROW 248 UKEMI 248 CASTLE KEEPERING 250 ARMOR DAMAGE 250

SYSTEM I: CRITICAL HITS 250

SYSTEM II: ACCUMULATED DAMAGE 250 ARMOR REPAIR 250 CONVERSION 250 A1E 250 A2E 251 PRE-3E 252 1E & 2E 252 2E 252 3E 252 FF6 252

CREATING FANTASTIC NAMES 253

FANTASTIC FICTION 253

LANGUAGES? 253

THE CURSE OF THE APOSTROPHE 253

TYING IT TOGETHER 254

GENERIC FANTASY 254

DRUG ADDICTIONS 263

FATIGUE AND EXHAUSTION 263

EXHAUSTED 263

FATIGUED 263

HIGH LEVEL CAMPAIGNS 263

CREATING HIGH LEVEL CHARACTERS 263

STARTING OUT 264

EXPLANATION OF TERMS 264

PATTERN OF ROLLS 264

EPIC ADVENTURING PERIOD

RESOLUTION 265

THE CONTINUING CAMPAIGN 266

MULTICLASS CHARACTERS 266

RETURNING TO THE CAMPAIGN (Already

in Progress) 266

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CASTLE KEEPER WARNING 266

GENERAL NOTES 266

RANDOM ADVENTURE GENERATOR 269

LEARNING FROM SCREENWRITING 269 HOW TO USE THIS GENERATOR 269

EXAMPLES 270

RANDOM INN GENERATOR 271

THE INN’S NAME 271

THE INN 272

THE INN STAFF 272

VISITORS 272 RIDDLES 276 THE RIDDLES 276 THE ANSWERS 278 MONSTERS 280 ANIMAL 280 CLAM, MONSTROUS 280 EEL, REEF 280 JELLYFISH, MONSTROUS 280 LEECH, MONSTROUS 280 LIZARD, FLYING 281 SCORPION, MONSTROUS 281 ARANEA 281

ARCTODUS (BULLDOG BEAR) 282

ASHMAN 282 BLEMMYAE 282 BLOOD HOUND 282 BONE PILE 283 BRAIN GOBBLER 283 BRASS MONKEY 284 BURNLING 284 CHIAO 284 CRAWLING CLAW 284 DEADWOOD TREE 285 DEMON (Version 1) 285 BABAU 285 BALOR 285 DRETCH 286

GLABREZU (Type III) 286

HEZROU (Type II) 287

MARILITH (Type V) 287

NABASSU 288

NALFESHNEE (Type IV) 289

SHADOW DEMON 289

SUCCUBUS/INCUBUS 290

VROCK (Type I) 290

DEMON (Version 2) 291

BALOR (Type VI) 291

CUBI 291

GLABREZU (Type III) 291

HEZROU (Type II) 291

MARILITH (Type V) 292

NALFESHNEE (Type IV) 292

VROCK (Type I) 292

DEMON LORD 292

AZAZEL (The Dual Prince) 292

DEMOGORGON (King of Demons, The

Deplorable Word) 293

LILITH (The Scarlet Whore, Mother of

Demons) 294

DEVIL (Version 1) 295

BARBAZU (Bearded Devil) 295

CORNUGON (Horned Devil) 295

DUKE OF HELL 295

ERINYES 296

GELUGON (Ice Devil) 296

HAMATULA (Barbed Devil) 297

INFERNAL LEGIONNAIRE 297

KYTON (Chain Devil) 298

LEMURE 298

OSYLUTH (Bone Devil) 298

PIT FIEND 299

SUBJUGATOR DEVIL 300

TEMPTER DEVIL 301

DEVIL (Version 2) 301

CORNUGON (Horned Devil) 301

ERINYES 301

GELUGON (Ice Devil) 302

HAMATULA (Barbed Devil) 302

LEMURE 302

OSYLUTH (Bone Devil) 302

PIT FIEND 302

DEVIL, UNIQUE 302

ALECTO (Queen of the Erinyes) 302 APOLLYON (Lord of the Eighth) 303 ASMODEUS (Mephistopheles, The King in Crimson, Lord of the Nine Circles of Hell) 304 ASTAROTH (Lord of the Sixth) 305 BAALZEBUB (Ruler of the Seventh) 306

BEHEMOTH 307

BELIAL (Lord of the Third) 308 DISPATER (Lord of the Fifth) 308 MAMMON (Lord of the Second) 309 PROSERPINA (Princess of Hell) 310

DEVIL LIZARD 311 DINOSAUR 311 APATOSAURUS 311 BRACHIOSAURUS 312 DEINONYCHUS 312 ELASMOSAURUS 312 IGUANODON 313 MASSOSPONDYLUS 313 OVIRAPTOR 313 PLATEOSAURUS 313 PROTOCERATOPS 313 SCUTELLOSAURUS 314 STEGOSAURUS 314 TRACHODON 314 DREAM CHILD 314 FLESH HOUND 315 FLESHRAKER 315 GHOST EATER 315 GOLEMS 316 CHEMICAL GOLEM 316 GOBBET 316 GREY MATTER 316 GRIM MANTLE 317 INFERNAL AUTOMATON 317 LIFE LEECH 317 MALKIN 317 MANC BUG 318 META-DROID 318 NECROPEDE 318 NEOTHELID 318 OCULAR SENTINEL 319 PHYNNODDEREE 319 PICACOUATL 320 PIT BRIER 320 POULTREGEIST 320 PTERANODON 321 PWALG 321 SCORPITRON 321 SERPENT PEOPLE 321 SHADOW SERPENT 321 SKIN CLOAK 322 SKIN SACK 322 SPECTER, FIRE 322 SPIRIT LIZARD 323 TAVI 323 THANATOS 323 TYRANT 324 UNDYING 324 VENOUS SKITTERLING 325 VULPINE 325 WYRM, OCEAN 325 X'SVAL 325 MONSTER ATTRIBUTES 326

