Torment and Lunacy
Torment And Its Influence
“The things I seen been sending me nightmares and seizures. I’ve been in the Imperial Army fer three decades, and I’ll tell ye lad…there are just some things you never forget.”—Imperial Sergeant to a Recruit.
There are things that go bump in the night, some of them citizens of the Empire itself. Some of these things are called evil, or bad. They are repelled by forces like good and right. But there are things worse than these. And even these things, while may fight alongside us, aren’t necessarily doing it because they feel it’s the right thing to do. Instead, they offer something much worse.
Torment is a system in which it gauges how terribly corrupted and unstable your character has become. Torment is measured by points, on a scale of 1-100. Torment represents the terrible and horrible elements that you’ve been exposed to, such as creatures like Demons, or even the evil Druada. Perhaps your character has been captured and started to be indoctrinated into their captors culture and they’ve been tormented. Torment in Meztrailov Online is not just used as a physical explanation, but also a spiritual and psychological. The more torment points your character accrues, the higher the likelihood that they have been corrupted or tormented in some way. The higher the number of points, the more dangerous.
The Torment Chart
1-10: Nervous Habits: The character grows twitchy from numerous minor ticks, shakes, and trembling with no medical cause. Reduce the character’s racial speed by 1d3.
11-15: Tainted Heart: The character begins to grow more vicious and cruel.
16-20: Despised by Lady Luck: When a fate point is spent, the character must roll 1d10. On a roll of 1-6, the fate point has no effect.
21-22: Signs of Taint: The character is plagued by skin conditions such as boils, scabs, weeping sores, leprosy, etc. The target takes a -5 penalty all charisma checks.
23-25: Eyes of the Nighthawk: Light hurts the character, and unless he shields his eyes, he suffers a -10 to all checks made in lighted situations.
26-30: Morbidity: Terrible thoughts of gruesome torture and inflicting agony fill the PC’s trains of thought.
31-33: Heretic’s Mark: With the increasing number of corruption points, the character develops an easily concealable deformity, mutation, or symbol. This must be hidden well, lest someone take note and alert an Inquisitor or Knight or Guard, or even The Emperor Himself.
34-45: Burning Obsession: This follows the same rules as the regular obsession mental disorder. The only difference is that the character is obsessed with taking trophy limbs, such as ears, eyes, and noses, fingers, ritual scarring, carrying out meaningless acts of deep and committed violence.
46-50: Unabated Hate: A burning hate grows in the character, aimed towards a certain race, social class, or single individual. (The DM may also choose for the PC if that is what is desired) This hate is so strong that no matter what, the character will never aid that target, unless given explicit orders to do so, or some other vital cause, and even in these instances, only grudgingly.
51-55: Uncontrolled Nausea: The character feels sick at the sight or sound or scent of something harmless. This can be something simple such as holy books or reliquary, a child’s laughter, a simple flower, the smell of beautiful weather, etc. As long as the character is within the presence of the thing, they take a -10 penalty to all action rolls made in its presence, and will feel violently nauseous as long as they remain in the thing’s presence.
56-60: Ailing Form: The character’s appearance becomes corpse-like, and his muscles wast away. The character suffers a -15 penalty to combat dice sides.
61-63: Unforgettable Nightmares: The character is plagued by horrific dreams involving their deepest and darkest of fears. They witness their darkest fears come alive in their sleep. (This becomes an indefinite severe disorder.)
64-70: Poor Health:: The character suffers constantly from petty diseases and common illnesses. Additionally, their wounds never seem to heal fully. The character suffers a 1d15 HP Penalty. (This is Permanent.)
71-75: Distrustful: The character cannot conceal their distrust and antipathy he has for others. The character takes a -10 penalty when dealing with NPC’s and PC’s.
76-80: Malignant Eyes: The world seems to become colder and darker, beginning to rot away and die and becomes corrupted. The character sees the world as though it is beginning to decay, day by day. The character suffers -10 to all perception checks.
