作者 主题: PF團之HR  (阅读 2274 次)

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离线 蜘蛛

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PF團之HR
« 于: 2017-12-19, 周二 00:24:33 »
1、原則上,可能導致數據曲線不收斂的方案,無論是出現在戰術、法術(或類似能力)、物品上均不予許可……
  2、自定義魔法物品,自定義法術和類似能力,自定義職業能力等一切自定義,不予許可。
  3、根據職業、法術、物品的設計原則,規避相應代價的行為,皆有機會無法獲得該效果。
  4、除職業能力,法術效果明確提及,角色無法獲得Non-Player的任何獨立個體(包括智能物品)的非劇情協助。在此基礎上進
一步限制:每個人能操作的角色(取Role Play的本意)不能超過一個,魔寵特殊坐騎等由基礎職業提供的伙伴不計入此上限。
例如:精神分裂依然算是一個人,但是身體分裂就算作多個角色……

  5、申請資源請逐項申請。
  6、規則原文沒有明確界定的灰色部分從嚴判定,如有異議可嘗試舉證,不論舉證結果,DM有權從嚴判決。
  7、無法買到只有特殊Build才能做出的自定義物品。
     8、術士,詩人自發施法職業者,超魔不用額外施放時間
     9、DM保留權力禁止可疑,灰色或OP規則,亦可臨時修改規則(HOUSE RULE)。
當有爭議之處(或即使沒有),請配合DM的安排,DM有權臨時禁止任何動作與行為,亦有權對玩家的人物卡作出任何的修改與限制(例如玩家突然告訴我他這輪可以有三十個動作之類)。

      10、請玩家告訴DM,他的人物可以做到什麼事,是怎樣做到,不要突然給DM驚喜,否則DM保留臨時劇情限制,以保護劇情的可能。(包括而不限於我這個技能可以堆到80+,我這輪可以有30個動作,我對這,這,跟這都免疫,我可以一輪放10個法術等等。)
      11、不歡迎玩家對戰力有過份的追求,請顧及同隊玩家的狀況,例如你的AC假如比隊友高40,DM出能對你造成傷害的怪物,可能就會對你的隊友造成死亡。。。。,歡迎玩家間私下的交流。

      12、DM最希望的是帶給所有玩家一個快樂的遊戲,留下美麗的回憶,但遊戲中注意極有可能出現玩家人物的死亡,請勿過份在意。
如果有任何對DM本人,遊戲,或其他的意見,你能告訴我(當然最好是私底下,而不是遊戲進行的過程中。)

13、請愛護DM

14、請愛護隊友

15、做不到13也要做到14。

16、別忘了13。

17、DM有權不開任何資源,原因包括而不限於"不合理",而理由只需要一個:我不開.

18、請不要強過你同樣位置[例如同為打擊者]的隊友太多.否則DM將私下勸說你改卡,不改的話.....你不會想知道DM接下來會對你做什麼的

19、在遊戲的預備,過程,結束,如果對DM的安排,遊戲的設定,有任何疑問,質疑,或發現DM犯錯(DM是個新人,犯錯是必然的).
必須並只能夠先按照DM當時的安排及設定,(即使犯錯,視為臨時HR),然後歡迎事後的交流.


20,所有職業替代能力,變體,請先向DM確認後使用

21,改卡有限度,dm保留不讓pc改卡,按新卡重車的權力,特別是改卡明顯讓pc獲益時。


« 上次编辑: 2017-12-19, 周二 00:30:25 由 蜘蛛 »
咱是深井冰 ,茅坑石頭,中二病患者,也己經放棄治療了。

最近在思考一個問題;每次跑團時,出於隨便跟方便而選擇善良人物、出於喜好而選擇善良人物,跟出於喜好而選擇邪惡人物,心態間的分別。

傳送門:http://www.goddessfantasy.net/bbs/index.php?board=1003.0

上天給了我光明的視覺,
我卻一直在尋找一個可以讓我扮演蛛化精靈的DM...