RANDOM MONSTER GENERATOR 329

THE STEPS TO MONSTER CREATION 329

TREASURE 334

ALTERNATE TREASURE TABLES 334

RANDOM MAGIC ITEM GENERATOR 334

POTIONS 341

WEAPONS 341

SWORDS 341

MISCELLANEOUS WEAPONS 341

ARMOR & SHIELDS 342

MARSHAL'S PLATE +1 342

MISCELLANEOUS MAGIC 342

AMULET OF THE SERPENT 342

BAG OF GLITTERDUST 342

THE BOOK OF HOROSCOPES 342

CAPTAIN'S CHEST 342

CARTOGRAPHER'S TABLE 342

COMPASS OF TRUE SEEING 343

DARK SERVANT 343

DESTROYER'S DICE 343

EVERFULL PURSE 343

FEATHER TOKEN (Flash) 343

FEATHER TOKEN (Fog) 343

GOLD BUG 343

GOLDEN SKULLCAP 343

GORGET OF THE GRENADIER 343

MIRROR OF EXCHANGE 343

SCARF OF UNASSAILABLE CUTENESS 343 SHIP IN A BOTTLE 343 STRIDER'S BOOTS 343 TOME OF POWER 344 RINGS 344 BOAR 344 BRAVADO 344 DOPPELGANGER 344 EQUESTRIAN RING 344 MONKEY 344 OSPREY 344 OWL 344 RING OF RAINBOWS 344 TEMPORAL FREEDOM 344 RODS 344 BUCCANEER 344 CURSED ITEMS 344 BELT OF ELVENKIND 344 RING OF CONSTRICTION 344

RING OF PERFECT SELF 344

SENSATE SPECTACLES 345

STAFF OF HELLFIRE 345

SWORD OF MEDIOCRITY 345

SWORD OF MISPLACED APTITUDE +2345

VISOR OF UNCANNY VISION 345

ARTIFACTS 345

BILE AND LASHES 345

IMAGE OF NIMUNE 345

MANUAL OF ARCANE POWER 345

MANUAL OF DIVINITY 345

PENDANT OF ESHARA 345

PHOENIX ROD 345

RING OF SORCERERS 345

SHIELD OF NIMUNE +2 345

THE SIEGE CANNON 345

SILVER SPHERE 346

TAROT ARCANUM 346

WHISTLE OF CANINE SUMMONING 348

HAZARDS 349

DUNGEON 349

ALTAR OF LIFE 349

THE BOOTS OF STONE 349

THE CEILING OF CLOUDS 349

CHANGING LANDMARK 349

THE CHASM PAINTING 349

THE CLOCK-STATUE OF THE RED HALL 349

THE COLD ROOM 350

THE DARK POOL 350

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FRICTIONLESS CHIMNEY 350

THE GAZELLE 350

INVISIBLE DIRT 351

THE IRON CANNON 351

JACOB’S LADDER 351

THE KEYHOLE FLOOR 352

MUSIC BOX 352

THE PERILOUS BARTENDER 352

ROTATING DOOR SURPRISE 352

RUDE SPITTOON 352

SLIDING FLOOR STAIRWAYS 352

THE SLIDING ROOM 352

THE SPINNING ROOM 352

THE STONE DOG 353

THE STONE THROWER 353

A TANTALIZING TREASURE TROVE 353

THE TEST OF THREE 353

ENVIRONMENTAL AND TERRAIN 353

AIR, STILL 353 AIR, NECROMANTIC 354 CAVE DUCKS 354 CHASM 354 COLLAPSING CHAMBER 354 CRUMBLING STAIRS 354 CRYSTAL, HARMONIC 354

DANGEROUSLY HOT FLOORS 354

DESTROYED FLOOR 354 DRY HAZE 355 FALLING TREES 355 FLOODFALLS 355 GHOST’S GRAVE 355 MONOLITH, SPARK 356 POOL, BOILING 356 POOL, LAVA 356 POOL, PROFANE 356 RED BUTTON 356 ROCKY GROUND 356 SPELL TOWERS 356 STONE EGG 357 SLICKSTONE 357 STUNSPRAY 357 TERROR STONES 357 THORN PATCH 357 TREASURE-COVERED FLOOR 357 VENT, POISON 357 VENT, STEAM 358 WEATHER 358 TRADITIONAL 362 BRIDGEWEED 363 FOG, ABYSSAL 363 FOG, ACIDIC 363 FOG, CRIMSON 363 FOG, DRACONIC 363

FOG, DRAGON’S BREATH 364

FOG, FRIGID 364

FOG, EFREET’S 364

FOG, MAGNETIC 364

FOG, NECROMANTIC 364

FOG, PUTRID 365

FOG, SOUL EATING 365

FORESTBLOOM 365 LICHEN, BLOOD 365 LICHEN, BLOOD 365 LICHEN, HARMONIC 365 MOLD, ARCANEBLEED 365 MOLD, COFFIN 365 MOLD, DARK 365 MOLD, SCARLET 366 MOLD, WILTING 366 MOSS, DOOR 366 MOSS, SHADOW 366 MOSS, SLEEP 366