81-83: Tarnished Taste: Food and drink of any kind (Whether it be blood or flesh) tastes rotted and disgusting. Food and drink offer little sustenance for the character. The character takes a doubled penalty to all negative effects. (This can mean that instead of poison level 5, where he takes 5 damage, he would take 10 damage. If he is stunned for 10 rounds, he’s now stunned for 20 rounds.)
84-90: Blood Lust: Psychotic rage is never far from the character’s thoughts. After being wounded in combat, they must roll their action dice for saving throw to incapacitate or allow their enemies to escape, even if their intent is otherwise.
91-93: Blackouts: The character suffers from inexplicable bouts of memory loss. When they occur and when they happen is determined by the DM.
94-100: Strange Addictions: The character is addicted to some bizarre and unusual substance, such as virgin’s tears, eating lily flowers, drinking blood, the scent of a dog’s wet fur, etc. This addiction acts like a minor compulsion would. (The character must make a saving throw to resist the compulsion and the act of fulfilling it.)
“The things I seen been sending me nightmares and seizures. I’ve been in the Imperial Army fer three decades, and I’ll tell ye lad…there are just some things you never forget.”—Imperial Sergeant to a Recruit.
There are things that go bump in the night, some of them citizens of the Empire itself. Some of these things are called evil, or bad. They are repelled by forces like good and right. But there are things worse than these. And even these things, while may fight alongside us, aren’t necessarily doing it because they feel it’s the right thing to do. Instead, they offer something much worse.
Torment is a system in which it gauges how terribly corrupted and unstable your character has become. Torment is measured by points, on a scale of 1-100. Torment represents the terrible and horrible elements that you’ve been exposed to, such as creatures like Demons, or even the evil Druada. Perhaps your character has been captured and started to be indoctrinated into their captors culture and they’ve been tormented. Torment in Meztrailov Online is not just used as a physical explanation, but also a spiritual and psychological. The more torment points your character accrues, the higher the likelihood that they have been corrupted or tormented in some way. The higher the number of points, the more dangerous.
The Torment Chart
1-10: Nervous Habits: The character grows twitchy from numerous minor ticks, shakes, and trembling with no medical cause. Reduce the character’s racial speed by 1d3.
11-15: Tainted Heart: The character begins to grow more vicious and cruel.
16-20: Despised by Lady Luck: When a fate point is spent, the character must roll 1d10. On a roll of 1-6, the fate point has no effect.
21-22: Signs of Taint: The character is plagued by skin conditions such as boils, scabs, weeping sores, leprosy, etc. The target takes a -5 penalty all charisma checks.
23-25: Eyes of the Nighthawk: Light hurts the character, and unless he shields his eyes, he suffers a -10 to all checks made in lighted situations.
26-30: Morbidity: Terrible thoughts of gruesome torture and inflicting agony fill the PC’s trains of thought.
31-33: Heretic’s Mark: With the increasing number of corruption points, the character develops an easily concealable deformity, mutation, or symbol. This must be hidden well, lest someone take note and alert an Inquisitor or Knight or Guard, or even The Emperor Himself.
34-45: Burning Obsession: This follows the same rules as the regular obsession mental disorder. The only difference is that the character is obsessed with taking trophy limbs, such as ears, eyes, and noses, fingers, ritual scarring, carrying out meaningless acts of deep and committed violence.
46-50: Unabated Hate: A burning hate grows in the character, aimed towards a certain race, social class, or single individual. (The DM may also choose for the PC if that is what is desired) This hate is so strong that no matter what, the character will never aid that target, unless given explicit orders to do so, or some other vital cause, and even in these instances, only grudgingly.
51-55: Uncontrolled Nausea: The character feels sick at the sight or sound or scent of something harmless. This can be something simple such as holy books or reliquary, a child’s laughter, a simple flower, the smell of beautiful weather, etc. As long as the character is within the presence of the thing, they take a -10 penalty to all action rolls made in its presence, and will feel violently nauseous as long as they remain in the thing’s presence.
