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Arcanos desenterrados

CORDURA

pict This variant system allows you to introduce an element of dark horror into your d20 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.
DETRÁS DE LA CORTINA: CORDURA
Because it affects the way that characters interact with the creatures and objects that they encounter on their adventures in many different and profound ways, this variant, perhaps more than any other in Unearthed Arcana, can alter the entire feel of a campaign. If you adopt this variant in your campaign, the largest change will most likely be one of tone (this applies to an even greater extent if you adopt the entire Cthulhu Mythos that the variant is based on).

Al igual que en el juego de rol La llamada de Cthulhu, los personajes se sienten más vulnerables, porque no importa cuán poderosos se vuelvan, la oscuridad Los dioses son siempre más grandes. La religión no es sólo una fuente de consuelo o socorro, sino también un enemigo peligroso. (En aquellos juegos que usan los Mitos de Cthulhu, la religión rara vez proporciona socorro alguno). Los personajes son sospechosos, incluso paranoicos, por una aparente Un plebeyo inocente podía servir secretamente a una secta. Y, sin embargo, con tal A los desafíos oscuros vienen las oportunidades para un mayor heroísmo.

QUÉ ES ¿CORDURA?
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.

La locura ocurre si se pierden demasiados puntos de cordura en poco tiempo. La locura no ocurre necesariamente si la cordura puntos son bajos, pero una puntuación de cordura más baja hace que algunas formas de Es más probable que ocurra una locura después de que un personaje experimente una choque emocional. La cordura del personaje puede ser recuperada después de unos minutos, se recuperó después de unos meses o se perdió para siempre.

A character may regain Sanity points, and even increase her Sanity point maximum. However, increasing a character’s ranks in the Conocimiento (tradición prohibida) skill always lowers her maximum Sanity by an equal amount.

CONOCIMIENTO PROHIBIDO
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 d20 character’s life, even a seasoned adventurer cannot conquer or understand some things. Knowledge of these secrets and creatures is represented by a new skill that goes hand in hand with a character’s Sanity score: Conocimiento (tradición prohibida).

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 modifier the character has in the Conocimiento (Tradición prohibida) skill. This number (99 minus Knowledge [forbidden lore] ranks) is the character’s maximum Sanity.

Conocimiento (Sabiduría Prohibida) (Ninguno)
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.

Comprobar: Answering a question about the horrible deities and secrets that lurk at the edges of reality has a DC of 10 (for really easy questions), 15 (for elementary questions), or 20 to 30 (for difficult or really tough questions). Unlike in other fields of study, there are almost no really easy questions associated with this dark knowledge.

Puedes usar esta habilidad para identificar monstruos y sus poderes o vulnerabilidades. En general, el CD de dicha comprobación es igual a 10 + el HD del monstruo. Una comprobación exitosa le permite para recordar un poco de información útil sobre ese monstruo. Para cada 5 puntos en los que el resultado de su comprobación supere el CD, el GM puede dar otra información útil.

The GM can decide which monsters are subject to the Knowledge (forbidden lore) skill and which monsters are subject to one of the standard Conocimiento skills. For example, the GM may rule that Knowledge (the planes) is still the relevant skill for learning or knowing about outsiders, rather than allowing them to be identified by Knowledge (forbidden lore). However, in most campaigns that use the Sanity variant, aberrations and oozes should be able to be identified by Knowledge (forbidden lore) rather than by Knowledge (arcana) and Knowledge (dungeoneering) respectively.

Acción: Usually none. In most cases, making a Knowledge check doesn’t take an action—you simply know the answer or you don’t.

Vuelve a intentarlo: 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.

Especial:No puedes ganar rangos en esta habilidad gastando puntos de habilidad. Solo puedes ganar rangos leyendo tomos prohibidos o tener experiencias con criaturas horribles. Cada rango que ganes en esta habilidad reduce permanentemente tu cordura máxima en 1 punto: Cuanto más sepas sobre las horribles verdades que subyacen a la realidad, menos capaz eres de llevar una vida normal.

El primer episodio de locura de un personaje (es decir, un ocurrencia de demencia temporal o indefinida) otorga 2 rangos en la habilidad Conocimiento (sabiduría prohibida), lo que reduce su cordura máxima en 2 puntos. Cada vez que un personaje falla una cordura y soporta otro episodio de locura, gana un rango adicional en Conocimiento (tradición prohibida).

Por ejemplo, Torin tiene 1 rango de Conocimiento (tradición prohibida) después de leer un extraño manuscrito. Luego sale y ve una bestia del caos, y se vuelve loca indefinidamente, su mente delirante sin entender a la extraña criatura con la que se ha encontrado. Como nunca antes se había vuelto loca, su jugador agrega 2 rangos del Conocimiento (tradición prohibida) a la hoja de personaje de Torin. Ahora la cordura máxima de Torin es de 96 (99 menos 3 rangos de Conocimiento [tradición prohibida]).

No puedes tomar la habilidad Conocimiento (sabiduría prohibida) durante creación de personajes. Sin embargo, la habilidad no tiene un rango máximo; usted nivel no limita el número de rangos en Conocimiento (prohibido lore) que puedes adquirir.

CORDURA PUNTOS
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.

La cordura se mide de tres maneras: la cordura inicial, la Cordura, y cordura máxima. La cordura inicial y actual no puede exceder la cordura máxima.

Incipiente Cordura
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 the Curar skill (see El Habilidad de curación y tratamiento mental, later in this section). 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 with the Heal skill can restore. Current Sanity, however, does not change if Wisdom rises or falls.
Actual Cordura
A character’s current Sanity score fluctuates almost as often as (and sometimes much more often than) his hit points.

Hacer una comprobación de cordura: When a character encounters a gruesome, unnatural, or supernatural situation, the GM 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.

En una comprobación exitosa, el personaje no pierde cordura puntos o pierde solo una cantidad mínima. La pérdida potencial de cordura es generalmente se muestran como dos números o tiradas de dados separadas por una barra, como 0/1d4. El número antes de la barra diagonal indica el número de puntos de cordura perdidos si la comprobación de cordura se realiza correctamente (en este caso, ninguno); el número después de la barra indica el número de cordura puntos perdidos si falla la comprobación de cordura (en este caso, entre 1 y 4 puntos).

La cordura actual de un personaje también está en riesgo cuando el lee ciertos libros, aprende ciertos tipos de hechizos, e intenta lanzarlos. Estas pérdidas de cordura suelen ser automático (no se permite la comprobación de cordura); el personaje que elige para realizar la actividad pierde el número indicado de Cordura Puntos.

En la mayoría de los casos, una nueva confrontación que haga tambalear la cordura requiere una nuevo control de cordura. Sin embargo, el DJ siempre decide cuándo Los personajes hacen comprobaciones de cordura. Enfrentando a varios horriblemente cadáveres destrozados a la vez o en rápida sucesión pueden requerir solo una prueba de cordura, mientras que los mismos cadáveres se encuentran individualmente en el transcurso de varias horas de juego puede requerir Cheques.

Ida Loco: Losing more than a few Sanity points may cause a character to go insane, as described below. 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. The Curar skill can be used to stabilize a character on the threshold of permanent insanity; see La habilidad de curación y la habilidad mental Tratamiento, a continuación, para obtener más detalles.

La descripción de un DJ de una situación que hace temblar la cordura debería Siempre justifica la amenaza al bienestar de un personaje. Por lo tanto, una horda de ratas espumosas es horrible, mientras que una sola Por lo general, la rata ordinaria no lo es (a menos que el personaje tenga un fobia apropiada, por supuesto).

Máximo Cordura
Ranks in the Conocimiento (tradición prohibida) skill 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 ranks in the Conocimiento (Tradición prohibida) skill. This number (99 minus Knowledge [forbidden lore] ranks) is the character’s maximum Sanity.

PÉRDIDA DE CORDURA
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.
Al encontrarse con el Inimaginable
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 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 these dark gods, such as hauntings, zombies, vampires, curses, and so on.

Tabla: Pérdida de cordura de Criaturas provides some default Sanity loss values for encountering creatures, based on their type and size. These are only default values — the GM can and should adjust individual monsters he deems more or less horrible than others of their size. An Aasimar, for instance, hardly presents a Sanity-shaking sight, and should probably be treated as a humanoid rather than an outsider. On the other hand, a Vargouille — a Small outsider appearing much like a flying, bat-winged head — might provoke a much more visceral reaction than other Small outsiders.

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

En la mayoría de los juegos de d20, ningún personaje debería necesitar hacer un Cordura Compruébalo cuando te encuentres con un elfo, enano u otro humanoide estándar raza, o por encontrarse con animales domésticos o comunes de otra manera animales. En algunos casos, incluso razas humanoides como los orcos y Los goblins pueden ser tan comunes como para no causar pérdida de cordura cualquiera de los dos.

Monstruos específicos y Cordura: 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.

Derro: The derro’s madness ability protects these creatures from any further Sanity loss. Sane derro (especially derro player characters) track Sanity points normally.

Personajes monstruosos y Cordura: In most cases, the GM 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 Carreras de personajes de jugadores estándar, es Todavía es fácil imaginar un mundo en el que una o dos razas monstruosas son tan comunes o están tan integrados en la cultura de otras razas que el DJ quiere presentarlos como personajes de jugador viables Opciones. En estos casos, los monstruos disponibles como jugador Las razas de personajes nunca deben provocar una pérdida de cordura por parte de otros personajes o NPCs, y estas criaturas deben tener un puntúa y registra sus pérdidas de cordura al igual que los personajes con las carreras estándar de PC. Un monstruo nunca debe perder la cordura por ver a otros de su raza (Espectros don’t lose Sanity when encountering other spectres, and so on). In all cases, what causes Sanity loss for a specific creature is in the hands of the GM.