离线 蜘蛛

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Re: PF團之HR
« 回帖 #1 于: 2017-12-28, 周四 19:17:41 »
察言觀色(感知)
你可以評估作戰對手的實力,確定特別危險的或脆弱的敵人。
評估對手:以一個標准動作,你可以使用察言觀色來確定一個對手給你造成多艱巨的挑戰,基於你的等級與你的對手的CR。這個技能鑒定對抗對手的唬騙檢定。要嘗試這個任務,你的對手必須對你可見並且在30尺內,如果你已經看到戰鬥中的對手,你在檢定上有+2環境加值。
評估的准確性取決於你的察言觀色檢定超出對方唬騙檢定的值。成功的察言觀色對抗檢定,你可以獲得以下信息:

對手的CR 評估對手結果
比你的等級/HD低4或者更多  輕而易舉
比你的等級/HD低1,2,3  簡單
等與你的等級/HD       公平戰鬥
等與你的等級/HD加1,2,3 艱難挑戰
超過你的等級/HD4或者更多  巨大威脅

成功的評估揭示你的對手屬於兩個類別中的一個(例如,“簡單”或者“公平戰鬥”)。如果你的察言觀色檢定結果超過對方唬騙檢定結果10或以上,你可以把結果縮小到一個類別。
與之相對,如果對方的唬騙檢定結果等於或者略超過你的察言觀色檢定結果,你不能獲得任何有用信息。如果目標的唬騙檢定結果超過你的察言觀色檢定結果5或者更多,你可能(按DM判斷)得到虛假印像,相信你的對手比實際上強得多或者弱得多(各一半概率),如果目標的唬騙檢定結果超過你的察言觀色檢定結果10或者更多,你的評估比實際至少低2個等級(例如,巨大威脅可能被評估為公平戰鬥)。
特殊:戰鬥直覺專長(見本書)在用察言觀色評估對手檢定上提供+4加值。它也使你能把對對手戰鬥能力評估縮小到一個類別。最後,它使你能用自由動作完成這個任務。
對你的特定攻擊脆弱的對手(例如,面對培羅高級牧師的吸血鬼)視為低一級;對你的特定攻擊耐受的對手(例如,面對極其依靠偷襲的游蕩者的魔像)視為高一級。
重試:你每輪可以對不同對手使用這個技能
咱是深井冰 ,茅坑石頭,中二病患者,也己經放棄治療了。

最近在思考一個問題;每次跑團時,出於隨便跟方便而選擇善良人物、出於喜好而選擇善良人物,跟出於喜好而選擇邪惡人物,心態間的分別。

傳送門:http://www.goddessfantasy.net/bbs/index.php?board=1003.0

上天給了我光明的視覺,
我卻一直在尋找一個可以讓我扮演蛛化精靈的DM...

离线 蜘蛛

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Re: PF團之HR
« 回帖 #2 于: 2017-12-28, 周四 19:22:05 »
理智(Sanity)
  恐懼的堆積消磨精神。傷口和疲勞弱化肉身。毒藥從內部腐化存在。詛咒和巫術同時用超自然之力攻擊身心。但這些英雄們要面對的恐懼中,沒有比攻擊理智更陰險狡詐的了。
  Pathfinder游戲已經存在不少針對角色理智的威脅。精神錯亂insanity法術可以讓角色持續困惑直到效果被移除。狂霧insanity mist是一種造成感知傷害的吸入型毒素。怨魂allip是靈魂陷入瘋狂時產生的不死生物,並具有數種瘋狂主題的特性。
  一些游戲中,顯示理智的孱弱和瘋狂的潛伏用針對感知的傷害或困惑狀態的隨機性來表現就足夠了。但是在恐懼主題游戲中,我們需要更加給力的系統。在本系統中,生物的心智抗力將基於她整個的心靈存在和心智強度而非基於她的弱項,以此提高她挺過並戰勝數量巨大針對理智的威脅和恐懼的幾率。

理智值,理智邊緣和理智閥值(Sanity Score,Edge,and Thresholds)
  每名角色都有一個理智值,包括理智邊緣和理智閥值。這些數值都基於角色當前的屬性值和屬性傷害。對屬性值的增加和減少(包括臨時的增減)都會改變這些數值。任何讓生物受到1點或更多理智傷害sanity damage的個體例子都被視為一次理智攻擊sanity attack,無需分辨是什麼造成了理智傷害。
  理智值(Sanity Score):你的理智值等於你心智三屬性值(智力感知魅力)的和減去心智三屬性受到的屬性傷害。
  理智閥值(Sanity Threshold):你的理智閥值等於你當前最高的心智屬性加值[減去該屬性受到的屬性傷害如適用](理智閥值最低為0)。當你經歷一次理智攻擊時,如果該次攻擊的理智傷害大於等於你的理智閥值,你獲得一種瘋狂狀態(見本書後附),弱效還是強效基於你當次理智傷害和理智邊緣的關系(見下)。
  如果你的理智閥值為0,你在每次受到1點或更多理智傷害時都會獲得一種瘋狂。
  
