Disorders
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Disorders are a mental effect, something that affects the users personality or how they perceive in their brains. These things are typically created by trauma, but special powers and abilities allow those to give others these disorders. GM’s are required to determine when a character has received an increased or decreased effect of this ability, as there is typically no other way to cure it naturally or through powers other then Soul Purification
Prejudiced
DC Action: – Contact Method: –
Prejudiced is characterised as developing a disdain towards a concept, or something similar. While normally hating/disliking something is normal, this is more of having such contempt it shakes the core of your soul and fills you with an indescribable anger, usually being caused by a traumatic event of some kind, Prejudice is never beneficial, and usually results in sticky situations, or in extreme situations, blood bath.
When gaining Prejudiced, the GM chooses an object, group, or anything to be the target of this Prejudice.
Rank 1 – Mild
Resentment – The afflicted receives a -25% penalty to all non-combat actions made around the object they’re obsessed with.
Rank 2 – Moderate
Resentment – The afflicted receives a -50% penalty to all non-combat actions made while the target they’re prejudiced against is in their sight.
Obsession – If the target is in combat and is hostile, the afflicted must perform 1 attack to the target at the start of the round.
Rank 3 – Severe
Resentment – The afflicted receives a -50% penalty to all non-combat actions made while the target they’re prejudiced against is in their sight, and receives a -20% penalty against all non-prejudice targets.
Obsession – If the target is in combat and is neutral or hostile, the afflicted must perform 1 attack to the target at the start of the round.
Wrathful – All social actions that are deemed kind or nice towards the prejudiced target automatically fail.
Rank 4 – Profound
Resentment – The afflicted receives a -75% penalty to all non-combat actions made while the target they’re prejudiced against is in their sight, and receives a -40% penalty against all non-prejudice targets.
Obsession – If the target is within the afflicted’s sight, the afflicted must perform 1 attack to the target at the start of the round.
Wrathful – All social actions made by the afflicted that are deemed kind or nice towards the prejudiced target automatically fail. The afflicted will always move in a straight line directly towards the prejudiced target when spotting them, automatically failing all Senses actions.
Destructive Rage – If the afflicted loses sight of the target, they immediately fall into a rage, attempting to destroy objects and attack others around them for 1 round.
Phantom Pain
DC Action: – Contact Method: –
A condition that usually occurs when a creature loses a limb, Phantom Pain is the body’s attempt at mimicking the sensations it once felt, sensations such as itching, touch, and other conditions that would normally be felt while the limb was still around. Conditions of Phantom Pain, in more extreme cases, lead to other conditions, and sometimes lead to the feeling of cramps in ones former limb that no longer exists. Phantom Pain can happen to creatures who have historically not lost any limbs, but believed they had a limb at one point in time.
Rank 1 – Mild
Sensations – The afflicted feels sensations in their lost limb. They automatically fail against all illusory powers.
Rank 2 – Moderate
Sensations – The afflicted feels sensations in their lost limb. They automatically fail against all illusory powers.
Itch – The afflicted gains a major itch which builds up often. Every hour, the afflicted must attempt to itch their lost limb for 2 TP. If they do not itch this limb, they receive a stacking -20% penalty to all actions.
Rank 3 – Severe
Sensations – The afflicted feels sensations in their lost limb. They automatically fail against all illusory powers.
Itch – The afflicted gains a major itch which builds up often. Every 10 minutes, the afflicted must attempt to itch their lost limb for 2 TP. If they do not itch this limb, they receive a stacking -20% penalty to all actions.
Cramps – The afflicted receives cramps in the location of the limb, the limb is treated as not there, even if it has been replaced with prosthetics. Each action that is failed provokes exposure against the afflicted.
Rank 4 – Profound
Sensations – The afflicted feels sensations in their lost limb. They automatically fail against all illusory powers.
Itch – The afflicted gains a major itch which builds up often. Every 10 minutes, the afflicted must attempt to itch their lost limb for 2 TP. If they do not itch this limb, they receive a stacking -20% penalty to all actions.
Cramps – The afflicted receives cramps in the location of the limb, the limb is treated as not there, even if it has been replaced with prosthetics. Each action that is failed provokes exposure against the afflicted.