Tabla: Pérdida de cordura de Criaturas
Tipo de monstruo Tamaño del monstruo
Hasta diminuto Pequeño Medio Grande Enorme Gigantesco Colosal
  1. Solo animales o humanoides de lo verdaderamente extraño o feroz apariencia obliga a tal comprobación.
Aberración, dragón, cieno, forastero, no-muerto 1/1d4 1/1d4 1/1d6 1/1d10 1d4/1d10 1d6/1d10 1d6/2d10
Elemental, hada, planta, alimaña 0/1d4 1/1d4 1/1d6 1/1d8 1/1d10 1d4/1d10 1d4/2d6
Constructo, gigante, bestia mágica, humanoide monstruoso 0/1 0/1d4 0/1d6 1/1d6 2/2d6 2/2d6 3/3d6
Animal, humanoide 0/01 0/11 0/11 0/1d41 0/1d4 0/1d4 0/1d6
Muy fuerte Choques
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 GM decides is sufficiently extreme. The following list gives some examples of severe shocks, and the Sanity loss each one provokes.
Cordura perdida1 Situación impactante
  1. Pérdida en un cheque exitoso/pérdida en un cheque fallido.
0/1d2 Sorprendido al encontrar el cadáver de un animal destrozado
0/1d3 Sorprendido al encontrar un cadáver humano
0/1d3 Sorprendido al encontrar parte del cuerpo humano
0/1d4 Encontrar un arroyo que fluye con sangre
1/1d4+1 Encontrar un cadáver humano destrozado
0/1d6 Despertar atrapado en un ataúd
0/1d6 Presenciar la muerte violenta de un amigo
1/1d6 Ver un necrófago
1/1d6+1 Conocer a alguien que sabes que está muerto
0/1d10 Sometido a severas torturas
1/d10 Ver un cadáver levantarse de su tumba
2/2d10+1 Ver caer del cielo una gigantesca cabeza cortada
1d10/d% Ver una deidad maligna
Fundición Hechizos
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 GM can choose from the three options presented in the table below, 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 GM also chooses to give characters Resistencia a la cordura 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.

Ortografía
Level
Bajo
Sanity Loss
Moderado
Sanity Loss
Extremo
Sanity Loss
primero 1 2 1d6
Segundo 2 4 2d6
Tercera 3 6 3d6
4 8 4d6
5 10 5d6
sexto 6 12 6d6
séptimo 7 14 7d6
8 16 8d6
noveno 9 18 9d6

Además de las directrices presentadas para cada campaña anterior, el DJ es libre de imponer modificadores adicionales a la pérdida de cordura causada por hechizos de cierto tipo, un cierto escuela, o incluso hechizos individuales. He aquí algunos ejemplos condiciones que un DJ podría elegir incorporar a un juego.

  • Abjuraciones cuesta 1 punto menos de cordura para lanzar.
  • Los hechizos divinos cuestan 5 puntos de cordura adicionales para lanzar.
  • Los druidas sufren solo la mitad de la pérdida de cordura que los lanzadores de hechizos (redondear fracciones hacia arriba).
  • Los hechizos de sanación no drenan cordura cuando se lanzan.
  • El hechizo de invisibilidad, y cualquier variación del mismo, cuesta 1 Punto de cordura adicional para lanzar.
  • Los hechizos de nigromancia cuestan 2 puntos de cordura adicionales a lanzar.
  • Los hechiceros de algunas clases siguen las pautas de una campaña, mientras que los hechiceros de otras clases siguen la opción directrices de otra opción de campaña.
Aprendizaje Hechizos
Learning spells, like casting them, exposes a character to unknowable secrets and can damage and warp the mind. In this variant, whenever a spellcaster learns a new spell, he loses Sanity points. In most cases, the Sanity loss is equal to the spell’s level, but if the spell is included in a tome of forbidden knowledge (see below), the loss can be greater.

Las reglas para la pérdida de cordura para los hechizos de aprendizaje funcionan bien para magos, hechiceros y otras clases arcanas que lanzan hechizos Aprenda hechizos de uno en uno o en grupos pequeños, pero esta pérdida puede Abruma fácilmente a un clérigo, druida u otro hechicero divino que obtiene un nuevo nivel de lanzamiento de hechizos (por lo tanto, "aprende" un todo el nivel de nuevos hechizos a la vez). En tal caso, el jugador y el DJ deben trabajar juntos para determinar una Número específico de hechizos aprendidos una vez que se accede a un nuevo Se gana el nivel de lanzamiento de hechizos. Ante la duda de cuántos hechizos Para permitir que un lanzador de conjuros aprenda en cualquier nivel, el conjuro La tasa de adquisición de la clase Wizard sirve como un buen referencia.

DJs que quieran añadir reglas de cordura a una campaña rica en magia, o Aquellos que deseen conservar más del sabor de un D20 normal juego, puede permitir que cualquier lanzador de hechizos aprenda un pequeño número de hechizos en cada nivel sin perder cordura.

Magia que afecta a la cordura
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 Restaurar la cordura con magia, later in this section.

Miedo Efectos: Whenever a spell, creature, or other factor produces a fear effect that causes its target to become Sacudido, asustado, or Pánico, sustituya el tirada de salvación para evitar el efecto (si corresponde) con un Cordura comprobar. En una comprobación fallida (y a veces incluso en una uno), el sujeto pierde una serie de puntos de cordura en lugar de experimentando el efecto normal de la magia. La siguiente tabla proporciona un resumen de la pérdida de cordura asociada a cada hechizo que tiene el descriptor de miedo:

Tabla: Pérdida de cordura de Efectos del miedo
Ortografía Pérdida de cordura en
Failed Check
Pérdida de cordura en
Successful Check
  1. Bane funciona normalmente porque su efecto es menos severo que la de la condición sacudida.
  2. El asesino fantasmal y el extraño funcionan normalmente porque esos Los hechizos no producen un efecto de sacudida, miedo o pánico. (El DJ podría dictaminar que un control de cordura toma el lugar del Fortaleza para no morir de miedo; En tal caso, en su defecto El control da como resultado una locura permanente).
Pesadilla1
Causar miedo 1d6 1
Condenar 1d6
Miedo 2d6 1
Fantasmal asesino2
Asustar 1d6 1
Símbolo del miedo 2d6
Extraño2

In this variant, Quita el miedo 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.

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

Conceder Maldecir: When using the Sanity variant, éste ortografía can cause a Sanity check rather than a Will save. If the victim fails the Sanity check, he loses 3d6 points of Sanity. Unlike normal Sanity loss, this number is also subtracted from the character’s maximum Sanity. Magic that removes the curse (such as Eliminar maldición or quebrar encantamiento) can restore the character’s normal maximum Sanity, but separate magic or the use of the Curar skill is required to restore the character’s current Sanity.

Contacta con otro avión: When using the Sanity variant, characters casting Este hechizo risk a lost 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 table below. 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 or through the use of the Curar skill.

Tabla: Cordura Pérdida por contacto con otro avión
Avión Pérdida de cordura
Plano elemental (apropiado) 1
Plano de Energía Positiva/Negativa 1
Plano Astral 2
Plano exterior (demideidad) 1d6
Plano exterior (deidad menor) 2d6
Plano exterior (deidad intermedia) 3d6
Plano exterior (deidad mayor) 4d6

Comuna: When using the Sanity variant, replace Este hechizocon un Prueba de cordura (1d6/3d6), realizada como una acción gratuita inmediatamente después La duración del hechizo expira.

Locura: Instead of experiencing Este hechizoefecto normal, Los personajes que fallan la tirada de salvación para resistir el hechizo se convierten en permanentemente demente, como se describe en esta variante (pero no sufren Pérdida de cordura).

Momento de presciencia: In addition to the spell’s normal benefits, a character with an active momento de presciencia effect can make one Sanity check as if his current Sanity equaled his maximum Sanity. The character need not use the effect on the first Sanity check he is required to make, but he must choose whether or not to use this benefit before making any Sanity check during the spell’s duration.

Estado: In addition to el ortografía, el lanzador puede sentir cada vez que el sujeto sufre pérdida de cordura, locura temporal, indefinida locura, o locura permanente durante el período de duración.

Llamar Monstruo: If a character summons a monster that causes Sanity loss by means of a Invocar monstruo, llamar Aliado de la naturaleza, Encuadernación plana, or planar aliado spell, he suffers the usual Sanity loss for casting the spell and must also make a Sanity check because of the monster’s presence.

Símbolo de locura: Instead of experiencing Este hechizoEs normal efecto, los personajes que fallan la tirada de salvación para resistir el símbolo se vuelven permanentemente locos como se describe en esta variante (pero no sufren pérdida de cordura).

Lectura de tomos prohibidos
Obscure tomes add ranks to a character’s Conocimiento (Tradición prohibida) skill and 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 GM must set the examination period, the Conocimiento (arcana) DC to understand it, 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 ranks of Conocimiento (tradición prohibida) gained from studying the book. While the GM is free to set these parameters at any values that he feels are appropriate for the campaign or adventure, Tabla: Ejemplo Prohibido Tomos provides some suggested combinations of each of these parameters.