理智邊緣(Sanity Edge):你的理智邊緣等於1/2你的理智值。

每當你受到理智傷害並發瘋(即理智傷害,大於或等於理智閥值)時,將你所受的全部理智傷害和理智邊緣進行比較來覺得瘋狂的效果。

如果你當前總理智傷害小於理智邊緣,則發作為弱效瘋狂。
如果當前總理智傷害大於等於理智邊緣,則發作為強效瘋狂。關

於瘋狂的更多信息,看書後部分。另外,當你的總理智傷害大於等於理智邊緣時,任何潛伏的弱效瘋狂都會立刻發作。

理智傷害的效果(Effects of Sanity Damage)
  當你經歷一次潛在的理智攻擊時,你必須立刻進行一次理智豁免來避免或削弱該次理智攻擊的傷害。
無論豁免檢定成功與否,如果單一一次理智攻擊所能造成的理智傷害大於等於你的理智閥值,你將獲得一個潛伏的瘋狂狀態並根據你的全理智傷害和理智邊緣(理智傷害低於理智邊緣則為弱效,大於等於則為強效)來決定該瘋狂的效力。
大多數情況,GM可以直接決定陷入何種瘋狂而非投骰,這應反映你們面臨的恐懼本身或角色崩潰時的關鍵感受。

舉個例子,如果你因為遭遇一個木乃伊或者別的帶來恐懼的不死生物而獲得弱效瘋狂,那麼選擇恐懼症phobia很不錯。
如果你在已經陷入譫妄delirium時獲得一種強效瘋狂,那麼那個強效瘋狂可以被選為精神分裂症schizophrenia來表明瘋狂的延伸。
如果適用隨機覺得瘋狂,那麼GM在決定是弱效瘋狂還是強效瘋狂後骰一次百分骰查對應表格覺得瘋狂症狀。

  獲得瘋狂後將一直持續到瘋狂被移除,方法見第五章。

然而,你的瘋狂不一定在常時發作。若獲得瘋狂後全理智傷害被治療,所有的瘋狂將進入潛伏狀態直到你再受到理智傷害。
基本上,潛伏的瘋狂不會影響你什麼,不過也有一些瘋狂特征是只有處於潛伏狀態時才會生效。
弱效瘋狂進入潛伏後不會發作,直到你受的理智傷害大於等於理智邊緣。強效瘋狂則只會在你的理智傷害為0時才會潛伏。
潛伏的瘋狂,無論效果如何,都只能被奇跡術或祈願術移除。
  最後,如果你受的全理智傷害大於等於你的理智值,你將精神錯亂,並失去你的人物卡(歸於DM控制)
« 上次编辑: 2017-12-28, 周四 19:32:26 由 蜘蛛 »
咱是深井冰 ,茅坑石頭,中二病患者,也己經放棄治療了。

最近在思考一個問題;每次跑團時,出於隨便跟方便而選擇善良人物、出於喜好而選擇善良人物,跟出於喜好而選擇邪惡人物,心態間的分別。

傳送門:http://www.goddessfantasy.net/bbs/index.php?board=1003.0

上天給了我光明的視覺,
我卻一直在尋找一個可以讓我扮演蛛化精靈的DM...

离线 蜘蛛

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Re: PF團之HR
« 回帖 #3 于: 2017-12-28, 周四 19:37:53 »
LESSER MADNESSES
Lesser madnesses tend to have less debilitating effects.
DELIRIUM
Type lesser madness; Save Will DC 16
Onset 1d4 days
Effect –2 penalty on Wisdom- and Intelligence-based checks;
cannot take 10 or 20 on any check
Dormancy Effect None
DESCRIPTION
A character suffering from delirium experiences decreased
cognition and attention. Often she has no real sense of this
decline, or feels extremely frustrated when she does realize
her concentration is impaired. Physical diseases, poisons, and
ailments can also cause delirium.



DELUSION
Type lesser madness; Save Will DC 16
Onset 2d6 days
Effect The afflicted character believes something that is not true,
and no amount of evidence can dissuade him of the belief.
Dormancy Effect none
DESCRIPTION
A delusion is the persistence of a belief that no amount of
evidence to the contrary can dissuade the afflicted character from
having. The belief is often that another specific person either
loves or wants to harm the afflicted character, or the afflicted
character may have an inflated view of his own abilities or
importance. Sometimes the deluded character believes he suffers
from an affliction or persecution that does not exist.
The exact nature of the delusion is decided by the GM. Delusions
are typically roleplayed, though a GM might apply penalties to skill
and ability checks having to do with the delusion, or decide that
such checks fail outright because of the character’s delusion. In
some circumstances, delusions can be debilitating, while in others
they are merely quirky or annoying to those around the character.