Uncontrollable Pain – The afflicted feels a large amount of pain at the limb. All damage dealt to the afflicted is doubled.
Addiction
DC Action: – Contact Method: –
Addiction is a term used for a dependency, or a want on a substance, concept or material. Addiction is caused by the firing of neurons of dopamine over and over again, causing the body to produce dopamine every time they receive the substance, eventually causing the body to only produce dopamine when fufilling the addiction that has formed.
You may be addicted to anything specified, but certain items may be more addictive then others. To obtain an addiction outside of normal means, it usually requires an ability to be cast on you to give this addiction.
Rank 1 – Mild
Dependence – The afflicted cannot critically succeed unless they have consumed the substance/fulfilled the addiction once per day.
Rank 2 – Moderate
Dependence – The afflicted cannot critically succeed unless they have consumed the substance/fulfilled the addiction once per 4 hours.
Cravings – While not under the effects of the substance, the afflicted receives a -10% to all actions.
Rank 3 – Severe
Dependence – The afflicted cannot critically succeed unless they have consumed the substance/fulfilled the addiction once per hour. The first successful action performed after the addiction is fulfilled is a critical success.
Cravings – While not under the effects of the substance, the afflicted receives a -20% to all actions.
Dysfunction – The afflicted’s TP cost is halved while not under the substance.
Rank 4 – Profound
Dependence – The afflicted cannot critically succeed unless they have consumed the substance/fulfilled the addiction once per 10 minutes. The first two successful actions performed after the addiction is fulfilled is a critical success.
Cravings – While not under the effects of the substance, the afflicted receives a -30% to all actions. While on the substance, the user receives a +20% bonus to all actions
Dysfunction – The afflicted’s TP cost is halved while not under the substance. They receive +1 TP maximum while on the substance.
At All Costs – If the substance or addiction is within sight, the user must perform all actions to take or use this substance if they are suffering the effects of Dependence, Cravings or Dysfunction. The user cannot attack or indirectly harm targets holding the addiction hostage and automatically fail all actions made to resist effects caused by the addiction. They automatically fail against all actions made to resist against those holding their addiction hostage.
Schizophrenia
DC Action: – Contact Method: –
Schizophrenia is a chronic disorder which creates multiple kinds of hallucinations, delusions and affects how people behave and feel. It is characterised by a disconnect from reality and difficulty in daily life. Schizophrenia is largely affected by genetics and other conditions, but those with the disorder are unable to live a normal life.
Rank 1 – Mild
Auditory – Once per day, the afflicted becomes distracted for 1 action and receives partial exposure during this time.
Rank 2 – Moderate
Auditory – Twice per day, the afflicted becomes distracted for 1 action.
Visual – The afflicted sees visual hallucinations as if it were an illusion, the afflicted fails all actions made to register that it is an illusion. These hallucinations occur once per day.
Rank 3 – Severe
Auditory – Every six hours, or every d8 rounds, the afflicted becomes distracted for 1 action.
Visual – The afflicted sees visual hallucinations as if it were an illusion, the afflicted fails all actions made to register that it is an illusion. These hallucinations occur twice per day.
Olfactory – If the afflicted is ever distracted, bothered or suffering any similar conditions, they immediately receive a -50% penalty to their next action.
Rank 4 – Profound
Auditory – Every hour, or every d4 rounds, the afflicted becomes distracted for 1 round.
Visual – The afflicted sees visual hallucinations as if it were an illusion, the afflicted fails all actions made to register that it is an illusion. These hallucinations occur once per hour.
Olfactory – If the afflicted is ever distracted, bothered or suffering any similar conditions, they immediately receive a -50% penalty to all actions for one round.
Tactile – All effects by this disorder are felt physically by the afflicted, if they were to be attacked by anything caused by this disorder, they would feel this damage as real nonlethal damage. All physical hallucinations are unable to be passed.
Dissonucerta
DC Action: – Contact Method: –
Dissonucerta is a disorder caused from the brain firing neurons at incorrect timings, causing the afflicted to register things at a much different pace to other people. At mild conditions, this may just be feeling noticeably more sluggish, to even feeling about five minutes behind all of the actions that they have performed. Dissonucerta can lead to other conditions, Tachycardia is a big risk factor for people affected with this disorder, and can lead to random moments of narcolepsy due to the failing of neurons caused by this condition.