Tabla: Ejemplo Prohibido Tomos
Examen
Period
Conocimiento (arcanos) DC
to Understand Tome
Número de hechizos
Contained in Tome
Inicial
Sanity Loss
Pérdida de cordura
upon Completion
Conocimiento (tradición prohibida)
ranks gained
1 semana 20 0 1 1d4 1
1 semana 20 1 1d4 1d4 1
1 semana 25 2 1d4 2d6 1
2 semanas 25 1d4 1d6 2d6 2
2 semanas 25 1d6 1d10 2d6 2
2 semanas 25 3 1d6 2d6 2
2 semanas 30 1d6+1 1d6 2d6 3
3 semanas 20 1d4+1 1d10 2d6 2
3 semanas 25 1d6 1d6 2d10 2
3 semanas 30 1d4+5 1d10 3d6 3
CORDURA RESISTENCIA
The Sanity mechanic was originally created to mimic the effect that the unspeakable horrors of the Cthulhu Mythos would have on normal folk from a world much like our own. Since d20 characters live in a world of magic and monsters, however, the GM might want to make them less susceptible to Sanity loss caused by encountering strange creatures (see Tabla: Pérdida de cordura de Criaturas) by allowing them to have a measure of Sanity resistance, which is tied to one of two attributes.

Se puede permitir que cada personaje tenga la misma resistencia a la cordura a su nivel de carácter. Alternativamente, cada carácter puede ser se le permite tener una resistencia a la cordura igual a su modificador de sabiduría. (Obviamente, la segunda alternativa producirá una menor cordura cifras de resistencia en la mayoría de los casos). Este número es la cantidad de Pérdida de cordura que un personaje puede ignorar cuando se encuentra con una criatura que requiere un control de cordura.

El DJ puede decidir que la resistencia a la cordura también se aplica a ciertos tipos de choques graves (aunque podría no aplicarse a Experiencias personalmente horribles, como ver a un amigo cercano morir) y al lanzamiento o aprendizaje de hechizos.

ACOSTUMBRARSE A LO HORRIBLE
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 zombi 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” must vary by GM and situation. When it feels right, the GM should rule that the horror is renewed and points must be lost again.

Aprender o lanzar hechizos nunca se convierte en algo normal. No importa cuántas veces un personaje lance un hechizo, no importa cuál puede ser el intervalo de tiempo entre las fundiciones, la pérdida de cordura es siempre lo mismo. Este punto también es cierto para cualquier cosa que un El personaje lo hace voluntariamente. Por ejemplo, si asesina brutalmente a un amigo cuesta 2/1d10 de cordura, esta pérdida se produce cada vez, incluso Si el personaje pierde el máximo de puntos posibles (10) después de la Es el primero que comete un asesinato de este tipo.

TIPOS DE LOCURA
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.

Los encuentros horribles pueden resultar en uno de los tres estados de Desequilibrio mental: locura temporal, indefinida y permanente. Las dos primeras, la locura temporal y la locura indefinida, pueden ser curado. La tercera, la locura permanente, se produce cuando un Los puntos de cordura del personaje se reducen a -10 o menos. Éste condición no se puede curar.

Locura temporal
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 GM 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).

La locura temporal puede durar unos minutos o unos días. Tal vez el personaje adquiera una fobia o un fetiche propio de la se desmaya, se pone histérico o sufre de nervios se contrae, pero aún puede responder lo suficientemente racionalmente como para huir o esconderse de una amenaza.

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 Tabla: Duración de la Locura temporal to see whether the insanity is short-term or long-term. After determining the duration of the insanity, roll d% and consult either Tabla: Corto plazo Efectos temporales de demencia or Tabla: Largo plazo Efectos temporales de demencia to identify the specific effect of the insanity. The GM must describe the effect so that the player can roleplay it accordingly. Ideas for phobias and episodes of insanity are described later in this chapter.

Successful application of the Curar skill (see El Habilidad de curación y tratamiento mental, a continuación) puede aliviar o Borra la locura temporal.

Temporary insanity ends either when the duration rolled on Tabla: Duración de la Locura temporal has elapsed, or earlier if the GM considers it appropriate to do so.

Después de que termina un episodio de locura temporal, los rastros o incluso Deben quedar pruebas profundas de la experiencia. Por nada ¿Por qué, por ejemplo, una fobia debe apartarse de la mente de alguien tan rápido como un guerrero desenvaina su espada. Lo que queda después de un breve episodio de locura temporal debe ejercer una influencia penetrante en el personaje. El El personaje todavía puede ser un poco loco, pero su mente consciente una vez otra vez dirige el espectáculo.

Como regla general, si la cantidad de cordura perdida excede la puntuación de Sabiduría actual del personaje, considera la puntuación temporal locura para ser siempre de la variedad a largo plazo.

Tabla: Duración de Locura temporal
d% Tipo de demencia temporal Duración
01-80 A corto plazo 1d10+4 rondas
81-100 A largo plazo 1d10×10 horas

Mesa: Efectos de locura temporal a corto plazo
d% Efecto
01-20 El personaje se desmaya (puede ser despertado por una acción vigorosa que toma 1 redondo; A partir de entonces, el carácter se agita hasta la duración caduca).
21-30 El personaje tiene un ataque de gritos.
31-40 El personaje huye presa del pánico.
41-50 El personaje muestra histeria física o arrebato emocional (risas, llantos, etc.).
51-55 El carácter balbucea en un habla rápida e incoherente o en una logorrea. (un torrente de discurso coherente).
56-60 Personaje atenazado por una intensa fobia, tal vez enraizándola a el lugar.
61-65 El personaje se vuelve homicida, infligiendo daño a la persona más cercana de la manera más eficiente posible.
66-70 El personaje tiene alucinaciones o delirios (detalles en el discrecionalidad del MM).
71-75 Personaje atenazado por la ecopraxia o la ecolalia (diciendo o hacer lo que digan o hagan los que están cerca).
76-80 Personaje atenazado por un deseo de comer extraño o desviado (suciedad, limo, canibalismo, etc.).
81-90 El carácter cae en un estupor (asume la posición fetal, ajena a los acontecimientos que la rodeaban).
91-99 El personaje se vuelve catatónico (puede mantenerse de pie pero no tiene voluntad o interés; puede ser conducido u forzado a acciones simples, pero no toma acción independiente).
100 Roll on Table 6-10: Locura temporal a largo plazo Efectos.
Tabla: Largo plazo Efectos temporales de demencia
d% Efecto
01-10 El personaje realiza rituales compulsivos (lavarse las manos) constantemente, orando, caminando en un ritmo particular, nunca pisar grietas, comprobando constantemente si la ballesta está cargado, y así sucesivamente).
11-20 El personaje tiene alucinaciones o delirios (detalles en el discrecionalidad del MM).
21-30 El personaje se vuelve paranoico.
31-40 El personaje se apodera de una fobia severa (se niega a acercarse objeto de fobia, excepto en DC 20 exitoso Salvará).
41-45 El carácter tiene deseos sexuales aberrantes (exhibicionismo, ninfomanía o satiriasis, teratofilia, necrofilia, etc en).
46-55 El carácter desarrolla un apego a un "afortunado" encanto" (abarca el objeto, el tipo de objeto o la persona como un manta de seguridad) y no puede funcionar sin ella.
56-65 El carácter desarrolla ceguera psicosomática, sordera o Pérdida del uso de una extremidad o extremidades.
66-75 El personaje tiene tics o temblores incontrolables (-4 de penalización en Todas las tiradas de ataque, cheques y salvados, excepto los puramente mentales en la naturaleza).
76-85 El personaje tiene amnesia (recuerdos de íntimos generalmente perdidos) Primero; Habilidades de conocimiento inútiles).
86-90 El carácter tiene episodios de psicosis reactiva (incoherencia, delirios, comportamiento aberrante y/o alucinaciones).
91-95 El personaje pierde la capacidad de comunicarse a través del habla o escritura.
96-100 El personaje se vuelve catatónico (puede mantenerse de pie pero no tiene voluntad o interés; puede ser conducido o forzado a acciones simples, pero no toma ninguna acción independiente).
Locura indefinida

Si un personaje pierde un 20% (una quinta parte) o más de su Puntos de cordura en el espacio de 1 hora, va indefinidamente loco. El DJ juzga cuando el impacto de los acontecimientos lo requiere. medir. Algunos GM nunca aplican el concepto a algo más que al resultado de un solo rollo, ya que este estado puede eliminar caracteres de Juega durante períodos prolongados. Un episodio de locura indefinida dura 1d6 meses de juego (o lo que dicte el DJ). Síntomas de La locura indefinida puede no ser inmediatamente aparente (lo que puede tiempo adicional para que el MM decida cuáles son los efectos de tal Un ataque de locura podría ser).

Tabla: Aleatorio Indefinido Locura is provided as an aid to selecting what form a character’s indefinite insanity takes. (The mental disorders mentioned on this table are explained later in this section.) Many GMs 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.

El estado de locura indefinida abarca y incapacitante. Por ejemplo, un esquizofrénico puede ser capaz de caminar las calles, mientras balbucean y gesticulan, encuentran rudimentarias refugio, y mendigan suficiente comida para sobrevivir, pero la mayoría de los El negocio de la mente se ha ido a sí misma: Ella no puede Interactúa con amigos, familiares y conocidos. Conversación cooperación y todo sentido de consideración personal se han desvanecido de la su psique.

Es posible que los personajes con demencia indefinida seguir siendo jugados como personajes activos, dependiendo de la forma Su locura se apodera. Es posible que el personaje aún intente tropezar locamente durante el resto de una aventura. Sin embargo, con ella Con una comprensión debilitada de la realidad, lo más probable es que sea un peligro para sí misma y otros.