56-60: Ailing Form: The character’s appearance becomes corpse-like, and his muscles wast away. The character suffers a -15 penalty to combat dice sides.
61-63: Unforgettable Nightmares: The character is plagued by horrific dreams involving their deepest and darkest of fears. They witness their darkest fears come alive in their sleep. (This becomes an indefinite severe disorder.)
64-70: Poor Health:: The character suffers constantly from petty diseases and common illnesses. Additionally, their wounds never seem to heal fully. The character suffers a 1d15 HP Penalty. (This is Permanent.)
71-75: Distrustful: The character cannot conceal their distrust and antipathy he has for others. The character takes a -10 penalty when dealing with NPC’s and PC’s.
76-80: Malignant Eyes: The world seems to become colder and darker, beginning to rot away and die and becomes corrupted. The character sees the world as though it is beginning to decay, day by day. The character suffers -10 to all perception checks.
81-83: Tarnished Taste: Food and drink of any kind (Whether it be blood or flesh) tastes rotted and disgusting. Food and drink offer little sustenance for the character. The character takes a doubled penalty to all negative effects. (This can mean that instead of poison level 5, where he takes 5 damage, he would take 10 damage. If he is stunned for 10 rounds, he’s now stunned for 20 rounds.)
84-90: Blood Lust: Psychotic rage is never far from the character’s thoughts. After being wounded in combat, they must roll their action dice for saving throw to incapacitate or allow their enemies to escape, even if their intent is otherwise.
91-93: Blackouts: The character suffers from inexplicable bouts of memory loss. When they occur and when they happen is determined by the DM.
94-100: Strange Addictions: The character is addicted to some bizarre and unusual substance, such as virgin’s tears, eating lily flowers, drinking blood, the scent of a dog’s wet fur, etc. This addiction acts like a minor compulsion would. (The character must make a saving throw to resist the compulsion and the act of fulfilling it.)
Lunacy and Its Influence
“It don’t matter! It doesn’t matter what ye be sayin’ yer Majesty! I’ve seen what’s comin’! And it’ll devour us all…Hehehehehehehe…Bigger than you…..larger than us all…hehehehheheh”—Insane Soldier to Emperor Elric Bereou
There are just some things that the mortal mind is not equipped to handle. These things can drive an individual mad. Whether it’s the endless conflict of war, not knowing when you’ll die, or whether or not the Knights and the Imperial Army have apprehended the serial killer and child molester that’s free. Paranoia, and psychosis, these are things that break the mind, that show how damaged a mind really is. Lunacy, like Torment is measured in points, ranging from 1-100. The more lunacy points that you have, the more “Crazy” or insane your character is considered.
DC Tests:
If you fail the DC by 1 – 10 = Add 5 to the d100 roll.
Example:
Target DC – 50
Test made – 49
Roll d100 and add 5 to number rolled = 30 + 5 = 35
If you fail the DC by 11+ = Add difference between DC needing to be met and number rolled.
Example
Target DC – 50
Test made – 17
Difference between DC and Roll = 50 – 17 = 33
Roll d100 and add difference to number rolled = 30+ 33 = 63
Levels of Trauma:
1. Minor – 25 Lunacy Points: +10 to resistance against effects of the disorder
2. Average – 50 Lunacy Points: 0 to resistance against effects of the disorder
3. Major – 75 Lunacy Points: -10 to resistance against effects of the disorder
Sane – 0 - 10
Unbalanced – 11 – 20: +5 to AD sides
Insane – 21 – 30: +10 to AD sides
Raving Mad – 31 – 40: +15 to AD sides
Lunatic – 41 – 50: +0 to AD sides
51 – 60: +0 to AD sides
61 – 70: -5 to AD sides
71 – 80: -10 to AD sides
81 – 90: -15 to AD sides
91 – 95: -15 to AD sides
Raving Lunatic – 96+: Removed from play because the char is too far insane, or you have the option of rolling on the AD chart. You must pass an Impossible resistance check. If you fail, at a moment of your choosing you MUST attack your party in an attempt to try and kill them.
