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Intermittent Explosive Disorder<br />

This disorder is characterized by several discrete<br />

episodes of failure to resist aggressive impulses<br />

that result in serious acts of assault or destruction<br />

of property. The degree of aggressiveness expressed<br />

during the episodes is grossly misproportionate to<br />

any precipitating stressors.<br />

Whenever a character is afflicted with this<br />

disorder and experiences anything that may be perceived<br />

as a stressor, they must roll higher than their<br />

Choleric Temperament score or respond to it violently<br />

for 2d4 rounds. Further, those afflicted experience<br />

an increase of 2d20 points in Choleric Temperament.<br />

Kleptomania<br />

This is a recurrent failure to resist the impulse<br />

to steal objects not needed for personal use or<br />

monetary value. There is an increasing sense of<br />

tension preceding the unplanned theft, followed by<br />

a relief at the time of the theft. The theft is performed<br />

alone and not done out of anger or vengeance.<br />

Because kleptomaniacs obtain gratification<br />

from the act of stealing rather than from possession<br />

of the stolen articles, they often steal objects<br />

of little value that they could purchase easily.<br />

Whenever a character is afflicted with kleptomania<br />

and around objects of little value in someone<br />

else’s possession, they must pass a Drive check<br />

at TH 20 or attempt to steal a worthless object.<br />

Brown dwarves have a higher frequency (8%) of<br />

kleptomania than other races. However, 4% of all<br />

humans are kleptomaniacs. Other races rarely have<br />

kleptomaniacs.<br />

137<br />

Mania<br />

Mania may be characterized by an elevated<br />

or irritable mood, exaggerated self-importance, racing<br />

thoughts, and hyperactivity. Characters with mania<br />

typically feel intoxicated with themselves and life.<br />

They may display an indiscriminate enthusiasm for<br />

manipulating characters, spending money, and pursuing<br />

sexual adventure. Manic characters may also<br />

display impatience or hostility toward other characters.<br />

If frustrated, then they may physically abuse<br />

their friends, children, or spouse. Characters with<br />

mania often have inflated self-esteem and self-confidence,<br />

and assume they have more wit, courage,<br />

imagination, and artistry than everyone else. Severe<br />

mania may include delusions of grandeur, such as<br />

the belief that one is chosen by their god for a special<br />

mission. Mania typically involves a decreased<br />

need for sleep, so manic characters often wake up<br />

early in a highly energized state. Mania makes characters<br />

extremely talkative. Their loud, rapid-fire<br />

speech sometimes continues unabated without regard<br />

for others. Mania also involves a flight of ideas,<br />

racing thoughts that cause speech to go off in many<br />

different directions. Characters in a manic state become<br />

easily distracted by irrelevant sights, sounds<br />

or ideas, which further disrupts thinking and speech.<br />

Characters with mania may also devise grandiose<br />

plans or engage in reckless self-indulgence. For<br />

example, they may invest indiscriminately in risky<br />

projects, get involved in many different social activities,<br />

flirt to the point of indecency, and intrude<br />

in other character’s private lives to the point of being<br />

obnoxious. Manic characters display many signs<br />

of impaired judgment and self-destructive behavior.<br />

Chapter 5: Mind

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