Como regla general, un personaje que sufre de La locura debe ser eliminada del juego activo hasta que se recupere. A discreción del DJ, el jugador del personaje podría se le permitirá utilizar un carácter temporal hasta el final de la cuento. Si este personaje "suplente" es un NPC incidental en la aventura, un personaje del mismo nivel que el resto del grupo, uno o dos niveles por debajo del resto de la personajes, o incluso un personaje de 1er nivel, depende del DJ. Diferentes GMs tienen diferentes formas de manejar esto transición.

Si un personaje se vuelve loco indefinidamente cerca del final de un aventura, el DJ puede decidir establecer la próxima aventura para comenzar después de que el personaje loco se haya recuperado.

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

Después de la recuperación, la víctima conserva rastros definidos de locura. Por ejemplo, aunque un personaje sepa que ya no es loca, podría tener un miedo mortal de irse a dormir si su La locura se manifestaba en forma de pesadillas aterradoras. El personaje tiene el control de sus acciones, pero la experiencia de La locura la ha cambiado, tal vez para siempre.

Tabla: Aleatorio Indefinido Locura
d% Tipo de trastorno mental
01–15 Ansiedad (incluye fobias graves)
16–20 Disociativo (amnesia, personalidades múltiples)
21–25 Comer (anorexia, bulimia)
26–30 Control de impulsos (compulsiones)
31–35 Estado de ánimo (maníaco/depresivo)
36–45 Personalidad (varias neurosis)
46–50 Psicosexual (sadismo, ninfomanía)
51–55 Psicoespecies
56–70 Esquizofrenia/psicótico (delirios, alucinaciones, paranoia, catatonia)
71–80 Sueño (terrores nocturnos, sonambulismo)
81–85 Somatoformes (afecciones psicosomáticas)
86–95 Abuso de sustancias (alcohólico, drogadicto)
96–100 Otros (megalomanía, quijotismo, panzaísmo)
Locura permanente
A character whose Sanity score falls to -10 goes permanently insane. The character becomes an NPC under the control of the GM.

Un personaje con locura permanente puede ser reducido a un delirio lunático o puede ser exteriormente indistinguible de un lunático normal persona; De cualquier manera, ella está corrompida interiormente por la búsqueda de conocimiento y poder. Algunos de los cultistas más peligrosos del mundo mundo son personajes que se han vuelto permanentemente locos, han estado corrompido por el conocimiento prohibido, y "se pasó a la del otro lado".

A character might be driven permanently insane by forces other than dark gods or forbidden knowledge. In such cases, moral corruption need not necessarily occur. The GM might decide to consider different sorts of permanent insanity, rolling randomly or choosing from among the mental disorders on Mesa: Locura aleatoria indefinidaencima.

Un personaje que se ha vuelto loco permanentemente nunca puede ser normal de nuevo (en algunas campañas, un personaje permanentemente loco se puede curar con la ayuda de magia poderosa). Está perdida para siempre en su propio mundo. Esto no tiene por qué significar una vida encerrada lejos de sociedad, simplemente que el personaje se ha retirado tanto de la realidad de que las funciones mentales normales nunca pueden ser restauradas. Ella podría ser capaz de conducir, dentro de límites restringidos, a una vida normal si se mantiene alejado del estímulo que desencadena fuertes respuestas en su caso individual. Sin embargo, una recaída puede llegar rápidamente. Su fachada tranquila puede ser destruida en segundos si incluso la más pequeña recordatorio de lo que la volvía loca perturba su frágil equilibrio. En cualquier caso, el destino final de un El carácter loco es un asunto que incumben al DJ y a los jugadores decidir.

REGLA VARIANTE: LOCO VISIÓN
At the GM’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 DC 15 Wisdom check to gain the insight. Information provided by this sudden burst of awareness is up to the GM, 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.
GANAR O RECUPERARSE CORDURA
A character’s Sanity score can increase during the events of a campaign. Although a character’s Sanity score can never exceed 99 minus her Conocimiento (tradición prohibida) ranks, her maximum Sanity and current Sanity can exceed her starting Sanity.

Avance de nivel: A character’s current Sanity can become higher than her starting Sanity as a result of gained levels: Whenever a character gains a new level, she rolls 1d6 and adds the result to her current Sanity. Some GMs may feel such self-improvement to be antithetical to this variant’s dark tone, and thus may not allow it. Others may allow it if the player can roll over her character’s current Sanity points after the character gains a level. Most Game Masters should find the question to be of no consequence, since characters continue to go insane regardless of how many Sanity points they gain. This is a point for players to be aware of, but not to worry about.

Cuento Premios: The GM may decide to award increases in character’s current Sanity if they foil a great horror, a demonic plan, or some other nefarious enterprise.

Mental Terapia
To give useful mental therapy, a therapist must have the Curar skill. Intensive treatment can return Sanity points to a troubled character. However, Sanity points restored in this manner can never cause the patient’s Sanity score to exceed her starting Sanity or maximum Sanity, whichever is lower. A character can have only one healer at a time. See El Habilidad de curación y tratamiento mental sidebar for a detailed description of how this works.

Such treatment can also be used to help a character snap out of an episode of Locura temporal (for example, from an acute panic attack). It does not speed recovery from indefinite insanity, but it can strengthen a character by increasing her Sanity points.

Recovery from locura indefinida only comes with time (typically, 1d6 months). It is not dependent upon the character’s Sanity points and is not connected to them. A character can be sane with 24 Sanity points and insane while possessing 77 Sanity points.

La habilidad de curación y Tratamiento Mental
The Sanity rules presented here provide a new use for the Curar skill, allowing trained healers to help characters recover lost Sanity points. The DC and effect of a Heal check made to restore lost Sanity depend on whether the therapist is trying to offer immediate care or long-term care.

Inmediato Cuidado: When someone suffers an episode of temporal locura, a therapist can bring him out of it — calming his terror, snapping him out of his stupor, or doing whatever else is needed to restore the patient to the state she was in before the temporary insanity — by making a DC 15 Curar check as a full-round action.

Un terapeuta también puede utilizar la atención inmediata para estabilizar el Puntuación de cordura de un personaje cuya cordura actual está entre -1 y -9. En una comprobación exitosa de DC 15 (que requiere una ronda completa acción), la puntuación de cordura del personaje mejora a 0.

A largo plazo Cuidado: Providing long-term care means treating a mentally disturbed person for a day or more in a place away from stress and distractions. A therapist must spend 1d4 hours per day doing nothing but talking to the patient. If the therapist makes a DC 20 Curar check at the end of this time, the patient recovers 1 Sanity point. A therapist can tend up to six patients at a time; each patient beyond the first adds 1 hour to the total time per day that must be devoted to therapy. The check must be made each day for each patient. A roll of 1 on any of these Heal checks indicates that the patient loses 1 point of Sanity that day, as she regresses mentally due to horrors suddenly remembered.

Variante: Conocimiento (Terapia Mental): A new skill called Knowledge (mental therapy) can serve as the primary way to treat those who have suffered Sanity loss. Knowledge (mental therapy) is a Wisdom-based skill that cannot be used untrained. If you use this variant, characters with the Curar skill can only offer immediate care, and cannot offer long-term care. The Knowledge (mental therapy) skill allows both types of treatment.

Nota: If magical means of restoring Sanity are present in the campaign, the Knowledge (mental therapy) skill is generally not worth including as a separate skill, because characters are better off simply using magic rather than devoting precious skill points to such a narrow-focus skill. If magic cannot restore Sanity, the ability to restore Sanity by other means is much more important, and Knowledge (mental therapy) should probably exist as a separate skill.

Restaurar la cordura con Mágico
The way that Sanity loss and magic healing interact can greatly affect the feel of your game. At one extreme, the GM can rule that magic can easily cure Sanity loss, in which case Sanity becomes little more than a specialized version of “mental hit points” that includes some neat side effects (insanity). In such a case, characters can usually restore themselves to full Sanity with a day or two of rest and spellcasting.

En el otro extremo, la campaña podría estructurarse de manera que La sanación mágica puede hacer poco o nada para restaurar la cordura, y incluso poderosos hechiceros divinos capaces de curar a los más enfermedad física mortal rehúyen de esos encuentros que podrían drena los puntos de cordura. Los hechizos que potencialmente pueden restaurar Los puntos de cordura se analizan a continuación. El DJ debe sentirse libre de Elige cuáles de estos efectos de hechizos están presentes en el juego, pero Una vez establecidos, estos efectos no deben modificarse en A mitad de campaña.

Expiación: Although Este hechizo does not usually restore Sanity, it can be used in those rare cases when a character’s own actions inadvertently lead to an evil act that causes the character to lose Sanity points. If a quest or geas is combined with the atonement spell, Sanity points are not restored until the task is completed. A successful use of the atonement spell can restore all Sanity lost through the direct result of the evil acts for which the character atones.

Calma Emociones: Este hechizo cannot restore Sanity directly, but it can temporarily mitigate the effects of temporal or Locura permanente. Mientras el hechizo está En efecto, los objetivos actúan con calma e ignoran los cambios de comportamiento causado por la pérdida de cordura.

Curar: In addition to its normal effects, curar restores 10 Sanity points and removes all forms of Locura temporal.

Mente en blanco: While El hechizo is in effect, the subject is immune to Sanity loss.

Milagro: Este hechizo can restore a character to maximum Sanity even if his current Sanity has dropped to -10. Miracle even heals permanente locura.

Restauración: If the caster chooses, restauración can restore 1d6 Sanity points per two levels to the target creature (max 5d6) instead of having its normal effect.