Crawling out of my skin: The character feels that their body is weak and they’re to blame for what’s happened to make the body so weak. Because of this feeling, they work to do whatever they can to replace the limbs with automaton parts.
1 – 10: Your character gains a Nervous Tick (tick tick tick). Particularly around objects of power, forbidden tomes, anything generally morally wrong, the character will have a tick about them. They will end up gaining a nervous tick such as scratching constantly, biting nails, biting of the lip, flexing of knuckles, etc.
11 – 20: Your character suddenly comes to believe that loot is everything in life. Desire grips the character to the point that they must make a resistance roll to resist attacking their targets for their loot. And this effect lasts for 2d24 (mun) hours.
21 – 30: Paranoia is not just random events for this character. They become so paranoid that they see conspiracies and shadows around every corner, in every knook and cranny. They gain +10 to perception tests and -10 to all resistance tests for 1d10 (mun) days.
31 – 40: [R1] The Character suffers from a severe phobia and the results consume the character for 1dX (where X is your action dice sides. Phobia is determined by DM.)
50 – 60: The character reacts to the slightest pressure by becoming extremely anxious. Because of that anxiousness, the character receives an automatic -10 to the result of the roll. For all dice (mage, melee, etc) is at a -15 to the dice sides for 1d10 (mun) days.
61 – 70: The character suffers from horrible nightmares when trying to fall asleep. Because of the lack of sleep, the character suffers -10 to their HP for 1d10 (mun) days. During the ten days, even if the character receives full healing, they start with -10 to their total HP after having tried to sleep.
71 – 80: The character is struck dumb and is unable to use a particular sense for 1d10 (mun) days.
1. Sight
2. Sound
3. Touch
4. Taste
5. Hearing
81 – 90: Extremely distressed and unfocused, the character refuses to eat or drink and as such, becomes extremely emaciated. As such, the character is reduced to cutting all dice and HP in half for 1d20 (mun) days. (Be sure to come up with list of Obsessions/Compulsions, as well as psychotic delusions.)
91 - 99: Days and nights begin to blur together as time has little meaning. Reality is no longer such a strong influence as ramblings and crazy thoughts pass through a character's mind constantly. At this point the character can't hide that they're insane and as such prove it every time they step out their front door. Attacking friends, thanking foes, hitting on men and giving a trouncing on women, etc. There is still hope. Ten successful cleansings by a Cleric must be done (logged and sent to [email protected] to remove half of the Lunacy points. Or XP can be paid instead.
100: Completely insane the character no longer can see friend from foe. Anything can set the character off on a rampage of insanity as they mainly talk in riddles. Moments of clarity are once in a blue moon (if at all) and they will more than likely be taken in by a member of authority for being committed.
“It don’t matter! It doesn’t matter what ye be sayin’ yer Majesty! I’ve seen what’s comin’! And it’ll devour us all…Hehehehehehehe…Bigger than you…..larger than us all…hehehehheheh”—Insane Soldier to Emperor Elric Bereou
There are just some things that the mortal mind is not equipped to handle. These things can drive an individual mad. Whether it’s the endless conflict of war, not knowing when you’ll die, or whether or not the Knights and the Imperial Army have apprehended the serial killer and child molester that’s free. Paranoia, and psychosis, these are things that break the mind, that show how damaged a mind really is. Lunacy, like Torment is measured in points, ranging from 1-100. The more lunacy points that you have, the more “Crazy” or insane your character is considered.
DC Tests:
If you fail the DC by 1 – 10 = Add 5 to the d100 roll.
Example:
Target DC – 50
Test made – 49
Roll d100 and add 5 to number rolled = 30 + 5 = 35
If you fail the DC by 11+ = Add difference between DC needing to be met and number rolled.
