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Villains' Lorebook.pdf - Department of Political Science

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at -4; others within the radius save at -2). The<br />

doom is a specialized polymorph other spell that works<br />

instantly upon any creatures within its radius who<br />

fail their saving throws. Affected beings suffer a system<br />

shock roll during their transformations.<br />

Transformation is permanent, and is always into<br />

the form <strong>of</strong> a bat, frog, toad, or snake (decided randomly).<br />

The intelligence <strong>of</strong> affected beings is not altered,<br />

so if the transformed victims can activate<br />

magical items or communicate with others so as to<br />

bring about their release.<br />

The doom lasts for only one activation if cast by<br />

a mage <strong>of</strong> 11th level or less. A mage <strong>of</strong> 12th to<br />

23rd level can cast the doom to last for up to four<br />

activations. Mages <strong>of</strong> higher levels can elect to<br />

have their dooms last for one additional activation<br />

per level above 24th. Note that the passage <strong>of</strong> time<br />

has no effect on a doom unless the object it guards<br />

is destroyed.<br />

Transformed creatures affected by this spell typically<br />

go insane if <strong>of</strong> greater than 7 Intelligence. (see<br />

below).<br />

Intelligence Time Before Insanity<br />

1-7 No danger<br />

8-12 After 6 months<br />

13-16 After 8 months<br />

17 After 12 months<br />

18 After 24 months<br />

19+ 13% chance per year*<br />

*noncumulative<br />

Such insanity is one <strong>of</strong> the following forms, rolling<br />

1d6 to decide which, for each creature.<br />

Roll Insanity Type<br />

1 enraged mania<br />

2 melancholy<br />

3 hallucinations<br />

4 hebephrenic<br />

5 homicidal<br />

6 catatonic<br />

Enraged Mania: This condition strikes suddenly<br />

(1 in 6 chance per turn, lasts 2d6 turns, then 1 in 6<br />

chance per turn to return to normalcy, rolled each<br />

round until successful). The character becomes<br />

manically enraged, having an effective strength <strong>of</strong><br />

18/75 if human or demihuman (nonhumanoids are<br />

adjudicated by the DM). The character may shriek,<br />

rave, and behave in a violent manner. Unreasoning<br />

when spoken to, the character possesses great cunning,<br />

and will desire to take or avoid action according<br />

to the situation at hand (though not necessarily<br />

an appropriate act). When the state passes, the<br />

character won’t remember his actions, nor believe<br />

accounts <strong>of</strong> them by others.<br />

Melancholy: The individual is given to black<br />

moods, fits <strong>of</strong> brooding, and feelings <strong>of</strong> hopelessness.<br />

The character is 50% likely to ignore any<br />

given situation due to the manifestation <strong>of</strong> a fit <strong>of</strong><br />

melancholia.<br />

Hallucinations: The individual sees, hears, and<br />

otherwise senses things that do not exist. The more<br />

stressful the situation, the more likely the manifestation.<br />

Common delusions include: ordinary objects<br />

that do not exist, people nearby or passing where<br />

there are none, voices giving information or instructions,<br />

abilities or forms the individual does not really<br />

have (strength, sex, wings, etc.), threatening creatures<br />

appearing from nowhere, and so on. Normal<br />

behavior is 50% likely until stimulated or under<br />

stress. Hallucinations last 1-20 turns after the initial<br />

stress passes.<br />

Hebephrenic: The individual wanders aimlessly,<br />

talks to himself, giggles, mutters, and acts childishly;<br />

the character may sometimes attempt to play childish<br />

games with others. If sufficiently irritated by<br />

someone nearby, the character is 75% likely to become<br />

maniacally enraged. If this does not occur,<br />

then he will become catatonic for ld6 hours, then<br />

revert to hebephrenic behavior.<br />

Homicidal: The individual appears absolutely normal,<br />

except for an occasional unique interest in<br />

weapons, poisons, and other lethal devices. At 1- to<br />

4-day intervals, he will try to kill a member <strong>of</strong> his<br />

own race. If prevented, the frustrated individual will<br />

attack the first intelligent creature encountered,<br />

wildly seeking to slay this being. After this, the character<br />

will fall into melancholy for ld6 days before<br />

turning to a homicidal state once more.<br />

Catatonic: The character completely withdraws<br />

from reality. The individual can be led, moved, fed,<br />

and so on, but will undertake no activity on his<br />

own. If continually provoked and irritated to get a<br />

response, the character has a 1% cumulative change<br />

per round <strong>of</strong> becoming homicidal. When provocation<br />

ceases, catatonia returns.<br />

149

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