Rules

Enchanted Realms Rulebook

 
 Basic Game Rules 
  
 

Mind And Spirit Too

The same process that happens to the Body is also true for Mind and Spirit too. The difference would be the stats used. For Mind, the sub-attribute Judgment is used to set the permanent breaking point, while for Spirit it is Muse. Also, that permanent breaking point is not death, not the ceasing of bodily function; instead, it is an everlasting insanity or catatonia. Once reaching the crisis point, healing no longer works. Functionally, it is the same as death and is considered unchangeable. The only remedy would be performing the same rituals as would be done to bring a person back from the dead.

While in that in between state from zero to the greatest negative extent, a character can function and points will recover. Obviously, no magic powers associated with the damaged attribute can be birthed at this time. The recovery will be explained below, but behavior will be not fully under control of the player during this span of negative points. If inflicted by additional damage to the negative attribute, then one of the insanity behaviors temporarily appear. Even if just under undue stress, the GM could rule that these effects happen as well. However, for general fairness the GM should rule a secret Will save (TM:12) for impromptu occurrences. Also, unless just choosing to be silly, the same manifestation should be the repeated issue during the same suffering.

RollEffect
01-02Faints (can be awakened by vigorous action taking 1 round; but under the shaken restriction).
03Thinks every other creature is more powerful than it, and treats them with either respect or fear.
04Believes its power became overwhelming, and hardly ever attacks out of fear of breaking the world.
05Screaming fit for d4 minutes.
06-07Doesn’t feel safe alone, and will panic unless accompanied by another character.
08-09Flees in panic.
10Seems to think he has switched bodies with the first person he sees every day.
11Now only talks in third person.
12-13Shows physical hysterics or emotional outburst (laughing, crying, and so on).
14Feels that its self worth is elevated, almost in a euphoric state as its false confidence causes them to be too confident in ability.
15-16Babbles in incoherent rapid speech or in logorrhea (a torrent of coherent speech).
17Believes his or her body parts have separate personalities and spends most of the time trying to broker peace between them.
18-19Gripped by intense phobia, perhaps rooting it to the spot.
20-21Fears that lying in any way will bring about death, becoming genuine and honest to a fault, saying what is on one’s mind but with obvious terror, shame, or hesitation.
22-23Becomes homicidal, dealing harm to nearest person as efficiently as possible.
24-25Convinced that everyone else is flirting with him or her somehow, and the character is appalled at how libido-driven everyone seems to be. Ironically, becomes terrible at flirting back.
26-27Has hallucinations or delusions (details at the discretion of the GM).
28-29Gripped with echopraxia or echolalia (saying or doing whatever those nearby say or do).
30-31Everything is a conspiracy: this town is run by doppelgangers, the king is a dragon in disguise, the gods are stories to control the masses, etc.
32-33Gripped with severe phobia, refusing to approach the object of phobia except on successful Will save (TM:20).
34-35Aberrant sexual desires (exhibitionism, nymphomania or satyriasis, teratophilia, necrophilia, and so on).
36-37Develops an attachment to a “lucky charm” and cannot function without it.
38-39Psychosomatic blindness, deafness, or the loss of the use of a limb or limbs.
40-41Uncontrollable tics or tremors (-4 penalty on all attack rolls, feats, and saves involving Body).
42-43Inability to communicate via speech, writing and even gestures. Any sorcery with a gesturing component is uncastable.
44-45Catatonic, having no will or interest. No independent action can be taken and must be fed.
46-47Pathological hatred of ducks.
48-49Autocannabalism, and finds the taste of her own flesh more delicious than anything else.
50-51Hears the voice of its grandmother (or similar familial character) occasionally telling them to kill people.
52-53Trypophobia, a fear or disgust of closely-packed holes, such as honeycomb or strawberries.
54-55Behaves as though under the confusion spell the following round when experiencing pain or wounds.
56-57Obsession with black hair.
58-59Believes he or she can grant wishes at will, and tries frequently.
60-61Believe its skin is incredibly durable, and refuses to wear armor of any kind.
62-63When addressed by name, will paralyze themselves in fear until left completely alone.
64-65Convinced he or she is a lycanthrope, and will seek out a cure. On a full moon, they will shed their clothes and try to bite people. If the character IS a lycanthrope, he or she believes the opposite.
66-67Convinced they are the “Chosen One” of the first prophecy they hear, and will seek to fulfill their destiny no matter how impossible.
68-69Incredibly terrified of the dark because of the unspeakable creatures and horrific sounds that exist there, so he always carry some form of light and are likely to freak if it ever goes out.
70-71Convinced he or she has been made god over something incredibly small, specific, and pointless, and make sure everyone knows about this newfound divinity.
72-73Knows, without a doubt, that he is the real, biological parent of someone else (ideally, a PC); and the afflicted want to make it up to their child for never having realized this before.
74-75Sees everything as being in a slightly different physical place than it actually is and changes when looking away. It’s a tiny, almost insignificant difference.
76-77Does not believe he exists anymore and does not believe people can notice, perceive, or interact with him. When spoken to or observed, he won’t believe it — others must be interacting with something nearby. It’s just a coincidence! Physical touch of any type is ignored, and if physically moved or hurt, the afflicted believes he must be hallucinating or having a vivid dream.
78-79Believes that her hands and feet have been replaced with spoons.
80-81Believes he suffers from spontaneous combustion and tries to prevent others from getting too close, just in case.
82-83Overly critical against the party members, and mocks and insults them even for the slightest mistake.
84-85Uncontrollable fear of water, including ice and bottled water. He may even let himself die of thirst.
86-87Compulsion for feeding any creature it sees, with whatever is at hand.
88Convinced that the end is near, and there's nothing anyone can do to stop it. So, he or she decides to live the rest of the days as hedonistically as possible.
89Gripped with strange or deviant eating desire (dirt, slime, cannibalism, and so on).
90Falls into a stupor (assumes fetal position, oblivious to events around her).
91Becomes catatonic (can stand but has no will or interest; may be led or forced to simple actions but takes no independent action).
92Suffers from amnesia cannot remember things; his name, his skills, and his past are all equal mysteries. He can build new memories, but any memories (including skills) that existed before he became an amnesiac are suppressed.
93Compulsive behavior (washing hands constantly, praying, walking in a particular rhythm, never stepping on cracks, constantly checking to see if crossbow is loaded, and so on).
94Believes that he can talk to his weapon. If the affected does not have a weapon, then he believes himself able to communicate with another party member’s weapon.
95Finds the most inconvenient things to be absolutely hilarious, bursting into cacophonic laughter at the worst times.
96Believes she has extra, imaginary appendages, and she try to use these extra limbs, which obviously never works.
97Confused sense of time. He or she speaks of the past as if it is in the future and has yet to happen.
98Believes to be in a dream, and is constantly trying to wake up. However, the afflicted is too afraid to try to commit suicide in order to wake.
99Attracted to one’s own image but is unable to recognize it. Seeing a reflection in a mirror is believed to be a different person and the love of their life.
00Believes to be aging backwards, and getting progressively younger He or she mistake signs of senescence for signs of youth.