MUSHROOMS, GREEN DRACO 366

MUSHROOMS, HARMONIC 366 MUSHROOMS, PIT 366 MUSHROOMS, PLANAR 367 SLIME, LEAF 367 SLIME, SNOWFALL 367 SLIME, UNHOLY 367 SWOLLEN CORPSE 367 VICTIMWEED 367 VINES, STUMBLETRAP 367 OTHER 367 BARK GRUBS 367 GOLD BEETLES 368 OWL OF DESPAIR 368 WORM, TREASURE 368 PLANES 369 WHAT IS A PLANE? 369 MATERIAL PLANE 369 TRANSITIVE PLANES 369 OUTER PLANES 369 DEMIPLANES 369 PLANAR TRAITS 369 PHYSICAL TRAITS 369

ELEMENTAL AND ENERGY TRAITS 370

ALIGNMENT TRAITS 371

MAGIC TRAITS 371

HOW PLANES INTERACT 372

LAYERED PLANES 372

PLANE DESCRIPTIONS 372

THE MATERIAL PLANE 372

THE ETHEREAL PLANE 372

PLANE OF SHADOW 372

THE ASTRAL PLANE 372

ELEMENTAL PLANE OF AIR 373

ELEMENTAL PLANE OF EARTH 373

ELEMENTAL PLANE OF FIRE 373

ELEMENTAL PLANE OF WATER 373

NEGATIVE ENERGY PLANE 373

POSITIVE ENERGY PLANE 373

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WELCOME TO THE CRUSADER'S COMPANION

The Crusader's Companion is a collection of fan-made and third-party material for the Castles & Crusades game.

Derived from many sources, this book covers a wealth of material not covered in the official books and variants of

rules that are contained in the official books.

If you would like to contribute material that you have created or converted, please email it to

peterjschroeder@gmail.com

. Please

abide by the following rules before submitting such material.

The material must be Open Game Content.

The material must not use someone else's product identity.

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ATTRIBUTES

ALTERNATE ATTRIBUTE GENERATION

METHOD SEVEN: CONTEMPORARY

Roll 4d6 six times, dropping the lowest number, and assign as the player chooses.

METHOD EIGHT: GENETICS

This method is designed to provide a more “genetic” way of generating a character’s attributes. It is based upon the idea of Punnet square genetics, in which the possible offspring of two parents are determined by a matrix with the possible choices, those choices influencing each other. For our purposes though, we’re only going to have the character attributes influence themselves. Below are the Punnet squares for the six attributes and their possible outcomes.

PUNNET SQUARES FOR ATTRIBUTES

STR DEX CON

S s D d C c

S SS Ss D DD Dd C CC Cc

s sS ss d dD dd c cC cc

INT WIS CHA

I i W w K k

I II Ii W WW Ww K KK Kk

i iI ii w wW ww k kK kk

The Punnet square indicates the likelihood of the character having a given genotype. The possible outcomes for each attribute are as follows: a 25% chance of AA, 50% chance of Aa, and a 25% chance of aa. AA is dominant, Aa is neither dominant or recessive, and aa is recessive. The probability spread can be simulated by rolling 1d4 for each attribute and consulting Table 2 below.

ATTRIBUTE DETERMINATION

d4 STR DEX CON INT WIS CHA

1 SS DD CC II WW KK

2-3 Ss Dd Cc Ii Ww Kk

4 ss dd cc ii ww kk

The player may choose the order in which to roll for his attributes. Prime attributes are determined based on the order in which the attributes were rolled, as well as by the die roll. The player will need to decide whether the character is human or demi-human, as this affects primes.

Dominant (Die roll of 1): Attribute score is generated using 1d6+12.

Attribute is automatically prime.

Average (Die roll of 2 or 3): Attribute score is generated using

2d6+6. Attribute is prime if there are no Dominant attributes available. In all cases, a die roll of 2 will be made prime before a die roll of 3.

Recessive (Die roll of 4): Attribute score is generated using 3d4.

Attribute is prime only if there are no Dominant or Average attributes available.

CHARACTER GENERATION EXAMPLE

David decides to roll up his character’s attributes in the following order: dexterity, intelligence, wisdom, charisma, constitution, and strength. He then rolls 1d4 for each attribute in the order he chose. He gets the following results:

• Dexterity = 2 • Intelligence = 3 • Wisdom = 1 • Charisma = 4 • Constitution = 2 • Strength = 3

Based on the 1d4 rolls above, David will now determine which attributes are prime, and the die roll to generate them. Placing the attributes in order of the die result, lowest to highest, David sees the following:

• Wisdom = 1 • Dexterity = 2 • Constitution = 2 • Intelligence = 3 • Strength = 3 • Charisma = 4

At this point, David needs to decide whether his character is going to be a human or demi-human because his choice will affect the number of attributes he has that will be prime. If he elects to make the character human, he would receive three primes. Looking at the list above, those three attributes would be wisdom, dexterity, and constitution. If David elects to make the character a demi-human, only the wisdom and dexterity would be prime. Constitution in this case would not be prime because David chose to roll for his dexterity before his constitution.