Rank 1 – Mild
Off Timing – In combat, all actions the afflicted performs always are performed last.
Rank 2 – Moderate
Off Timing – In combat, all actions the afflicted performs always are performed last. Actions outside of combat are performed a few seconds later, leading to a pause in response.
Desync – When taking a movement action, the afflicted is always affected with partial exposure before performing the action.
Rank 3 – Severe
Off Timing – In combat, all actions the afflicted performs always are performed last. Actions outside of combat are performed a few seconds later, leading to a pause in response. All Social actions receive a -20% penalty.
Desync – When taking a movement action, the afflicted is always affected with exposure before performing the action.
Rubberbanding – Whenever the afflicted makes an action, the afflicted flips a coin, on heads, the afflicted doesn’t make the action, but loses the TP cost of the action.
Rank 4 – Profound
Off Timing – In combat, all actions the afflicted performs always are performed last. Actions outside of combat are performed a few seconds later, leading to a pause in response. All Social actions receive a -40% penalty.
Desync – When taking a movement action, the afflicted is always affected with exposure.
Rubberbanding – Whenever the afflicted makes an action, the afflicted flips a coin, on heads, the afflicted doesn’t make the action, but loses the TP cost of the action. The afflicted’s TP maximum is reduced by 1.
Reality Glitch – The afflicted sees everything move in jitters, as if others were teleporting, they receive a -20% to all Agility actions and actions made to attack others.
Morsanimium
DC Action: – Contact Method: –
A brain disorder known to affect those who affect it with the idea that they are a reanimated corpse, or live with a cognitive dissonance that they are dead. Morsanimium usually only occurs on those who have experienced a form of brain damage whilst fighting a psionic-based enemy, one that affects the mind through any means possible. Those with this illness insist they are dead, and usually any attempts made to console them about their life lead to immediate aggression.
Rank 1 – Mild
Zombification – The afflicted believes they are dead, any attempts made that cause the afflicted to believe they are alive make them stressed and panicked.
Rank 2 – Moderate
Zombification – The afflicted believes they are dead, any attempts made that cause the afflicted to believe they are alive make them stressed and panicked. All restoration effects are halved on the afflicted.
Ghost Sense – The afflicted believes to see the paranormal, all incorporeal creatures are revealed to them, however, incorporeal creatures can always sense the afflicted once they have noticed them.
Rank 3 – Severe
Zombification – The afflicted believes they are dead, any attempts made that cause the afflicted to believe they are alive make them stressed and panicked. All restoration effects have no effect on the afflicted.
Ghost Sense – The afflicted believes to see the paranormal, all incorporeal creatures are revealed to them, however, incorporeal creatures can always sense the afflicted once they have noticed them. These creatures receive a +50% bonus on all actions against the afflicted.
Monster – The afflicted develops more monster-like traits, they receive a +20% bonus to all physical actions, however, they receive a -20% to all mental actions.
Rank 4 – Profound
Zombification – The afflicted believes they are dead, any attempts made that cause the afflicted to believe they are alive make them stressed and panicked. All restoration effects have no effect on the afflicted. All attacks that damage the afflicted deal double damage.**
Ghost Sense – The afflicted believes to see the paranormal, all incorporeal creatures are revealed to them, however, incorporeal creatures can always sense the afflicted once they have noticed them. These creatures automatically succeed on all actions against the afflicted.
Monster – The afflicted develops more monster-like traits, they receive a +30% bonus to all physical actions, however, they receive a -20% to all mental actions. The afflicted cannot determine what is friend and foe, on all failed mental actions, the afflicted loses control and begins attacking everything in sight for one round.
Hallucinations – The afflicted suffers multiple hallucinations detailing how they are meant to be dead, each hallucination appears every hour, each time this hallucination appears, it counts as a failed action, and causes the next action to be a critical failure. If Monster were to activate due to this ability, it instead lasts for one minute.
Philia
DC Action: – Contact Method: –
Philia is a term used to denote an obsession with something, either due to a traumatic event, a deep, twisted love for something or a deep down perversion. Philias are usually an indicator of an unhealthy relationship or desire for something, and aren’t in any form healthy whatsoever. Philias usually require a concept, object or target to be functional towards for it to work.