Restauración, Mayor: If the caster chooses, Mayor restauración can restore the target creature to its maximum Sanity instead of having its normal effect.

Restauración, Menor: If the caster chooses, Restauración menor can restore 1d4 Sanity points to the subject instead of having its normal effect.

Deseo: Este hechizo can restore a character to maximum Sanity even if his current Sanity has dropped to -10. Wish even heals permanent insanity.

Deseo Limitado: Este hechizo can restore a character to maximum Sanity even if his current Sanity has dropped to -10. Limited wish does not heal permanent insanity.

Tratamientos Alquímicos
In the real world, psychiatric drugs play a key role in the modern treatment of many mental disorders. Although psychiatric drugs were administered to patients in the early part of the 20th century, only in the 1940s and later were they broadly and consistently effective in treating the symptoms of emotional trauma.

En un juego de fantasía, el DJ debe decidir si las hierbas raras y Las sustancias alquímicas pueden proporcionar los mismos beneficios que las Los medicamentos psiquiátricos pueden liberar. Es bastante creíble, porque ejemplo, que un grupo de magos descubrió medios alquímicos de aislar sustancias que afectan a la mente de manera profunda, ofreciendo muchos de los mismos beneficios de la medicina moderna. Por lo tanto el DJ sólo tiene que decidir con qué facilidad quiere que los personajes supera los efectos de pérdida de cordura y locura. Una vez que el tono deseado de la campaña, el DJ puede determinar si el El tratamiento está disponible. La variante de cordura asume que la habilidad Los alquimistas pueden crear sustancias que ofrezcan los mismos beneficios que los medicamentos psiquiátricos pueden proporcionar.

As long as a character can afford the correct herbs and alchemical substances and is able to ingest them, the symptoms of indefinite insanity can be ignored. Ingesting these alchemical substances and drugs does not make a character immune or even particularly resistant to further Sanity losses. A DC 25 Oficio (alchemy) check is needed to accurately prepare the correct herbs and substances and administer the correct dosage.

Long-term alchemical treatment can restore lost Sanity points, just as use of the Curar skill can. For each month the character takes an accurately prescribed psychiatric medication, she regains 1d3 Sanity points. As with treatment through the Heal skill, long-term drug therapy can never raise a character’s current Sanity above her starting Sanity.

A character cannot regain Sanity from both treatment with the Curar skill and alchemical treatment in the same month.

Drogas y Cordura
Drugs in the d20 game follow many of the same rules as poisons, allowing the imbiber saving throws to resist their initial and secondary effects. Veneno retardante, Neutralizar el veneno, and similar effects negate or end a drug’s effects, but they do not restore hit points, ability damage, or other damage caused by the substance.

Una criatura que voluntariamente toma una droga falla automáticamente ambas tiradas de salvación. No es posible fallar intencionadamente el guardado inicial, pero intenta guardar contra el efecto secundario, o viceversa. Los controladores de dominio de guardado se proporcionan para situaciones en las que un El personaje es drogado involuntariamente.

Las drogas también tienen algunos usos en el tratamiento de la locura. Las drogas que se describen a continuación afectan a la cordura de un personaje a algunos extensión.

Para obtener más detalles sobre los medicamentos y consejos sobre la inclusión adecuada de drogas en una campaña, véase Libro de la Vil Oscuridad o Señores de la Oscuridad. Oscuridad.

Muestra Drogas
Below are examples of drugs that can be introduced into a campaign; many of them are effective against some sorts of mental disorders. Mesa: Drogas provides some specifics for each drug, and the text description for each one provides the following additional information.

Efecto inicial: The effect of the drug if the initial Fortitude saving throw is failed.

Efecto secundario: The effect of the drug if the secondary Fortitude saving throw is failed 1 minute after ingestion.

Efecto secundario: The side effect (if any) that occurs immediately upon taking the drug.

Sobredosis: What (if anything) constitutes an overdose and its effect on the character.

Tabla: Drogas
Nombre Tipo Precio Oficio
(Alchemy)
DC
Adicción
Rating1
  1. Se analiza en la siguiente sección.
Arthorvin DC 12 ingerido 5 GP 25 Bajo
Carthagu DC 13 ingerido 5 GP 25 Bajo
Hoja de mertoran DC 13 ingerido 10 GP 25 Insignificante
Zixalix DC 16 ingerido 15 GP 25 Medio

Arthorvin
A fragrant gray powder made from rare magical plants, the drug called arthorvin is an appropriate alchemical treatment for anxiety, mood disorders, and dissociative disorders.
Efecto inicial: 1 point of Carisma daño.
Efecto secundario: The user is in a calm, peaceful mental state for 2d4 hours and gains a +1 alchemical bonus on Will saves.
Efecto secundario: Arthorvin causes a general dulling of the imbiber’s emotions and reactions. While the drug is in effect, the user takes a -1 penalty on all initiative checks.
Sobredosis: n/a.

Carthagu
Carthagu is a thin green tea served warm. It is an appropriate alchemical treatment for impulse control problems, eating disorders, and sleep disorders.
Efecto inicial: 2 points of Fuerza daño.
Efecto secundario: Carthagu soothes a wide range of mental disorders, providing relief from the symptoms of the indicated disorders for up to 8 hours.
Efecto secundario: n/a.
Sobredosis: n/a.

Mertoran Hoja
When mertoran leaf is dried, treated, and chewed, it provides appropriate alchemical treatment for personality disorders, and substance abuse disorders.
Efecto inicial: 1 point of Destreza daño.
Efecto secundario: The user becomes more confident, gaining a +2 alchemical bonus to Charisma for 1 hour.
Efecto secundario: While the drug is in effect and for 12 hours thereafter, mertoran leaf relieves the most severe symptoms of the listed disorders.
Sobredosis: n/a.

Zixalix
A potent combination of many rare herbs and alchemical substances, zixalix provides appropriate alchemical treatment for somatoform disorders, psychotic disorders (including schizophrenia), and psychosexual disorders.
Efecto inicial: 1d4 points of Inteligencia daño.
Efecto secundario: Zixalix staves off the most severe symptoms of the indicated disorders.
Efecto secundario: n/a.
Sobredosis: If more than three doses are taken in a 24-hour period, the imbiber takes 1d4 points of Constitución daño.

Droga Adicción
Drug addiction functions much like Enfermedades. The characteristics of certain forms of addiction are summarized on the mesa abajo. Upon initial exposure (any time a character imbibes or applies a drug with an addiction rating), the character must succeed on a Fortitude save or become addicted. Instead of having an incubation period as a disease does, a drug has a satiation period, which is the length of time a single dose remains effective in a character’s system. Addiction, if not satisfied by further doses of the drug, proceeds like a disease — the character takes Daño de habilidad each day unless he succeeds on a Fortitude save. Mesa: Adicciones
Adicción
Rating
Fortaleza
DC
Saciedad
Period
Daño
Insignificante 4 1 día 1d3-2 Dex (puede ser 0)
Bajo 6 10 días 1d3 Dex
Medio 10 5 días 1d4 Dex, 1d4 Wis
Alto 14 1 día 1d6 Dex, 1d6 Wis, 1d6 Con
Extremo 25 1 día 1d8 Dex, 1d8 Wis, 1d6 Con, 1d6 Str

Calificación de adicción: Each drug is rated according to its addictive potential, from lowest (negligible) to highest (extreme). Sometimes, an individual’s long-term addiction raises a drug’s addiction rating for that individual. Drugs with a negligible rating are not subject to this change. Stronger drugs increase their addiction rating by one step for every two full months a character remains addicted to the drug. A character who recovers from an addiction and later becomes addicted again to the same drug does so at the addiction rating the drug had just prior to his earlier recovery.

Saciedad: Each time a user takes a drug to which he is addicted, he is satiated and staves off withdrawal symptoms for the period of time indicated on the table. Whenever the satiation period expires before the user takes another dose, the DC of the Fortitude save to resist damage (see below) increases by 5. The dose that causes a character to becomes addicted counts for the purpose of tracking the satiation period.

Daño: An addicted user who is not satiated takes the indicated amount of ability damage each day unless the character succeeds on a Fortitude saving throw.

Recuperación: If a character makes two successful saving throws in a row, he has fought off his addiction and recovered, and takes no more damage from withdrawal symptoms.

A Restauración menor or restauración spell might negate some or all of the ability damage caused by an addiction, but the next day the victim may take more ability damage if he continues to fail his Fortitude saves. Eliminar enfermedades immediately causes a user to recover from an addiction, but it does not heal ability damage. Mayor restauración or heal causes recovery and restores all ability damage from the addiction.

TRATAMIENTO DE LA LOCURA
Temporal locura ends so quickly that schedules of treatment are essentially pointless; it runs its course soon enough that one merely need protect a deranged character from further upset or harm. On the other hand, treatment of Locura permanente has no real meaning. By definition, a permanently insane character never recovers, no matter how good the therapist or the facility. Thus, indefinido locura is the only form of mental illness that might be addressed by intervention and treatment.

After 1d6 months, if undisturbed by further trauma and with the agreement of the Game Master, an indefinitely insane character finds enough mental balance to reenter the world. Three kinds of nonmagical care may help the character regain Sanity points during this recovery period. When choosing among them, the GM and player should consider the character’s resources, her friends and relatives, and how wisely she has behaved in the past. In most campaigns, the magical treatments described above (see Restaurar la cordura con magia) permitir que el personaje vuelva a entrar en juego después de un tiempo más corto o con Menos gastos.

Privado Cuidado
The best care available is at home or in some friendly place (perhaps a small church or the home of a wealthy friend) where nursing can be tender, considerate, and undistracted by the needs of competing patients.