David now determines the actual scores for the attributes based on whether the attribute is dominant, average, or recessive, and ends up with the following:

Strength: 2d6+6, rolls 6, 3 for result of 15

Dexterity: 2d6+6, rolls 6, 5 for result of 17 (Prime)

Constitution: 2d6+6, rolls 4, 3 for result of 13 (Prime if Human)

Intelligence: 2d6+6, rolls 3, 2 for result of 11

Wisdom: 1d6+12, roll 4 for result of 16 (Prime)

Charisma: 3d4, roll 4, 3, 3 for result of 10

METHOD NINE: NEW AGE

Roll 4d4+2 six times and assign as the player chooses.

METHOD TEN: POINTS SYSTEM

Characters have 60 + 4d4 points to assign to their abilities; minimum 3 and maximum 18. Each 10% of exceptional strength costs 1 point.

INSANITY AND MADNESS

This optional system allows you to introduce an element of dark horror into your (INSERT GAME NAME HERE) game. In campaigns using these rules, characters gain a new attribute called Sanity. This statistic functions like an ability score in some ways, but it has its own unique mechanics that represent the character’s descent from a stable and healthy mental state into confusion, dementia, and mental instability. As a character encounters monsters, witnesses horrible acts, masters forbidden knowledge, or casts spells, his Sanity score, and his corresponding ability to function as a normal member of his race,

deteriorates. This gradual descent is balanced in part by the powers that characters gain each time they overcome a horrific foe or grow in skill and expertise, but even as those characters grow in power, they know or fear that an even greater peril lies ahead-the threat of becoming permanently insane.

WHAT IS SANITY?

Sanity is the natural mental state of ordinary life. Normal mental balance is endangered when characters confront horrors, entities, or activities that are shocking, unnatural, and bewildering. Such encounters cause a character to lose points from his Sanity score, which in turn risks temporary, indefinite, or permanent insanity. Mental stability and lost Sanity points can be restored, up to a point, but psychological scars may remain.

Insanity occurs if too many Sanity points are lost in too short a time. Insanity does not necessarily occur if Sanity points are low, but a lower

Sanity score makes some forms of insanity more likely to occur after a character experiences an emotional shock. The character’s Sanity may be regained after a few minutes, recovered after a few months, or lost forever.

A character may regain Sanity points, and even increase his Sanity point maximum. However, increasing a character’s levels in Forbidden Lore always lowers his maximum Sanity by an equal amount.

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FORBIDDEN LORE

The Sanity rules assume that some knowledge is so alien to human

understanding that simply learning of its existence can shatter the psyche. While magic and nonhuman races form an everyday part of a character’s life, even a seasoned adventurer cannot conquer or understand some things. Knowledge of these secrets and creatures is represented by a new ability available to all characters that goes hand in hand with a character’s Sanity score: Forbidden Lore.

This type of knowledge permanently erodes a character’s ability to maintain a stable and sane outlook, and a character’s current Sanity can never be higher than 99 minus the levels the character has in Forbidden Lore. This number (99 minus Forbidden Lore levels) is the character’s maximum Sanity.

Forbidden Lore: You know That Which Should Not Be Known. You have had horrible supernatural experiences and read forbidden tomes, learning truly dark secrets that have challenged everything you thought you knew. Since these revelations defy logic or commonly accepted fact, it does not matter how intelligent or wise you are when using this skill-only how much exposure to these dark secrets themselves you have experienced.

Check: Roll 1d20 and add your skill level to the roll. Compare the result to the

following table to determine the quality of information you have learned. Generally, you may use Forbidden Lore to divine the answers to questions about horrible deities and terrifying secrets lurking at the edge of reality.

Levels Information 1-10 Secret information 11-20 Obscure information

21+ Extremely obscure information

Try Again: No. The check represents what you know, and thinking about a topic

a second time doesn’t let you know something that you never learned in the first place.

Special: You acquire levels in Forbidden Lore by reading forbidden tomes or

having experiences with horrible creatures. Each level you gain in this skill permanently reduces your maximum Sanity by 1 point; the more you know about the horrible truths underlying reality, the less capable you are of leading a normal life.

A character’s first episode of insanity (that is, an occurrence of temporary or indefinite insanity) bestows 2 levels in Forbidden Lore, thereby lowering his maximum Sanity by 2 points. Each time a character fails a Sanity check and endures another episode of insanity, he gains an additional level in Forbidden Lore.

Example: Alaina has 2 levels of Forbidden Lore after reading a strange manuscript. She then steps outside, sees a fiend, and goes indefinitely insane, her raving mind failing to understand the strange creature she has encountered. Since she has never gone insane before, she gains 2 levels of Forbidden Lore. Her maximum Sanity is now 95 (99 minus 4 levels of Forbidden Lore). Sanity points measure the stability of a character’s mind. This attribute provides a way to define the sanity inherent in a character, the most stability a character can ever have, and the current level of sane rationality that a character preserves, even after numerous shocks and horrid revelations.

Sanity is measured in three ways: starting Sanity, current Sanity, and maximum Sanity. Starting and current Sanity cannot exceed maximum Sanity.

STARTING SANITY

A character’s starting Sanity equals his Wisdom score multiplied by 5. This score represents a starting character’s current Sanity, as well as the upper limit of Sanity that can be restored by curative magic. After creation, a character’s current Sanity often fluctuates considerably and might never again match starting Sanity. A change in a character’s Wisdom score changes his starting Sanity in terms of what treatment can restore. Current Sanity, however, does not change if Wisdom rises or falls.

A character’s current Sanity score fluctuates almost as often as (and sometimes much more often than) his hit points.

MAKING A SANITY CHECK

When a character encounters a gruesome, unnatural, or supernatural situation, the Gamemaster may require the player to make a Sanity check using percentile dice (d%). The check succeeds if the result is equal to or less than the

character’s current Sanity.