Rank 1 – Mild
Desire – Once the afflicted senses their Philia within their senses, they immediately become distracted until they can no longer sense it.
Rank 2 – Moderate
Desire – Once the afflicted senses their Philia within their senses, they immediately become distracted and fond until they can no longer sense it.
Obsession – Once in contact with their Philia, the afflicted automatically succeeds at their next action.
Rank 3 – Severe
Desire – Once the afflicted senses their Philia within their senses, they immediately become distracted and infatuated until they can no longer sense it.
Obsession – Once in contact with their Philia, the afflicted automatically critically succeeds at their next action.
Love – The afflicted automatically succeeds on all actions made to obtain or head towards their Philia.
Rank 4 – Profound
Desire – Once the afflicted senses their Philia within their senses, they immediately become distracted and enamoured until they can no longer sense it.
Obsession – Once in contact with their Philia, the afflicted automatically critically succeeds at their next action. They automatically critically fail at all actions until their Philia has left their senses.
Love – The afflicted automatically succeeds on all actions made to obtain, head or remain inseparable towards their Philia.
Attachment – The afflicted receives -50 Nonlethal Damage per hour each time they cannot sense their Philia.
Phobia
DC Action: – Contact Method: –
Phobias are a term used to show an irrational and extreme fear towards a concept, object, person or anything similar. A phobia can be anything and is a direct opposite of a Philia. Phobia’s are prevalent in multiple societies throughout history and have lead to multiple incidents involving wars, they differ from prejudice as it is more shown as complete powerlessness against them, it can be viewed as a more extreme prejudice.
Rank 1 – Mild
Disgust – The afflicted is sickened upon sensing their Phobia.
Rank 2 – Moderate
Disgust – The afflicted is nauseated upon sensing their Phobia.
Fear – If the afflicted’s phobia is within sight of the afflicted, they immediately become panicked.
Rank 3 – Severe
Disgust – The afflicted is nauseated and stressed upon sensing their Phobia.
Fear – If the afflicted’s phobia is within sight of the afflicted, they immediately become panicked. They run in a straight line away from the afflicted, spending all actions to move away from their phobia.
Disdain – If the afflicted’s phobia is mentioned, or there is a detection of the phobia indirectly, the afflicted receives a -20% to all actions for 1 minute.
Rank 4 – Profound
Disgust – The afflicted is nauseated and overwhelmed upon sensing their Phobia.
Fear – If the afflicted’s phobia is within sight of the afflicted, they immediately become panicked. They run in a straight line away from the afflicted, spending all actions to move away from their phobia. Once the phobia has left the afflicted’s vision, they are panicked for 10 minutes.
Disdain – If the afflicted’s phobia is mentioned, or there is a detection of the phobia indirectly, the afflicted receives a -40% to all actions for 1 minute.
Terror – The afflicted dispels all active buffs, powers, perks and feats upon sensing their Phobia, they cannot use any of their abilities for 10 minutes.
Rage Disorder
DC Action: – Contact Method: –
Rage Disorder is characterised by being extremely hot-headed, to the extreme detriment of yourself and others around you, creating unhealthy scenarios and normally keeping yourself in “the grave” of what you’ve created due to the disorder. It differs from hotheadedness as the afflicted is unable to control their escalation and behaviour when a situation escalates entirely and usually receives a breakdown from physical exertion of anger.
Rank 1 – Mild
Annoyance – Each time the afflicted fails an action, the afflicted receives a -5% penalty to all actions. This stacks to an unlimited amount. This effect goes away after 1 round of performing no actions.
Rank 2 – Moderate
Annoyance – Each time the afflicted fails an action, the afflicted receives a -10% penalty to all actions. This stacks to an unlimited amount. This effect goes away after 1 minute of performing no actions.
Anger – Upon reaching -50% penalty from Annoyance, the afflicted immediately becomes weird until the effect is removed.
Rank 3 – Severe
Annoyance – Each time the afflicted fails an action, the afflicted receives a -15% penalty to all actions. This stacks to an unlimited amount. This effect goes away after 5 minutes of performing no actions.