Si se dispone de curación mental o medicamentos alquímicos, Tira d% por cada mes de juego en el que se use uno u otro. Un resultado de 01-95 es un éxito: Suma 1d3 puntos de cordura para cualquiera de los dos terapia mental o medicamentos alquímicos, cualquiera que sea el uso (un no puede beneficiarse de ambos en el mismo mes). En un resultado de 96-100, el sanador falla en el diagnóstico o en el El carácter rechaza los tratamientos alquímicos. Pierde 1d6 de cordura puntos, y no se avanza ese mes.

Institucionalización
The next best alternative to private care is commitment to a good insane asylum, but these are extremely rare in most d20 campaigns, if they are present at all. GMs are free to rule that institutionalization is simply not available.

En aquellas campañas que incluyan a este tipo de instituciones (por lo general, ubicado dentro de los límites de un templo dedicado a una deidad de curación), puede decirse que los manicomios tienen una ventaja sobre la atención domiciliaria en el sentido de que son relativamente baratos o incluso un servicio gratuito por un gobierno o una iglesia poderosa. Estas instituciones son de sin embargo, la calidad es desigual y algunos pueden ser potencialmente dañinos. Algunos son lugares creativos de experimentación y asistidos por magia terapia, mientras que otros ofrecen un mero confinamiento. En cualquier entorno, El tratamiento concentrado y nutritivo por parte de extraños es raro.

Therapy using the Curar skill is usually the only treatment available, but in most cases, primitive institutions offer no treatment at all. Sometimes an institution can convey an uncaring sense that undermines the useful effects of alchemical medications, leaving the character with a sense of anger and loss. He is likely to be distrustful of the organization and its motives. Escape attempts are common by inmates, even in the most enlightened fantasy settings.

Roll d% for each game month a character is in the care of an institution. A result of 01-95 is a success; add 1d3 Sanity points if therapy with the Curar skill was available, or 1 Sanity point if no treatment was present. On a result of 96-100, the character rebels against the environment. He loses 1d6 Sanity points, and no progress can be made that month.

Vagabundos y sin hogar
If no care is available, an insane character may become a wandering derelict struggling for survival. Such a wanderer gains no Sanity points unless he is able to join a group of the homeless and find at least one friend among them. To find a friend after joining such a group, the character can make a DC 15 Charisma check once per month. If a friend appears, the character recovers 1 Sanity point per game month thereafter.

Por cada mes de juego durante el cual un personaje loco vive como Un abandonado, tira d%. En un resultado de 01-95, el carácter Sobrevive. Con un resultado de 96-100, el personaje muere como resultado de enfermedad, exposición o violencia.

MENTAL TRASTORNOS
The GM should choose how characters in the campaign world think and therefore talk about insanity before play begins. In many fantasy games, the term “insane” serves as an all-encompassing term that represents everything an inhabitant knows or understands about the full spectrum of mental disorders. In others, different forms of insanity may be identified for what they are.

Esta sección ofrece descripciones de muchos trastornos. En su caso, se sugirieron modificadores para Las tiradas de ataque, las guardadas y las comprobaciones de los personajes también son dado.

Trastornos de ansiedad
Even a seasoned adventurer feels anxious before braving a dragon’s cave, and the farmers in the village might worry that their crops will not survive until harvest. These fears are a normal, natural part of living in a danger-filled environment such as a d20 campaign setting, but in some cases these anxieties overwhelm an individual, causing inactivity, distress, and even severe behavioral problems. When fear and anxiety overwhelm a character for a prolonged period of time, the character suffers from an anxiety disorder. The most common forms of anxiety disorders are described below.

Ansiedad generalizada Desorden: The character suffers from a variety of physical and emotional symptoms that can be grouped into certain categories.

Motor Tensión: Jitteriness, aches, twitches, restlessness, easily startled, easily cansado, y así sucesivamente. Todas las tiradas de ataque, las salvaciones de Entereza y Reflejos, y todas las pruebas que involucran Fuerza, Destreza o Constitución toman un -2 pena.

Hiperactividad autonómica: Sweating, racing heart, dizziness, clammy hands, flushed or pallid face, rapid pulse and respiration even when at rest, and so on. All attack rolls, saves, and checks take a -2 penalty.

Expectativas de Doom Anxieties, worries, fears, and especially anticipations of misfortune. All attack rolls, saves, and checks take a -2 morale penalty.

Vigilancia: Distraction, inability to focus, insomnia, irritability, impatience. All Will saves and checks involving Intelligence, Wisdom, or Charisma take a -4 morale penalty.

Trastorno de pánico (Pánico Ataque): This illness is marked by a discrete period of fear in which symptoms develop rapidly. Within minutes palpitation, sweating, trembling, and difficulty in breathing develop, strong enough that the victim fears immediate death or insanity. Burdened with the recurrence of these episodes, she fears their return. This reaction often leads to agorafobia (see below).

Agorafobia (miedo a los lugares abiertos): The character becomes very nervous outside familiar surroundings and must make a DC 15 Will save in order to leave home or engage socially. May be linked to Trastorno de pánico (see above) or to a related fobia (see below), such as uranophobia (fear of the sky), baraphobia (fear of loss of gravity), or xenophobia (fear of strangers).

Obsesivo-Compulsivo Desorden: This illness manifests in one of two main forms, obsessive thoughts or compulsive actions; some characters exhibit both.

Obsesiones: The character cannot help thinking about an idea, image, or impulse incessantly, often involving violence and self-doubt. These ideas are frequently repugnant to the character, but they are so strong that during times of stress she may be unable to concentrate on anything else, even if doing so is necessary for her survival. Obsessive impulses can be very dangerous when combined with auditory hallucinations, since the “voices” may urge the character to take some dangerous or hostile course of action.

Compulsiones: The character insists on performing ritual actions, such as touching a doorway at left, right, and top before passing through it. Though she may agree that the actions are senseless, the need to perform them is overpowering and may last for 1d10 rounds. Even in times of great stress, the character may ignore her survival in order to perform the actions.

Estrés postraumático Desorden: After a traumatic event, perhaps even years later, the character begins to relive the trauma through persistent thoughts, dreams, and flashbacks. Correspondingly, the character loses interest in daily activities. She may return to normal once the memories have been thoroughly explored and understood, but that process may take years.

Fobia o Manía: A character afflicted by a phobia or a mania persistently fears a particular object or situation. She realizes that the fear is excessive and irrational, but the fear is disturbing enough that she avoids the stimulus.

Fobia: pictUn DC 15 La comprobación de voluntad es necesaria para que un personaje pueda forzar en (o permanecer dentro) de la presencia del objeto de su fobia, e incluso entonces el personaje recibe una penalización de moral de -2 como mientras permanezca el objeto del miedo. En casos graves, el objeto de la fobia se imagina que es omnipresente, tal vez oculta — por lo tanto, alguien con acrofobia severa (miedo a las alturas) puede asustarse cuando se encuentra en una habitación cerrada en el piso superior de un edificio, incluso si no hubiera ventana u otra forma de ver qué tan alta estaba la habitación. Existen tantas fobias como uno quiera nombre o nombre: las listas que figuran a continuación abarcan sólo algunos de las fobias más comunes que pueden afectar a los personajes D20.

Manía: Manias are rarer than phobias. A character affected by a mania is inordinately fond of a particular stimulus and takes great pains to be with it or near it. When the character’s sexuality is involved, the mania may be termed a fetish. Thus, teratophobia would be an inordinate fear of monsters, while teratophilia would be an unhealthy (possibly sexual) attraction to them. See the following lists of phobias for ideas on what sorts of disorders could manifest as manias.

Fobias del mundo real: The following list provides examples of phobias from the real world that lend themselves to inclusion in a d20 campaign.

Ciertas fobias del mundo real pueden ampliarse fácilmente para incluir Criaturas monstruosas y efectos mágicos específicos en una fantasía medio ambiente. Por ejemplo, la ofidiofobia (miedo a las serpientes) podría ser extendido para incluir medusas y otras criaturas parecidas a serpientes, o ictiofobia (miedo a los peces) podría extenderse para incluir criaturas con cualidades parecidas a las de los peces, como el locathah y el Sahuagin.

Tabla: Fobias del mundo real
Fobia Miedo a...
Acrofobia Alturas (antes conocido como Vértigo)
Aerofobia viento
Agorafobia Lugares abiertos
Ailurofobia Gatos
Androfobia Hombres (Hombres)
Astrofobia Estrellas
Autofobia Estar solo
Bacteriofobia bacterias ("gérmenes")
Ballistofobia Balas
Batofobia Lugares sumergidos profundos
Bibliofobia libros
Blenofobia limo
Brontofobia trueno
Cenofobia Habitaciones vacías
Quionofobia nieve
Claustrofobia Espacios cerrados
Demofobia Multitudes
Dendrofobia árboles

Continued...
Entomofobia insectos
Equinofobia caballos
Gephyrdrophobia Cruce de puentes
Ginefobia mujeres (hembras)
Hamartofobia pecar o cometer un error
Hafefobia Ser tocado
Heliofobia la luz del sol o el sol
Hematofobia sangre o sangrado
Hidrofobia Agua
Hipnofobia dormir
Iatrofobia Médicos (curanderos)
Ictiofobia pescado
Maniafobia Volverse loco
Monofobia Estar solo
Musofobia ratones (y ratas)
Necrofobia Cosas muertas
Nictofobia Noche o anochecer
Odontofobia dientes

Continued...
Onomatofobia un nombre, palabra o frase determinada
Ofidiofobia Serpientes
Ornitofobia pájaros
Pedifobia niños
Fagofobia comer
Fonofobia ruido, incluida la propia voz
Pirofobia Fuego
Escotofobia oscuridad
Espectrofobia Espejos
Tafefobia Ser enterrado vivo
Teratofobia Monstruos
Talasofobia El mar
Tomofobia cirugía
Uranofobia los cielos ("¡El horrible cielo abierto!")
Vermifobia Gusanos
Xenofobia extranjeros o forasteros
Zoofobia animales

Fobias fantásticas: With some imagination and a little knowledge about how “phobia” terms are formed (most come from ancient Greek words), it’s possible to come up with a list of phobias tailored to a fantasy setting. The following list is provided as a starting point.