On a successful check, the character either loses no Sanity points or loses only a minimal amount. Potential Sanity loss is usually shown as two numbers or die rolls separated by a slash, such as 0/1d4. The number before the slash indicates the number of Sanity points lost if the Sanity check succeeds (in this case, none); the number after the slash indicates the number of Sanity points lost if the Sanity check fails (in this case, between 1 and 4 points).

A character’s current Sanity is also at risk when the character reads certain books, learns certain types of spells, and attempts to cast them. These Sanity losses are usually automatic (no Sanity check is allowed); the character who chooses to undertake the activity forfeits the indicated number of Sanity points. In most cases, a new Sanity-shaking confrontation requires a new Sanity check. However, the Gamemaster always gets to decide when characters make Sanity checks. Confronting several horribly mangled corpses at one time or in rapid succession may call for just one Sanity check, while the same corpses encountered singly over the course of several game hours may require separate checks.

GOING INSANE

Losing more than a few Sanity points may cause a character to go insane. If a character’s Sanity score drops to 0 or lower, she begins the quick slide into permanent insanity. Each round, the character loses another point of Sanity. Once a character’s Sanity score reaches -10, she is hopelessly, incurably insane. Curative magic can be used to stabilize a character on the threshold of permanent insanity.

A Gamemaster’s description of a Sanity-shaking situation should always justify the threat to a character’s well-being. Thus, a horde of frothing rats is

horrifying, while a single ordinary rat usually is not (unless the character has an appropriate phobia, of course).

At the Gamemaster’s option, a character who has just gone insane may have an insight into the situation or entity that provoked the insanity. The player needs to make a Wisdom check to gain the insight. Information provided by this sudden burst of awareness is up to the Gamemaster, but it may include something about a creature’s origin or a fact about its nature (feeding habits, natural habitat, weakness), a clue to the identity of a murderer at a murder scene, or some hint at a location of great importance.

MAXIMUM SANITY

Levels in Forbidden Lore simulate a character’s comprehension of aspects of the dark creatures at the edges of reality. Once gained, this horrible knowledge is never forgotten, and the character consequently surrenders mental

equilibrium. A character’s Sanity weakens as his comprehension of these hidden truths increases. Such is the way of the universe.

A character’s current Sanity can never be higher than 99 minus the character’s levels in Forbidden Lore. This number (99 minus Forbidden Lore levels) is the character’s maximum Sanity.

LOSS OF SANITY

Characters ordinarily lose Sanity in a few types of circumstances: when encountering something unimaginable, when suffering a severe shock, after casting a spell or when learning a new spell, when being affected by a certain type of magic or a particular spell, or when reading a forbidden tome.

SANITY RESISTANCE

Each character has a Sanity Resistance equal to his character level. This number is the amount of Sanity loss a character can ignore when he encounters a creature that requires a Sanity check.

ENCOUNTERING THE UNIMAGINABLE

When people perceive creatures and entities of unspeakable horror, this experience costs them some portion of their minds, since such creatures are intrinsically discomforting and repellent. We never lose awareness of their

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slimy, fetid, alien nature. This instinctive reaction is part and parcel of humans, elves, dwarves, and other humanoid races. In this category, we can include supernatural events or agents not always recognized as specifically devoted to the dark gods, such as hauntings, zombies, vampires, curses, and so on. Table: Sanity Loss from Creatures provides some default Sanity loss values for encountering creatures, based on their type and size. These are only default values-the Gamemaster can and should adjust individual monsters he deems more or less horrible than others of their size.

In addition, certain types of monstrous behavior might force additional Sanity checks, much like those described under Severe Shocks. For instance, an aboleth is an unnerving sight, but watching one transform your best friend with its slime should certainly force another check, with losses appropriate to the situation.

In most games, no character should need to make a Sanity check when encountering an elf, dwarf, or other standard humanoid race, or for

encountering domesticated or otherwise commonplace animals. In some cases, even humanoid races such as orcs and goblins might be so common as to not cause Sanity loss either.

SANITY LOSS FROM CREATURES

Monster Size

Monster Type S M L

Aberration, dragon, extraplanar, ooze, undead 1/1d4 1/1d6 1/1d10 Elemental, fey, plant, vermin 1/1d4 1/1d6 1/1d8 Construct, giant, magical beast, monstrous

humanoid, shapechangers

0/1d4 0/1d6 1/1d6

Animal, beast, humanoid* 0/1 0/1 0/1d4

*Only animals, beasts, or humanoids of truly bizarre or ferocious appearance force such a check.

SPECIFIC MONSTERS AND SANITY

Some monsters have additional or variant special abilities when using the Sanity variant.

Allip

The allip’s madness ability causes the loss of 2d6 Sanity points rather than the normal effect.

MONSTROUS CHARACTERS AND SANITY

In most cases, the Gamemaster does not need to keep track of a monster’s Sanity score, but sometimes, especially when in the hands of a player, monsters need Sanity scores just as other characters do.