Anger – Upon reaching -50% penalty from Annoyance, the afflicted immediately becomes dazed until the effect is removed.
Rage – The afflicted immediately upon failing an action becomes enraged for 1 round.
Rank 4 – Profound
Annoyance – Each time the afflicted fails an action, the afflicted receives a -20% penalty to all actions. This stacks to an unlimited amount. This effect goes away after 10 minutes of performing no actions.
Anger – Upon reaching -50% penalty from Annoyance, the afflicted immediately becomes stunned until the effect is removed.
Rage – The afflicted immediately upon failing an action becomes enraged for 1 minute.
Scornful – When the afflicted critically fails an action, they become scornful for 10 minutes, this overwrites the effects of Rage.
Insomnia
DC Action: – Contact Method: –
Insomnia is a disorder which affects the sleep of the afflicted, usually resulting in either restless or inability to sleep due to the receptors of the brain being unable to produce enough melatonin or provide REM sleep, crucial for resting and rejuvenation. There are multiple ways to go around insomnia, however, through medication and treatments can one mitigate the symptoms.
Rank 1 – Mild
Bad Sleeper – The afflicted restores only up to 75% of their statistics on full rest.
Rank 2 – Moderate
Bad Sleeper – The afflicted restores only up to 50% of their statistics on full rest.
Fatigued – The afflicted receives a -20% penalty against all actions made to resist sleep and tired conditions.
Rank 3 – Severe
Bad Sleeper – The afflicted restores only up to 25% of their statistics on full rest.
Fatigued – The afflicted receives a -40% penalty against all actions made to resist sleep and tired conditions.
Restlessness – The afflicted requires double the amount of hours to remove the tired and exhausted conditions by rest.
Rank 4 – Profound
Bad Sleeper – The afflicted restores only up to 10% of their statistics on full rest.
Fatigued – The afflicted receives a -60% penalty against all actions made to resist sleep and tired conditions.
Restlessness – The afflicted requires double the amount of hours to remove the tired and exhausted conditions by rest.
No Sleep – The afflicted can no longer benefit from resting naturally, and cannot initiate rest without external assistance (e.g. medication, magic, etc.)
Fourth Dimensional Dysphoria
DC Action: – Contact Method: –
Fourth Dimensional Dysphoria is a condition gained when a third dimensional creature enters the Fourth Dimension. A new realm of understanding not comprehensible by a third dimensional creatures brain, the complexities of the fourth dimension remove the sense of fear from a normal person, creating a dysphoria when being taken back to the third dimension and not being able to process their surroundings in the same way. Similar to other mental illnesses, Fourth Dimensional Dysphoria affects mainly the mind and how the afflicted feels, with later stages presenting in more physical manifestations.
Rank 1 – Mild
Anemoia – The afflicted automatically fails all actions made against Fourth Dimensional creatures, but automatically succeeds against all fear effects caused by them.
Rank 2 – Moderate
Anemoia – The afflicted automatically fails all actions made against Fourth Dimensional creatures, but automatically succeeds against all fear effects caused by them.
Imperfection – The afflicted can no longer critically succeed.
Rank 3 – Severe
Anemoia – The afflicted automatically fails all actions made against Fourth Dimensional creatures, but automatically succeeds against all fear effects caused by them.
Imperfection – The afflicted can no longer critically succeed, roll a d8, on a 1, the afflicted critically fails an action instead.
Paranoia – The afflicted receives a further -20% penalty to all actions while affected by a fear effect.
Rank 4 – Profound
Anemoia – The afflicted automatically fails all actions made against Fourth Dimensional creatures, but automatically succeeds against all fear effects caused by them.
Imperfection – The afflicted can no longer critically succeed, roll a d6, on a 1, the afflicted critically fails an action instead.
Paranoia – The afflicted receives a further -20% penalty to all actions while affected by a fear effect. The afflicted automatically fails against all actions made by others to convince them of anything.
Overaggression – On a failed save against a Social action, the afflicted becomes enraged at the target that provoked the action for 1 minute.
Dementia
DC Action: – Contact Method: –
Dementia is a general term for multiple illnesses which destroy nerve cells and damage the brain of a creature, leading to extreme deterioration in cognitive function and mental thought. It is a slow-acting disorder that creeps up on the afflicted throughout decades and without proper early intervention leads to death. Losing memories and even at later stages more physical functions, the afflicted eventually loses themselves and their surroundings, starting with the newer memories until not even the old remains.