Tabla: Fobias fantásticas
Fobia Miedo a...
Arcuofobia Arcos
Aurofobia oro
Aberrrafobia Aberraciones y criaturas con tentáculos
Bogyfobia Demonios y duendes
Demonofobia Demonios
Dracofobia Dragones
Confodiofobia Ser apuñalado
Faefobia Fey
Gigafobia gigantes y criaturas grandes o más grandes
Hadefobia infierno
Hagiofobia Santos y Reliquias Sagradas
Hierofobia Sacerdotes y objetos sagrados
Incantofobia Encantamiento y control mental
Iofobia veneno
Manafobia mágico
Materiofobia Construcciones
Mixofobia Rezuma
Naturafobia La naturaleza y los druidas
Planarfobia Forasteros y criaturas extraplanares
Plantafobia Plantas y criaturas vegetales
Fantasmafobia espectros o fantasmas
Neumatofobia criaturas incorpóreas
Uranofobia Cielo (esp. magia divina)
Trastornos disociativos
Individuals suffering from dissociative disorders cannot maintain a complete awareness of themselves, their surroundings, or time. The disorder often involves some great previous trauma that is too terrible to remember. Characters who have gone insane from an encounter with powerful monsters often suffer from some form of dissociative disorder.

Disociativo Amnesia (amnesia psicógena): This is the inability to recall important personal information, brought on by a desire to avoid unpleasant memories. The character must make a DC 20 Will save to recall such details or the cause of the amnesia. Since the horror of evil creatures and disturbing truths is the probable cause of this amnesia, as an optional rule the GM may choose to reset the character’s Conocimiento (tradición prohibida) modifier to +0 and her maximum Sanity to 99 while this disorder holds sway: The horror returns only when the character’s memories do.

Fuga disociativa: The character flees from home or work and cannot recall her past. Once the flight halts, the character may assume an entirely new identity.

Disociativo Trastorno de identidad (trastorno de personalidad múltiple): The character appears to harbor more than one personality, each of which is dominant at times and has its own distinct behavior, name, and even gender. The player needs to keep track of the character’s different personalities. (Each one has the same ability scores and game statistics, but different goals, outlooks, and attitudes.)

Comer Trastornos
These disorders can be incredibly debilitating and even lead to starvation. They are conditions that may continue for many years, sometimes continually endangering the patient.

Anorexia nerviosa: The character has an overpowering fear of becoming fat and consequently loses weight, as well as taking Constitución daño (at a rate of 1d8 points per week). Even when she is no more than skin and bones, the character continues to see herself as overweight. Without intervention, she may literally starve herself to death.

Bulimia Nerviosa: The character frequently eats large amounts of food during secret binges. An eating episode may continue until abdominal distress or self-induced vomiting occurs. Feelings of depression and guilt frequently follow such episodes.

Trastornos del control de impulsos
These disorders include compulsive gambling, pathological lying, kleptomania (compulsive stealing), and pyromania (the compulsion to set fires).

Explosivo intermitente Desorden: The character is recognizably impulsive and aggressive, and at times gives way to uncontrollable rages that result in assault or destruction of property.

Humor Trastornos
These disorders affect the victim’s attitude and outlook. Mild mood disorders can be almost impossible to detect without prolonged contact with an individual, but severe disorders usually have noticeable symptoms.

Depresión: Symptoms of this illness include changes in appetite, weight gain or loss, too much or too little sleep, persistent feeling of tiredness or sluggishness, and feelings of worthlessness or guilt, leading in severe cases to hallucinations, delusions, stupor, or thoughts of suicide. All attack rolls, saves, and checks take a -4 morale penalty. A predisposition to use alcohol or other mood-altering substances in an attempt at self-medication exists. A character suffering from severe chronic depression may give up virtually all effort from feelings of hopelessness — for example, deciding not to get out of bed for two years.

Manía: The character has a fairly constant euphoric or possibly irritable mood. Symptoms include a general increase in activity, talkativeness, increased self-esteem to the point of delusion, decreased need for sleep, being easily distracted, willingness for dangerous or imprudent activities such as reckless driving, delusions, hallucinations, and bizarre behavior. All attack rolls, saves, and checks take a -4 morale penalty A predisposition to use alcohol or other substances in an attempt at self-medication exists.

Trastorno bipolar del estado de ánimo: The character oscillates between mood states, sometimes staying in one mood for weeks at a time, sometimes rapidly switching from one to another. Also known as manic depressive.

Trastornos de la personalidad
These long-term disorders have almost constant effects on a character’s behavior, making it difficult for him to interact with others and often making him unpleasant to be around as well. This is an important point to keep in mind when roleplaying — few players want to spend time with another player character suffering from a personality disorder.

En términos de juego, el personaje recibe una penalización de -4 en todos los Comprobaciones basadas en el carisma. Además, las actitudes de los NPCs Los encuentros con los personajes se desplazan en una dirección negativa. Cuando determinando las actitudes de los NPC, el jugador debe hacer una prueba de Carisma para el personaje. En una comprobación exitosa, la actitud del NPC en cuestión da un paso hacia lo hostil; en una comprobación fallida, la actitud del PNJ en cuestión se desplaza dos pasos hacia hostil.

Los trastornos de la personalidad se clasifican de la siguiente manera: Categorías.

Antisocial: Short-sighted and reckless behavior, habitual liar, confrontational, fails to meet obligations (job, bills, relationships), disregards rights and feelings of others.

Evitativo: Oversensitive to rejection, low self-esteem, socially withdrawn.

Frontera: Rapid mood shifts, impulsive, unable to control temper, chronic boredom.

Compulsivo: Perfectionist, authoritarian, indecisive from fear of making mistakes, difficulty expressing emotions.

Dependiente: Lacks self-confidence; seeks another to look up to, follow, and subordinate herself to (“codependent”).

Histriónico: Overly dramatic, craves attention and excitement, overreacts, displays temper tantrums, may threaten suicide if thwarted.

Narcisista: Exaggerated sense of self-importance, craves attention and admiration, considers others’ rights and feelings as of lesser importance.

Pasivo-Agresivo: Procrastinator, stubborn, intentionally forgetful, deliberately inefficient. Sabotages own performance on a regular basis.

Paranoide: Jealous, easily offended, suspicious, humorless, secretive, vigilant; exaggerates magnitude of offenses against oneself, refuses to accept blame.

Esquizoide: Emotionally cold, aloof, has few friends; indifferent to praise or criticism.

Los GM deben darse cuenta de que, si bien estos rasgos pueden funcionar para un NPC interesante del que los jugadores deben extraer información o un favor, su naturaleza antisocial los hace inadecuados para miembros de un grupo de aventureros.

Trastornos psicosexuales
Recognizable disorders of this type include transsexualism (a belief that one is actually a member of the opposite sex), impaired sexual desire or function, nymphomania and satyriasis (inordinate and uncontrollable sexual appetite in women and men, respectively), and paraphilia (requirement of an abnormal sexual stimulus, such as sadism, masochism, necrophilia, pedophilia, exhibitionism, voyeurism, fetishism, or bestiality).

La mayoría de estos trastornos podrían convertir a los afligidos en jugadores personajes incómodos y, por lo tanto, no son apropiados para la mayoría de los grupos de juegos de rol, aunque pueden ser llamativos (si desagradables) NPCs.

Trastornos de la psicoespecie
These disorders are specific to fantasy environments and involve the victim of one believing that she is a different type of creature. A victim might believe that she is a construct (and therefore immune to critical hits) or any other creature type that she has encountered. When a victim has a psychospecies disorder associated with a creature that has specific weaknesses (for example, a human thinking he’s a vampiro), then the victim’s behavior changes become more noticeable (such as a fear of holy symbols and sunlight).
Esquizofrenia y otros trastornos psicóticos
A psychotic character experiences a break with reality. Symptoms can include delusions, hallucinations, and cognitive impairment. In general, only alchemical substances or magic can treat these kinds of disorders. Note, however, that many psychotic characters suffer from the delusion that nothing is wrong with them, and hence they feel no need to take their medication.

Esquizofrenia (Trastorno esquizofreniforme, demencia precoz): A schizophrenic character’s attention span and ability to concentration are greatly diminished; to reflect this, use only one-half of the character’s normal skill modifier on any skill check requiring attentiveness (such as Inutilizar Dispositivo, Mancha, Buscar, Abrir cerradura, and of course Concentración). Síntomas incluyen delirios extraños, paranoia, alucinaciones auditivas ("oír voces"), habla incoherente, desapego, retraimiento social, comportamiento extraño y falta de el sentido del yo.

Un personaje esquizofrénico puede encajar en uno de los siguientes Categorías.

Indiferenciado: Impaired cognitive function, emotional detachment.

Desorganizado: Inappropriate behavior, shallow emotional responses, delusions, hallucinations.