Although most campaigns that use the Sanity variant limit players to creating characters from the standard player character races, it’s still easy to envision a world where one or two monstrous races are so common or so integrated into the culture of other races that the

Gamemaster wants to present them as viable player character options. In these cases, the monsters available as player character races should never provoke a Sanity loss from other characters or NPCs, and these creatures should have a Sanity score and track their Sanity losses just like characters made with the standard PC races. A monster should never lose Sanity for seeing others of its race (specters don’t lose Sanity when encountering other specters, and so on). In all cases, what causes

Sanity loss for a specific creature is in the hands of the Gamemaster. SEVERE SHOCKS

A shocking sight of a more mundane nature can also cost Sanity points. Severe shocks include witnessing an untimely or violent death, experiencing personal mutilation, losing social position, being the victim of treachery, or whatever else the Gamemaster decides is sufficiently extreme. Table: Severe Shocks gives some examples of severe shocks, and the Sanity loss each one provokes. CASTING SPELLS

Magic relies on the physics of the true universe. By casting spells, characters visualize the unimaginable, warping their minds to follow alien ways of thought. These visualizations wound the mind. Although spellcasters expose themselves to such traumas voluntarily, they are shocks all the same. In this variant, casting a spell drains a certain amount of Sanity. This rule represents the fact that spellcasting forces the mind into strange patterns and

thought processes with which it is poorly equipped to deal. The Gamemaster can choose from the three options presented in the following table, deducting a low, moderate, or extreme number of Sanity points from a character who casts a spell. In a campaign featuring low Sanity loss, a spellcaster is rarely penalized for casting a spell, especially if the Gamemaster also chooses to give characters Sanity Resistance in such cases. In a campaign featuring moderate Sanity loss, spellcasters face a slightly higher risk of insanity than members of other classes, even if they have Sanity Resistance. When using this option, players should, for the most part, choose spellcasting levels only as multiclass options. In a campaign featuring extreme Sanity loss, spellcasters have a difficult time participating in adventures regularly because they find it hard to use their classes’ primary abilities without soon going insane.

SEVERE SHOCKS

Loss Situation

0/1d2 Surprised to find mangled animal carcass 0/1d3 Surprised to find human corpse 0/1d3 Surprised to find human body part 0/1d4 Finding a stream flowing with blood 1/1d4+1 Finding a mangled human corpse 0/1d6 Awakening trapped in a coffin 0/1d6 Witnessing a friend’s violent death 1/1d6 Seeing a ghoul

1/1d6+1 Meeting someone you know to be dead 0/1d10 Undergoing severe torture

1/d10 Seeing a corpse rise from its grave

2/2d10+1 Seeing a gigantic severed head fall from the sky 1d10/d% Seeing an evil deity

In addition to the guidelines presented for each campaign option above, the Gamemaster is free to impose additional modifiers on the Sanity loss caused by spells of a certain type or even individual spells. Here are some example conditions that a Gamemaster could choose to incorporate into a game. Divine spells cost 5 additional Sanity points to cast.

Druids suffer only half the Sanity loss from spellcasting (round fractions up). Healing spells drain no Sanity when cast.

The invisibility spell, and any variation thereof, costs 1 additional Sanity point to cast.

Spells involving the creation of undead cost 2 additional Sanity points to cast. Spellcasters of some classes follow the guidelines of one campaign option, while spellcasters of other classes follow the guidelines of another campaign option.

SANITY-AFFECTING MAGIC

The following types of magic and specific spells have different or additional effects when the Sanity variant is in use. For the effects of healing spells and magical means of recovering Sanity, see Restoring Sanity with Magic, later in this section.

FEAR EFFECTS

Whenever a spell, creature, or other factor produces a fear effect that causes its target to become shaken, frightened, or panicked, replace the saving throw to avoid the effect (if applicable) with a Sanity check. On a failed check (and sometimes even on a successful one), the subject loses a number of Sanity points rather than experiencing the normal effect of the magic. The following chart provides a summary of the Sanity loss associated with each spell that has the fear descriptor:

Spell Sanity Loss on a Failed

Check Sanity Loss on a Successful Check

Fear 2d6 1

Scare 1d6 1

Symbol (fear) 2d6

-In this variant, remove fear does not automatically suppress an existing fear effect on its subjects, but if it is cast on a creature that lost Sanity because of a fear effect within the last 24 hours, that Sanity loss is halved (to a minimum of 1 point) and the creature’s current Sanity is adjusted accordingly.

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ILLUSIONS

Illusions, when they are believed, cause Sanity loss just as if the real horrific monster or event were present. The Gamemaster can reduce the Sanity loss caused by illusions (or eliminate it entirely) if such spells appear frequently in the campaign.

Sanity Loss from Spellcasting

SANITY LOSS FROM SPELLCASTING

Spell Level Low Sanity Loss Moderate Sanity Loss Extreme Sanity Loss 1st 1 2 1d6 2nd 2 4 2d6 3rd 3 6 3d6 4th 4 8 4d6 5th 5 10 5d6 6th 6 12 6d6 7th 7 14 7d6 8th 8 16 8d6 9th 9 18 9d6

EXAMPLE FORBIDDEN TOMES Examination Period Spells Contained Initial Sanity Loss Sanity Loss on Completion Forbidden Lore Levels Gained 1 week 0 1 1d4 1 1 week 1 1d4 1d4 1 1 week 2 1d4 2d6 1 2 weeks 1d4 1d6 2d6 2 2 weeks 1d6 1d10 2d6 2 2 weeks 3 1d6 2d6 2 2 weeks 1d6+1 1d6 2d6 3 3 weeks 1d4+1 1d10 2d6 2 3 weeks 1d6 1d6 2d10 2 3 weeks 1d4+5 1d10 3d6 3

CONTACT OTHER PLANE

When using the Sanity variant, characters casting this spell risk a loss of Sanity instead of Intelligence and Charisma. Whenever a character casts this spell, she must make a Sanity check. If the check fails, the character loses Sanity depending on the plane that the character was trying to contact, according to the following table. Unlike the Intelligence and Charisma reduction caused by the normal version of this spell, the Sanity loss does not go away after a week-the loss is permanent until restored by another spell.