Rank 1 – Mild
Forgetful – Roll a d20 on all actions by the afflicted made to remember, on a 1, the afflicted automatically fails.
Rank 2 – Moderate
Forgetful – Roll a d10 on all actions by the afflicted made to remember, on a 1, the afflicted automatically fails.
Disorientation – The afflicted is much less aware of their surroundings, and receives a -20% penalty to all actions made to orient themselves or gain an understanding of their surroundings.
Rank 3 – Severe
Forgetful – Roll a d4 on all actions by the afflicted made to remember, on a 1, the afflicted automatically fails.
Disorientation – The afflicted is much less aware of their surroundings, and receives a -20% penalty to all actions made to orient themselves or gain an understanding of their surroundings.
Confusion – When failing an Intellect action, the afflicted becomes confused for 1 round.
Rank 4 – Profound
Forgetful – The afflicted automatically fails at all actions made to remember.
Disorientation – The afflicted automatically fails at all actions made to understand their surroundings.
Confusion – When failing an Intellect action, the afflicted becomes confused for 1 minute. The afflicted automatically fails against all actions to not be confused.
Cognitive Decline – The afflicted slowly loses all mental abilities by -1% per week. When reaching -75% in any of these abilities, the afflicted falls unconscious and is at death’s door. Any effects made to increase these scores are ineffective.
Insanity
DC Action: – Contact Method: –
Did I ever tell you what the definition of insanity is?… Insanity is doing the exact same fucking thing over and over again, expecting shit to change. That is crazy. But the first time somebody told me that, I don’t know, I thought they were bullshitting me so, boom, I shot him. The thing is, okay… he was right. And then I started to see it everywhere I looked. Everywhere I looked, all these fucking pricks, everywhere I looked, doing the exact same fucking thing, over and over and over and over and over again. Thinking ‘This time, it’s gonna be different. No, no, no, no please! This time it’s gonna be different.’… I am sorry. I don’t like the way… you are looking at me! Okay? You have a fucking problem in your head? Do you think I’m bullshitting you? Do you think I am lying? Fuck you! Okay, fuck you! It’s okay, man. I’m gonna chill, hermano. I’m gonna chill. The thing is… All right. The thing is, I killed you once already. And it’s not like I am fucking crazy. It’s okay. It’s like water under the bridge… Did I ever tell you the definition of insanity?
Rank 1 – Mild
Hysteria – The afflicted’s mood towards others is randomised, roll a d6, on numbers 1-2, the afflicted is hostile towards the target, and on numbers 5-6, the afflicted is friendly towards the target. This changes every encounter with the target.
Rank 2 – Moderate
Hysteria – The afflicted’s mood towards others is randomised, roll a d4, on a 1, the afflicted is hostile towards the target, and on a 3, the afflicted is friendly towards the target. This changes every encounter with the target.
Delirium – The afflicted’s mood changes rapidly, causing a -10% penalty to all Social actions.
Rank 3 – Severe
Hysteria – The afflicted’s mood towards others is randomised, flip a coin, on heads, the afflicted is hostile towards the target, and on tails, the afflicted is friendly towards the target. This changes every encounter with the target.
Delirium – The afflicted’s mood changes rapidly, causing a -20% penalty to all Social actions. On fail of Social actions, the afflicted becomes weird for 1 round.
Delusion – The afflicted cannot be convinced of anything by others, if someone attempts to convince them otherwise of their beliefs, the afflicted flips a coin, on tails, they immediately attack the target.
Rank 4 – Profound
Hysteria – The afflicted is always hostile to all targets that it encounters. Each time they encounter a target, roll a flat d% (DC 50), on fail, the afflicted attacks the target within d10 minutes.
Delirium – The afflicted’s mood changes rapidly, causing a -30% penalty to all Social actions. The afflicted is always weird.
Delusion – The afflicted cannot be convinced of anything by others, if someone attempts to convince them otherwise of their beliefs, they immediately attack the target.
Splitting – The afflicted becomes enraged at all targets around them for 1 round when failing any action.