Catatónico: Mutism (loss of ability to talk), extreme compliance, absence of all voluntary movements, complete immobility (“statuism”).

Paranoide: Delusions of persecution, illogical thinking, hallucinations.

Los síntomas de más de un tipo pueden ocurrir en el mismo individuo, junto con trastornos del estado de ánimo (ver arriba). Por ejemplo Los esquizofrénicos catatónicos a veces tienen episodios maníacos de actividad alterna con períodos de retiro total. La esquizofrenia provocada por el estrés repentino se denomina aguda esquizofrenia; personajes que se vuelven locos y balbucean de vastos Por lo general, las conspiraciones se diagnostican como "agudas" esquizofrenia paranoide".

Otros trastornos psicóticos: By some definitions, all severe mental illnesses are classified as psychoses, including mood disorders, dementia, and anxiety disorders. This section deals with some of the interesting behavioral syndromes that may turn up in your game.

Amok: “Running amok,” an outburst of violence and aggressive or homicidal behavior directed at people and property. Amnesia, return to consciousness, and exhaustion occur following the episode. During a killing spree, the character utilizes whatever weapons are on hand.

Boufee Detirante: Sudden outburst of aggressive, agitated behavior and marked confusion, sometimes accompanied by visual and auditory hallucinations or paranoia.

Maricón cerebral: Impaired concentration and feelings of fatigue, pains in the neck and head, a sense that worms are crawling inside one’s head.

Fantasma Enfermedad: Weakness, loss of appetite, feelings of suffocation, nightmares, and a pervasive feeling of terror, attributed as a sending from witches or malign otherworldly powers.

Piblokto: “Arctic madness,” wherein the afflicted rips off clothing and runs howling like an animal through the snow.

Susto: A variety of somatic and psychological symptoms attributed to a traumatic incident so frightening that it dislodged the victim’s spirit from her body.

Taijin Kyofusho: “Face-to-face” phobia, an intense anxiety when in the presence of other people; fearfulness that one’s appearance, odor, or behavior is offensive.

Vudú Muerte: Belief that a hex or curse can bring about misfortune, disability, and death through some spiritual mechanism. Often the victim self-fulfills the hexer’s prophecy by refusing to eat and drink, resulting in dehydration and starvation.

Wacinko: Anger, withdrawal, mutism, and immobility, leading to illness and suicide.

Síndrome de Wendigo: The afflicted believes she is a personification of the Wendigo, a cannibalistic creature with an icy heart.

Shared Paranoid Disorder (Shared Delusional Disorder, Folie à Deux) The character takes on the delusional system of another paranoid individual from being in close contact with that person.

Dormir Trastornos
These disorders include insomnia (character has difficulty falling asleep or staying asleep) and narcolepsy (character frequently falls asleep, almost anywhere and at inappropriate times). Characters performing demanding tasks such as engaging in combat or casting a spell may, when stressed, need to make DC 15 Concentración checks to stay awake and not put themselves in a dangerous situation.

Noche Terrores: A sleeping character wakes after a few hours of sleep, usually screaming in terror. Pulse and breathing are rapid, pupils are dilated, and hair stands on end. The character is confused and hard to calm down. Night terrors are similar to ordinary nightmares, but much more intense and disruptive.

Sonambulismo: Sleepwalking. As with night terrors, this behavior occurs in the first few hours of sleep. An episode may last up to 30 minutes. During the episode, the character’s face is blank and staring, and she can be roused only with difficulty. Once awake, she recalls nothing of the activity.

Trastornos somatomorfos
A somatoform disorder may be diagnosed when a character experiences physical symptoms that cannot be explained by an actual physical injury or disease.

Trastorno de somatización: The character suffers from a physical ailment or diseaselike effect, with symptoms ranging from dizziness and impotence to blindness and intense pain. The Curar skill cannot identify any physical cause for the symptoms, and magical healing has no effect. The victim does not believe that her symptoms represent a specific disease. All attack rolls, saves, and checks take a -2 penalty.

Trastorno de conversión: The character reports dysfunctions that suggest a physical disorder but, though they are involuntary, the symptoms actually provide a way for the victim to avoid something undesirable or a way to garner attention and caring, a condition called Munchausenism. Symptoms range from painful headaches to paralysis or blindness. With the condition known as Reverse Munchausenism, a character projects ill health onto others and may even arrange injuries or illnesses for them so that she can thereafter take care of them. All attack rolls, saves, and checks take a -2 penalty.

Hipocondría: Character believes she suffers from a serious disease. No physical cause for reported symptoms can be found, but the character continues to believe that the disease or condition exists, often with serious consequences to her normal life.

Trastorno dismórfico corporal: Character suffers from perceived flaws in appearance, usually of the face, or of the hips or legs. Behavior may alter in unexpected ways to cover up the flaws or to calm anxieties.

Trastorno por abuso de sustancias
A character with a substance abuse disorder finds solace in using a drug, becomes addicted to it, and spends much time maintaining, concealing, and indulging the habit. Drugs include alcohol, amphetamines, cocaine, hallucinogens, marijuana, nicotine, opium (especially morphine and heroin), sedatives, and more fantastic substances present in the campaign world (see Medicamentos de muestra, earlier in this section).

Un personaje bajo la influencia de tal sustancia debe sentir la lucha personal diaria. Las tiradas de salvación de la voluntad se pueden usar para resistir o sucumbir simbólicamente a los antojos, especialmente a los antes de períodos de estrés (por ejemplo, justo antes de un confrontación o probable batalla con sectarios malvados). Todos los ataques Las tiradas, guardadas y jaques reciben una penalización de moral de -2 debido a síntomas de abstinencia. Las pérdidas de cordura pueden ocurrir por atracones o Viajes. Algunos personajes pueden encontrar que las drogas promueven comunicación con entidades y deidades alienígenas, y que sueña acerca de ellos se vuelven cada vez más vívidos y horripilantes, A la inversa, Tales sustancias podrían funcionar como medicamentos, amortiguando un los miedos del personaje y ofrecer defensas temporales contra Pérdida de cordura.

Otro Trastornos
Other disorders exist in common parlance, but most of these are actually symptoms or specific instances of disorders already mentioned above. These include quixotism (seeing the supernatural everywhere, even in the most mundane surroundings), panzaism (seeing the most extraordinary events as ordinary and rational), and megalomania (delusions of power, wealth, fame, and ability). Use or ignore these as suits your campaign, or invent new categories of madness to reflect the chaos that lies just below the brittle surface of Lovecraft’s world.
GLOSARIO PSIQUIÁTRICO
The following words are defined in terms of a real-world understanding of insanity; some of them (illusion, for example) have different meanings in a d20 game context. As with all aspects of the Sanity variant, GMs need to determine how each race and culture within the campaign world views insanity and how capable each race and culture is of treating mental disorders in order to know which of these words might come into play.

Afectar: The external expression of a patient’s mood (sadness, anger, joy, fear). May be inconsistent with patient’s mood, depending on the disorder.

Anorexia: Loss or decrease of appetite.

Catatonia: Various strong motor anomalies, for instance catatonic stupor (slowed activity to the point of immobilization); ceraflexibilitas (the victim can be molded into strange postures that are maintained), and catatonic excitement (agitated, purposeless movements).

Compulsión: The need to perform certain actions repetitively, including various personal rituals, dipsomania, kleptomania, nymphomania, satyriasis, trichotillomania (pulling out hair), and so on.

Delirio: A reversible syndrome of bewilderment, restlessness, confusion, and disorientation, associated with fear and hallucinations, all caused by some underlying medical condition.

Ilusión: A firmly fixed false belief, one not based in reality. It can be bizarre, as in schizophrenia, or systematized, as in delusional disorders.

Demencia: A loss of cognitive function, often first manifesting in memory loss.

Despersonalización: A subjective feeling of being unreal, or unfamiliar to self.

Desrealización: A subjective feeling that the environment is strange or unreal; for instance, feeling the world to be a stage or a two-dimensional painting.

Disociación: Confusion over one’s sense of self and identity.

Formicación: The feeling that insects are crawling all over one’s body, a tactile hallucination caused by cocaine and delirium tremens.

Alucinación: A perception of a sensory stimulus in the absence of sensory stimuli; for instance, seeing or hearing some one who isn’t there.

Ilusión: The misperception of a sensory stimulus; for instance, seeing the rustling branches of a tree as tentacles.

Logorrhea: Copious, coherent, logical speech.

Manía: A mood characterized by elation and increased activity.

Humor: A pervasive feeling that is experienced internally.

Neurosis: Symptoms of depression, anxiety, or the like arising from stress. A neurosis is less severe than a psychosis. A neurotic character may still be able to function; a psychotic one generally cannot.

Obsesión: An idea or thought that constantly intrudes into one’s consciousness.

Paranoia: Persistent, consistent, plausible, and ingenious delusions of persecution or jealousy. New information always seems to support the increasing threat of some great conspiracy. Paranoia is more a symptom than a disorder, because it can appear in schizophrenia, mania, and so on.

Psicosis: Severe mental illness in which the character experiences thoughts and perceptions that are out of touch with reality. A psychosis is more severe than a neurosis.

Sonambulismo: Sleepwalking.

Somnolencia: Abnormal drowsiness.

Sintesia: Sensation caused by another sensation; for instance, seeing sound.

Tic: Involuntary spasmodic motor movement.

Fenómeno de arrastre: Perceptual abnormality associated with hallucinogens in which moving objects are seen in a series of discrete discontinuous images.

Trance: Focused attention and altered consciousness, usually seen in hypnosis, dissociative disorders, and ecstatic religious experiences.