Madness Upon returning from the Mines of Thran Duer’mar, where they were swept away by a rush of sewage, a Ranger develops a fear of running water that impedes their ability to wash and drink. A Dwarf stumbles into an ancient graveyard and is confronted by a cohort of zombies, flesh peeling from their skin. When they return home, the Dwarf finds that they are often annoyed by their husband, becoming annoyed by habits she used to find endearing. A Soldier of the Roggoth Legion returns from war, having lost many of his comrades in bloody battles that spanned weeks. He thinks back to the death of his mother, and comes to the conclusion that it was he who was responsible. After all, he did ask her for more milk. This haunts him, bringing him nightmares and visions, before he is found hanging from a tree by his son. Madness is a phenomenon that is difficult to define and even more difficult to treat. Sometimes it is brought on by a traumatic experience, often a curse can inflict madness upon someone, and sometimes mere chance brings its effects to a poor soul. The Madness Effects detailed below constitute impacts on characters that do not impede their abilities, such as spells or combat, but constitute a change in their personality. Some Effects may have a coincidental effect on gameplay, and it is up to you to define any change to player abilities. These will change their social interactions, thoughts and feelings; and may cause them to lose friends, change career or develop criminal tendencies. Madness here is split into three levels of severity: Lesser, Greater and Severe. Often, Madness can develop in its severity: a character can contract Lesser Madness, and through a variety of factors (such as lack of treatment) this can become worse through time. However, experiences or pure chance can inflict a character with Greater or Severe Madness straight away. As the GM, it is up to you how Madness is contracted and worsened. A single experience could bring on a Madness Effect, a curse could worsen a character’s mental state, or one day a character may simply wake up with a hatred of their child. When a character does reach a level of Madness, roll once on the appropriate table and apply that Madness Effect to a character. If their level increases, roll on the next relevant table, retaining the previous Madness Effect. Either through your decision or through conversation with the player, you may determine the exact form of the Madness Effect. It may be something relevant to the character or their experience, or it may be entirely random. Madness can be a useful way to develop your Player and Non-Player Characters, and add a level another of story to your campaign. However, as always, ensure all players are comfortable with Madness and its effects and terminology before inserting these rules into your game. Ensure that the issue is treated with sensitivity and be aware that your players may encounter or have encountered these issues in real life. Lesser Madness A creature inflicted by Lesser Madnessmwill often not be identified as such, even by themself. The effects are relatively minor, often going unnoticed, and can be dismissed easily as quirks or temporary ailments. These effects will not have a great impact on everyday life or activties of a character, but may make some specific activities difficult. They may also begin to harm relationships with other characters, either through the Effects themselves or through a perceived change of character. These Lesser Madness Effects can be an indication of a further descent into Madness. Although on their own these conditions may be minor, if they are untreated or exacerbated, they may develop into more severe problems. Lesser Madness Table d100 Madness Effect 1-9 You develop a nervous tick, such as wringing of the hands or biting of the nails. 10-19 You become very attached to one of your possessions, and become distressed when it is not on your person. 20-29 You no longer extract joy from a single stimulus you used to like; such as a form of music, art or food. 30-39 You become distressed by a certain ordinary sight or sound, such as knocking on doors or running water. 40-49 You develop a taste for an unorthodox meat, such as rat, dog or badger. 50-59 You regularly get déjà vu, often from situations that are unique or strange. 60-69 You occasionally ‘tune out’ of conversations, and do not take in what the other person is saying. 70-79 You are subject to frequent nightmares of varying types and severity. 80-89 You develop apathy for one group of people or things which you used to treasure; such as children, refugees or kittens. 90-99 You forget one minor event from your life. 100 Roll twice on this table, combining two Madness Effects. <img Credit: kanasta1975

Greater Madness Upon reaching the level of Greater Madness, a character's condition becomes more visible. They may be identified as unwell or changing in their behaviour, although others may be hesitant to define them as 'mad'. These conditions may consitute a definite change in the behaviour of a character. They may develop a trait that they did not possess before, and this trait may have an impact on their actions. These actions move out of the realm of quirky or different, and are often defined as worrying or even criminal. These conditions can also manifest themselves in a more physical way. Madness can assault the mind as the centre of the body, and can impede a character's ability to perform certain tasks which they once found routine. With Greater Madness, a character starts to lose part of who they are. They go through a marked change in personality, and this is often visible to those around them. Greater Madness Table d100 Madness Effect 1-9 You develop a speech feature that often makes it difficult for people to understand you, such as a stutter, mumbling or speaking quickly. 10-19 You are subject to regular night terrors. You often awake in a sweat and are unable to fall back asleep, terrified by your dreams. 20-29 You develop a form of kleptomania, and experience an urge to steal the valuable and mundane. 30-39 You sometimes lose consciousness for short periods of time, sporadically and without explanation. 40-49 You find it difficult to express empathy or sympathy, and find yourself putting your own needs before those of the genuinely needy. 50-59 You develop a difficulty with one of your senses, such as a problem with eyesight or a difficulty in hearing. 60-69 You forget one event from your life. 70-79 You develop a minor form of paranoia, and see extreme danger in situations of minimal danger; such as cooking or climbing. 80-89 You rarely see hallucinations out of the corner of your eye. These may take such forms as a long-lost relative you spot in town or moving figures behind you in a mirror. 90-99 You develop a dislike for a person you used to like. This feeling must have a reason, but may be minor; such as their habits or one of their beliefs. 100 Roll twice on this table, combining two Madness Effects. Severe Madness Severe madness brings on life-changing effects. The very essence of a character is challenged, and their core beliefs and motivations attacked. What results is a person markedly different to the sane character, a person who has developed unhealthy or destructive tendencies. Those with Severe Madness are defined and diagnosed as such. They may be identified as a 'maniac' lording over an imposing ruined castle; the town madman that provides a source of amusement through their mutterings; or simply as an evil character looking to destroy a city. It is very unlikely to go unnoticed, although those inflicted with Severe Madness may decide to isolate themselves from the outside world. Characters who are inflicted with Severe Madness have lost the essence of who they are. Their key motivations, thoughts or feeling have been lost or changed, and their relationships have been harmed or destroyed entirely. Their recovery will be long and difficult, although they may never recover. Severe Madness Table d100 Madness Effect 1-9 You often become paranoid of those around you. You may believe that your friends are plotting to kill you, or that you are being followed by a king’s spies. 10-19 You develop a seething hatred of a person you used to like. This hatred does not have to have a valid reason. 20-29 You develop a rage that you cannot control. This rage may have a trigger, such as combat or a minor annoyance. 30-39 You take joy in the suffering of others, and look to inflict pain in a variety of situations. 40-49 You forget one life-defining event. 50-59 You are often subject to major hallucinations. You are unable to determine what is hallucination and what is real; for example who amongst the people around you is really there. 60-69 You experience flashbacks of traumatic moments from your life (either real or manufactured) that cause you great distress. 70-79 You rethink and redefine an important moment in your life in a negative fashion. This may take such forms as blaming yourself (or someone else) for that moment or reassessing its impact on yourself personally. 80-89 You lose one of your senses entirely. 90-99 Your alignment becomes Evil, retaining your Lawful, Neutral or Chaotic characteristic. This may manifest itself in a variety of forms including selfishness, sadism or a thirst for murder. 100 Roll twice on this table, combining two Madness Effects.