Plane Contacted Sanity Loss

Elemental Plane 1

Astral Plane 2

Outer Plane, demigod 1d6 Outer Plane, lesser deity 2d6 Outer Plane, greater deity 4d6 COMMUNE

When using the Sanity variant, replace this spell’s components with a Sanity check (1d6/3d6), made immediately after the spell’s duration expires. INSANITY

Instead of experiencing this spell’s normal effect, characters who fail the saving throw to resist the spell become permanently insane (but suffer no Sanity loss). SUMMON ELEMENTAL, ELEMENTAL SWARM, ET AL

If a character summons a monster that causes Sanity loss, he suffers the usual Sanity loss for casting the spell and must also make a Sanity check because of the monster’s presence.

SYMBOL OF INSANITY

Instead of experiencing this spell’s normal effect, characters who fail the saving throw to resist the symbol become permanently insane (but suffer no Sanity loss).

FORBIDDEN TOMES

Obscure tomes add levels to a character’s Forbidden Lore ability and may teach arcane spells. Studying and comprehending these books causes all that we know to become like shadows. The burning power of a greater reality seizes the soul. Whether we try to retreat from the experience or hunger greedily for more, it destroys our confidence in what we once believed, opening us up to the all- encompassing truths of dark deities.

For each such book encountered, the Gamemaster must set the examination period, the number of spells contained in it, the Sanity loss that occurs upon beginning the examination, the Sanity loss that occurs upon completion of the examination, and the levels of Forbidden Lore gained from studying the book. While the Gamemaster is free to set these parameters at any values that he feels are appropriate for the campaign or adventure, Table: Example Forbidden Tomes provides some suggested combinations of each of these parameters.

GETTING USED TO AWFULNESS

Never underestimate the ability of the sentient mind to adapt, even to the most horrific experiences. Reading and rereading the same bit of disturbing text or seeing the same horrible image over and over eventually provokes no further loss of Sanity. Within a reasonable interval of play, usually a single session of the game, characters should not lose more Sanity points for seeing monsters of a particular sort than the maximum possible points a character could lose from seeing one such monster. For instance, the Sanity loss for seeing a single human zombie

is 1/1d6. Thus, in the same game day or in the same play session, no character should lose more than 6 Sanity points for seeing any number of zombies. Keep in mind that the interpretation of “reasonable interval” will vary by Gamemaster and situation. When it feels right, the Gamemaster should rule that the horror is renewed and points must be lost again.

Learning or casting spells never becomes a normal occurrence. No matter how many times a character casts a spell, no matter what the time interval between castings may be, the Sanity loss is always the same. This point is also true for anything that a character does willingly. For example, if brutally murdering a friend costs 2/1d10 Sanity, this loss is incurred each time, even if the character loses the maximum possible points (10) after the first such murder he commits.

TYPES OF INSANITY

Character insanity is induced by a swift succession of shocking experiences or ghastly revelations, events usually connected with dark gods, creatures from the Outer Planes, or powerful spellcasting.

Horrifying encounters can result in one of three states of mental unbalance: temporary, indefinite, and permanent insanity. The first two, temporary insanity and indefinite insanity, can be cured. The third, permanent insanity, results when a character’s Sanity points are reduced to -10 or lower. This condition cannot be cured.

TEMPORARY INSANITY

Whenever a character loses Sanity points equal to one-half her Wisdom score from a single episode of Sanity loss, she has experienced enough of a shock that the Gamemaster must ask for a Sanity check. If the check fails, the character realizes the full significance of what she saw or experienced and goes temporarily insane. If the check succeeds, the character does not go insane, but she may not clearly remember what she experienced (a trick the mind plays to protect itself).

Temporary insanity might last for a few minutes or a few days. Perhaps the character acquires a phobia or fetish befitting the situation, faints, becomes hysterical, or suffers nervous twitches, but she can still respond rationally enough to run away or hide from a threat.

A character suffering from temporary insanity remains in this state for either a number of rounds or a number of hours; roll d% and consult Table: Duration of Temporary Insanity to see whether the insanity is short-term or long-term. After determining the duration of the insanity, roll d% and consult either Table Duration of Temporary Insanity or Table: Long-Term Temporary Insanity Effects to identify the specific effect of the insanity. The Gamemaster must describe the effect so that the player can roleplay it accordingly. Successful application of curative magic may alleviate or erase temporary insanity.

(15)

DURATION OF TEMPORARY INSANITY

d% Temporary Insanity Type Duration

01-80 Short-term 1d10+4 rounds

81-100 Long-term 1d10×10 hours

Temporary insanity ends either when the duration rolled on Table: Duration of Temporary Insanity has elapsed, or earlier if the Gamemaster considers it appropriate to do so.

After an episode of temporary insanity ends, traces or even profound evidence of the experience should remain. No reason exists why, for instance, a phobia should depart from someone’s mind as quickly as a warrior draws his sword. What remains behind after a brief episode of temporary insanity should exert a pervasive influence on the character. The character may still be a bit batty, but her conscious mind once again runs the show.

SHORT-TERM TEMPORARY INSANITY

d% Effect

01-20 Character faints (can be awakened by vigorous action taking 1 round; thereafter, character is shaken until duration expires). 21-30 Character has a screaming fit.

