Sandy petersens cthulhu mythos (1) 102

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Sandy petersens cthulhu mythos (1) 102

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IV Insanity and Dreams otherwise remains fixated He can attempt a new Will save once per round to overcome this obsession Erratic Behavior: A character suffering from erratic behavior seems strange and unreliable Her friends can never predict exactly what she will next, and sometimes even she can’t say for certain She doesn’t always control her own body Such an insanity might manifest as strange facial tics or violent spasms A character suffering from erratic behavior suffers a –6 penalty on Charisma-based skills with strangers Insanity-Inducing Spells These rules alter the way spells that cause permanent insanity effects (such as insanity or symbol of insanity) function Rather than causing a permanent state of confusion, a character who is affected by an insanity spell or a symbol of insanity immediately becomes afflicted by a specific form of insanity, as detailed on the following pages These effects completely bypass causing dread unfamiliar with her behavior and can never take 10 or 20 on a skill check based on a physical ability score a round-by-round basis (this confusion effect cannot (Strength, Dexterity, or Constitution) because there is itself cause dread or insanity) A confused hallucinating always a chance her body will betray her if she lets her character can attempt a new Will save once per round focus waver to recover his senses; otherwise he remains confused Additionally, a character suffering from erratic until he is rendered unconscious, slain, or subjected behavior who enters into a stressful situation (such as to an effect that removes confusion (such as calm combat) must attempt a Will save against her insanity’s emotions), or another character successfully counsels DC on her turn each round If she fails, her body acts the confused character with a Diplomacy check (DC independently of her will, with the GM determining = the hallucination insanity’s save DC) as a full-round her action randomly (per the confusion spell) This action confusion effect cannot itself cause dread or insanity Paranoia: A paranoid character is convinced that An effect that removes confusion (such as calm emotions) the world and all that dwells within it are out to get or that removes enchantments allows the character to him Paranoid characters constantly suffer from the operate normally for the duration following conditions Hallucinations: A hallucinating character perceives A paranoid character cannot benefit from the aid things that aren’t there These perceptions may be another action, nor can he use aid another to help visual or auditory or might affect the other senses It another character is difficult to tell the false perceptions from the real The character suffers a -6 circumstance penalty on Perception checks and can never take 10 or take 20 on such checks A paranoid character takes a –6 circumstance penalty on Charisma-based skill checks A paranoid character takes a –2 circumstance penalty on Will saving throws When a hallucinating character enters a stressful A paranoid character never willingly accepts aid situation (such as combat) he must attempt a Will save (such as healing or a beneficial spell) from another against his insanity’s DC If he fails, the character is creature, unless he manages to suppress his paranoia overwhelmed by a barrage of sensory input and becomes with a successful Will save against the paranoia’s DC confused, and his actions are determined randomly on 95

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