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Madness

Source Horror Adventures pg. 182
Fractures, cuts, and abrasions wound the body, but madness undermines the mind, spirit, and personality. Suffering from madness can be terrifying, causing those afflicted to act contrary to their desires or reason.

Madnesses are afflictions, similar in structure to poisons, diseases, and curses. They are used as part of the sanity system as an outcome of severe assaults on a character's sanity, but GMs can use madness in other cases as well. Because madnesses are presented as afflictions, they can be used with the sanity and madness system from the Pathfinder RPG GameMastery Guide. If you're using the rules for sanity and madness in the GameMastery Guide, when those rules call for a character to gain an insanity, roll d%. The character gains a lesser madness on a roll of 1–70%, and a greater madness on a 71–100%. Once the potency of the madness is determined, roll on the appropriate table (Table 5–1 for a lesser madness and Table 5–2 for a greater madness) to determine the kind of madness the character gains, or select an appropriate madness that fits the situation.

The madnesses in this section are works of fantasy. None are statements about or descriptions of existing maladies.

Table 5-1: Lesser Madness

d%Madness
1-10Delirium
11-22Delusion
23-32Fugue
33-42Hallucination
43-54Mania
55-66Melancholia
67-76Night terrors
77-86Paranoia
87-100Phobia


Table 5-2: Greater Madness

d%Madness
1-18Amnesia
19-30Catatonia
31-48Cognitive block
49-66Dissociated identity
67-78Psychopathy
79-85Psychosomatic loss
86-100Schizophrenia