Psyche

From Hârn
Jump to navigation Jump to search

PSYCHE [1d100][edit | edit source]

Phobias, manias, and other mental disorders can be great fun in roleplaying, but they can also be disruptive. Use only at GM discretion.

The list of mental disorders is not comprehensive. The list is weighted towards disorders that are the most playable. If a mental disorder is generated, also roll on the Severity table (below) and pray for a low roll.

A phobia is an irrational fear/aversion. When likely to be stimulated by an appropriate situation, the GM tests the character’s Will to determine if the phobia can be resisted or not. If relief is impossible, a character may faint, become hysterical, go berserk, etc.

A mania is an irrational fascination, obsession, or compulsion, usually to excess.

PCs must roleplay any disorder they possess. A character with Pyromania should take every reasonable opportunity to start a fire; a character with Hydrophobia is unlikely to enjoy swimming, boating, etc. Severity of the disorder is, of course, relevant in the actions that are taken. If actions do not reflect a disorder, the GM may inject appropriate (and nastier) effects.

GM Option One: Reward players with three points which they can add to attribute(s) of their choice (except Will) if they risk a roll on this table.

GM Option Two: Make a GM roll for Mental Disorders. Treat disorder as latent, and advise player only when appropriate.

GM Option Three: Treat the level of Severity as variable and make a new roll on this table when a disorder is triggered. It is quite possible for someone with Acrophobia to climb a mountain with no problem, but panic sitting atop a twenty feet wall. Phobias are irrational.

Severity Table[edit | edit source]

1d100
Severity Resist Test
01–60
Mild Will x5
61–90
Moderate Will x3
91–00
Severe Will x1

Mental Disorder Table[edit | edit source]

1d100
Morality Descriptions
 
01–03
 
Acrophobia (fear of heights)
04–05
Aichmophobia (fear of sharp blades, etc.)
06
Algophobia (fear of pain)
07–08
Astraphobia (fear of thunder/lightning)
09
Ballistophobia (fear of missiles)
10–11
Bulimia (eating mania)
12–14
Claustrophobia (fear of confined spaces)
15
Cynophobia (fear of dogs)
16–17
Dyslexia (learning/reading disorder)
18-19
Entomophobia (fear of insects/spiders/etc.)
20–22
Gamblamania (gambling mania)
23–24
Gephyrophobia (fear of crossing bridges)
25
Heliophobia (fear of sun/daylight)
26
Hemophobia (fear of blood)
27–28
Hydrophobia (fear of water/drowning)
29–31
Hypochondria (imagined illnesses)
32
Ivashuphobia (fear of Ivashu)
33–35
Kleptomania (compulsion to steal)
36
Megalomania (exaggerated self-worth)
37
Mysophobia (fear of dirt/filth)
38
Multiple Personality*
39–40
Musophobia (fear of mice/rats)
41–43
Necrophobia (fear of corpses)
44–45
Nyctophobia (fear of darkness/night)
46
Ophidiophobia (fear of snakes)
47
Ornithophobia (fear of birds)
48
Paranoia/Persecution Complex
49
Psychopathy (cannot tell right from wrong)
50–51
Pvaraphobia (Fear of Magic/Wizards)
52–54
Pyromania (fascination with fire)
55–56
Pyrophobia (fear of fire)
57
Sadism (pleasure inflicting pain)
58–59
Sex Mania/Deviancy
60
Theophobia (fear of divine retribution)
61
Toxicophobia (fear of being poisoned)
62–63
Violent Temper (loses control)
64
Xenophobia (fear of strangers)
65
Yaelaphobia (fear of the moon)
66–70
Multiple Disorders (roll twice more)
71–00
No Mental Disorders
 
* Generate 2nd character with new Personality Attributes (only). Character may change personality in stressful situations, based on a resistance roll against Will. The primary personality is neurotic and totally unaware of the secondary personality. The latter, on the other hand, is aware of the primary personality and often takes desperate actions to try and overcome the neurosis of that personality.