Some otherworldly monsters instil madness in those who behold them, men’s fragile minds flummoxed by exposure to these alien horrors. Sorcery can effect similar results, as can a bard’s mesmerize ability (see CLASSES: Thief Subclasses, @BARD/SKALD (Thief)). Both tap into and reveal occult truths of the bleak, nihilistic universe—truths that man was not meant to know, for these revelations can shatter a man’s sanity. Resisting a madness-inducing effect usually requires a Wisdom or Charisma saving throw. In some cases the nature of the resulting madness will be evident to the referee; when random determination is desired, the following forms of insanity are to be used in the Hyperborea setting:
1. Catatonia: Abnormal, repetitive movement or activity; or, catalepsy, complete lack of movement.
2. Delusion: Idiosyncratic beliefs or impressions that contradict accepted reality.
3. Dipsomania: Alcoholism in which the victim is prone to drinking until passing out.
4. Hallucination: Experiencing the perception of things that are not actually present.
5. Hebephrenia: Disordered thoughts and emotions; hallucinatory perceptions and bizarre behaviour.
6. Homicidal Mania: Pathological and uncontrollable obsession with killing and murder.
7. Kleptomania: Recurrent urge to steal for the sake of stealing, not for want or need.
8. Lunacy: Eccentric, foolish, violent, or irrational behaviour, manifesting oftest at the full moon.
9. Mania: Periods of great excitement, euphoria, delusion, and hyperactivity.
10. Manic Depression: Wild, alternating periods of elation followed by melancholy and despair.
11. Megalomania: Obsession with power and domination; delusion about one’s importance.
12. Melancholia: Deep and persistent sadness and gloom, marked by hopelessness and unfounded fears.
13. Monomania: Obsessive enthusiasm or preoccupation with one thing or purpose.
14. Paranoia: Delusions of persecution; unwarranted suspicion and mistrust of others.
15. Pathological Gambling: Recurrent compulsion to wager at the highest possible stakes.
16. Pathological Lying: Recurrent compulsion to deceive about even the most mundane matters.
17. Sadomasochism: Deriving unhealthy pleasure from the pain of oneself and/or others.
18. Schizoidism: Emotional aloofness, detachment, and solitary behaviour.
19. Schizophrenia: Withdrawal from reality and into delusion, marked by mental fragmentation.
20. Suicidal Mania: Deep depression and unhappiness culminating in self-destruction.
The referee must adjudicate the development of madness in NPCs. A PC suffering such an affliction calls for superior role-play in which the madness is developed by the player; this change does not require thespian displays by the player so much as describing the actions of his character as he gradually slips into madness. Certainly no player wishes to have his beloved character commit suicide or suffer hallucinations that would compromise his effectiveness; however, some forms of insanity might be fun to role-play. (Imagine, if you would, a kleptomaniacal thief!)
Lycanthropy is both a curse and a disease. It can be developed via the cause lycanthropy spell or contracted when one is bitten by a lycanthrope, such as a were wolf. Regardless, the change will manifest after 3d8 days. Until that time the victim will feel rather ill and suffer terrifying nightmares. Once the affliction fully manifests, a PC becomes an NPC to be run by the referee; alternatively, the referee might provide private instructions to the player, possibly duping others in the party. In rare cases, the referee might al low play to resume as normal with a PC lycanthrope, a sort of Jekyll-and-Hyde experience.
Immunity to Disease: No character is immune to lycanthropy; even paladins are subject to the effects of this dreadful condition.
Curing Lycanthropy: Curing lycanthropy is difficult, yet possible. A 9th level sorcerer casting cure disease can eliminate the curse; similar class abilities possessed by monks and paladins likewise must be exercised by a 9th-level character. If such means are unavailable, a dried bunch of belladonna may be ingested, granting a 1-in-4 chance of successful cure—though carrying a 1-in-10 chance of fatality if a Constitution (poison) save is failed.