Example
Target DC – 50
Test made – 17
Difference between DC and Roll = 50 – 17 = 33
Roll d100 and add difference to number rolled = 30+ 33 = 63
Levels of Trauma:
1. Minor – 25 Lunacy Points: +10 to resistance against effects of the disorder
2. Average – 50 Lunacy Points: 0 to resistance against effects of the disorder
3. Major – 75 Lunacy Points: -10 to resistance against effects of the disorder
Sane – 0 - 10
Unbalanced – 11 – 20: +5 to AD sides
Insane – 21 – 30: +10 to AD sides
Raving Mad – 31 – 40: +15 to AD sides
Lunatic – 41 – 50: +0 to AD sides
51 – 60: +0 to AD sides
61 – 70: -5 to AD sides
71 – 80: -10 to AD sides
81 – 90: -15 to AD sides
91 – 95: -15 to AD sides
Raving Lunatic – 96+: Removed from play because the char is too far insane, or you have the option of rolling on the AD chart. You must pass an Impossible resistance check. If you fail, at a moment of your choosing you MUST attack your party in an attempt to try and kill them.
Crawling out of my skin: The character feels that their body is weak and they’re to blame for what’s happened to make the body so weak. Because of this feeling, they work to do whatever they can to replace the limbs with automaton parts.
1 – 10: Your character gains a Nervous Tick (tick tick tick). Particularly around objects of power, forbidden tomes, anything generally morally wrong, the character will have a tick about them. They will end up gaining a nervous tick such as scratching constantly, biting nails, biting of the lip, flexing of knuckles, etc.
11 – 20: Your character suddenly comes to believe that loot is everything in life. Desire grips the character to the point that they must make a resistance roll to resist attacking their targets for their loot. And this effect lasts for 2d24 (mun) hours.
21 – 30: Paranoia is not just random events for this character. They become so paranoid that they see conspiracies and shadows around every corner, in every knook and cranny. They gain +10 to perception tests and -10 to all resistance tests for 1d10 (mun) days.
31 – 40: [R1] The Character suffers from a severe phobia and the results consume the character for 1dX (where X is your action dice sides. Phobia is determined by DM.)
50 – 60: The character reacts to the slightest pressure by becoming extremely anxious. Because of that anxiousness, the character receives an automatic -10 to the result of the roll. For all dice (mage, melee, etc) is at a -15 to the dice sides for 1d10 (mun) days.
61 – 70: The character suffers from horrible nightmares when trying to fall asleep. Because of the lack of sleep, the character suffers -10 to their HP for 1d10 (mun) days. During the ten days, even if the character receives full healing, they start with -10 to their total HP after having tried to sleep.
71 – 80: The character is struck dumb and is unable to use a particular sense for 1d10 (mun) days.
1. Sight
2. Sound
3. Touch
4. Taste
5. Hearing
81 – 90: Extremely distressed and unfocused, the character refuses to eat or drink and as such, becomes extremely emaciated. As such, the character is reduced to cutting all dice and HP in half for 1d20 (mun) days. (Be sure to come up with list of Obsessions/Compulsions, as well as psychotic delusions.)
91 - 99: Days and nights begin to blur together as time has little meaning. Reality is no longer such a strong influence as ramblings and crazy thoughts pass through a character's mind constantly. At this point the character can't hide that they're insane and as such prove it every time they step out their front door. Attacking friends, thanking foes, hitting on men and giving a trouncing on women, etc. There is still hope. Ten successful cleansings by a Cleric must be done (logged and sent to [email protected] to remove half of the Lunacy points. Or XP can be paid instead.
100: Completely insane the character no longer can see friend from foe. Anything can set the character off on a rampage of insanity as they mainly talk in riddles. Moments of clarity are once in a blue moon (if at all) and they will more than likely be taken in by a member of authority for being committed.