31-40 Character flees in panic.

41-50 Character shows physical hysterics or emotional outburst (laughing, crying, and so on).

51-55 Character babbles in incoherent rapid speech or in logorrhea (a torrent of coherent speech).

56-60 Character gripped by intense phobia, perhaps rooting her to the spot. 61-65 Character becomes homicidal, dealing harm to nearest person as

efficiently as possible.

66-70 Character has hallucinations or delusions (details at the discretion of the Gamemaster).

71-75 Character gripped with echopraxia or echolalia (saying or doing whatever those nearby say or do).

76-80 Character gripped with strange or deviant eating desire (dirt, slime, cannibalism, and so on).

81-90 Character falls into a stupor (assumes fetal position, oblivious to events around her).

91-99 Character becomes catatonic (can stand but has no will or interest; may be led or forced to simple actions but takes no independent action).

100 Roll on

TEMPORARY SANITY EFFECTS

d% Effect

01-10 Character performs compulsive rituals (washing hands constantly, praying, walking in a particular rhythm, never stepping on cracks, constantly checking to see if crossbow is loaded, and so on).

11-20 Character has hallucinations or delusions (details at the discretion of the Gamemaster).

21-30 Character becomes paranoid.

31-40 Character gripped with severe phobia (refuses to approach object of phobia except on successful Wisdom check).

41-45 Character has aberrant sexual desires (exhibitionism, nymphomania or satyriasis, teratophilia, necrophilia, and so on).

46-55 Character develops an attachment to a “lucky charm” (embraces object, type of object, or person as a safety blanket) and cannot function without it.

56-65 Character develops psychosomatic blindness, deafness, or the loss of use of a limb or limbs.

66-75 Character has uncontrollable tics or tremors (-4 penalty on all attack rolls, checks, and saves, except those purely mental in nature).

76-85 Character has amnesia (memories of intimates usually lost first).

86-90 Character has bouts of reactive psychosis (incoherence, delusions, aberrant behavior, and/or hallucinations). 91-95 Character loses ability to communicate via speech or

writing.

96-100 Character becomes catatonic (can stand but has no will or interest; may be led or forced into simple actions but takes no independent action).

As a variant rule, if the amount of Sanity lost exceeds the character’s current Wisdom score, consider the temporary insanity to always be of the long-term variety.

INDEFINITE INSANITY

If a character loses 20% (one-fifth) or more of her current Sanity points in the space of 1 hour, she goes indefinitely insane. The Gamemaster judges when the impact of events calls for such a measure. Some Gamemasters never apply the concept to more than the result of a single roll, since this state can remove characters from play for extended periods. An episode of indefinite insanity lasts for 1d6 game months (or as the Gamemaster dictates). Symptoms of indefinite insanity may not be immediately apparent (which may give the Gamemaster additional time to decide what the effects of such a bout of insanity might be).

Table: Random Indefinite Insanity is provided as an aid to selecting what form a character’s indefinite insanity takes. (The mental disorders mentioned in this table are explained later in this section.) Many Gamemasters prefer to choose an appropriate way for the insanity to manifest, based on the

circumstances that provoked it. It’s also a good idea to consult with the player of the afflicted character to see what sort of mental malady the player wishes to roleplay.

RANDOM INDEFINITE INSANITY

d% Effect

01-15 Anxiety (includes severe phobias)

16-20 Dissociative (amnesia, multiple personalities) 21-25 Eating (anorexia, bulimia)

26-30 Impulse control (compulsions) 31-35 Mood (manic/depressive) 36-45 Personality (various neuroses) 46-50 Psychosexual (sadism, nymphomania)

51-55 Psychospecies

56-70 Schizophrenia/psychotic (delusions, hallucinations, paranoia, catatonia)

71-80 Sleep (night terrors, sleepwalking) 81-85 Somatoform (psychosomatic conditions) 86-95 Substance abuse (alcoholic, drug addict) 96-100 Other (megalomania, quixotism, panzaism) The state of indefinite insanity is encompassing and incapacitating. For instance, a schizophrenic may be able to walk the streets while babbling and gesticulating, find rudimentary shelter, and beg for enough food to survive, but most of the business of the mind has departed into itself; she cannot fully interact with friends, family, and acquaintances. Conversation, cooperation, and all sense of personal regard have vanished from her psyche.

It is possible for characters with indefinite insanity to continue to be played as active characters, depending on the form their madness takes. The character may still attempt to stumble madly through the rest of an adventure. However, with her weakened grasp on reality, she is most likely a danger to herself and others.

As a general rule, a character suffering from indefinite insanity should be removed from active play until she recovers. At the Gamemaster’s discretion, the player of the character might be allowed to use a temporary character until the end of the story. Whether this “stand-in” character is an incidental NPC in the adventure, a character of the same level as the rest of the group, one or two levels below the rest of the characters, or even a 1st-level character, is up to the Gamemaster. If a character goes indefinitely insane near the end of an adventure, the

Gamemaster may decide to set the next adventure to begin after the insane character has recovered.

Characters suffering from indefinite insanity are in limbo, unable to help themselves or others. Curative magic can be used to restore Sanity points during this period, but the underlying insanity remains.

After recovery, a victim retains definite traces of madness. For example, even though a character knows she is no longer insane, she might be deathly afraid of going to sleep if her insanity manifested itself in the form of terrifying nightmares. The character is in control of her actions, but the experience of insanity has changed her, perhaps forever.

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