FUGUE
Type lesser madness; Save Will DC 18
Onset 1d4 days
Effect –2 penalty on Will saving throws and skill checks, and some
memory loss (see below)
Dormancy Effect –2 penalty on Will saving throws
DESCRIPTION
A character suffering from a fugue cannot remember things; her
name and her past are all equal mysteries. While the character
can build new memories, she has trouble accessing those gained
before she was inflicted with this madness. While a character in
a fugue state can still speak and read any languages she knows
and does not lose any of her skills, feats, or skill ranks, she
does not remember how she learned such things, and is often
surprised when using complex abilities.



HALLUCINATION
Type lesser madness; Save Will DC 14
Onset 2d6 days
Effect –4 penalty on any Will saving throw against or to disbelieve
illusions, and illusions of things that are not there (see below)
Dormancy Effect The afflicted character takes a –2 penalty on
Will saving throws against or to disbelieve illusions.
DESCRIPTION
Hallucinations can affect all of the senses, but some of the most
potentially debilitating are auditory hallucinations, where the
afflicted character hears voices talking in his head, and visual
hallucinations, where the afflicted character sees things that
aren’t there. Most hallucinations are intermittent and produce a
muddling of reality.



MANIA
Type lesser madness (compulsion); Save Will DC 14
Onset 1 day
Effect Each round when an afflicted character is within 30 feet
and can see the object of her mania, she must succeed at a
Will saving throw or rush to interact with that object. If the
afflicted character succeeds at the saving throw by 5 or more,
she can keep away from the object of the mania or resist
the manic activity for 1 minute before having to attempt the
saving throw again. After failing a saving throw and fully
performing the mania’s compulsion, the afflicted character
need not attempt another saving throw for 1 minute, as she
has temporarily satisfied her obsession.
Dormancy Effect Each round when an afflicted character is
within 30 feet and can see the object of her mania, she must
attempt a Will saving throw. If she fails, she can choose to
either interact with the object of her mania (as above) or
become fascinated by the object while abstaining from the
activity for 1 round. If the afflicted character succeeds at this
saving throw by 5 or more, she can’t be fascinated by that
particular stimulus for 24 hours before having to attempt the
saving throw again (for instance, if a character obsessed with
swords succeeded at her save against a particular sword by
5 or more, she wouldn’t be fascinated by that sword for 24
hours, but she might be fascinated by other swords).

DESCRIPTION
A mania is an irrational and unhealthy obsession with an object
or activity. Nearly any object or activity can become the object
of a mania, but often the object is either dangerous (like fire or
deadly magic) or somewhat taboo (like the need to commit
small thefts or engage in risky sexual behavior). The GM
determines the exact nature of the mania, but it should
have some connection to the madness’s impetus and be
respectful to the narrative sensibilities and maturity of the
player and the group.






MELANCHOLIA
Type lesser madness; Save Will DC 14
Onset 1d4 days
Effect –2 penalty on initiative checks, and morale bonuses are
halved (minimum +0)
Dormancy Effect None
DESCRIPTION
A character suffering from melancholia struggles with severe
pessimism and can often be slow to respond to threats and events
going on around him. He can seem quiet and withdrawn, and
his sense of enthusiasm is dulled. In extreme cases, a character
suffering from melancholia becomes entirely introverted and
utterly withdrawn, even to the point of near catatonia.
NIGHT TERRORS
Type lesser madness; Save Will DC 16
Onset 1 day
Effect Each night when the afflicted character sleeps, she must
succeed at a saving throw or wake up fatigued (see below).
Dormancy Effect None
DESCRIPTION
A character suffering from night terrors is plagued by persistent
terrifying dreams, worry, or terror that impedes her from getting
restful sleep. Each night the afflicted character must succeed at
a saving throw or wake up fatigued, though multiple nights of
night terrors do not increase the condition to exhausted, and an
exhausted character with night terrors wakes up after 8 hours of
sleep either rested or fatigued based on the success or failure of
the saving throw for this affliction. Often a character suffering from
night terrors will bolt upright during sleep, eyes open, and scream,
though less-dramatic symptoms are also possible. A character
who awakens fatigued from night terrors doesn’t count as having
had a good night’s rest for the purpose of preparing new spells,
and she can’t remove the fatigue until she gets a good night’s
rest by succeeding at the Will save against night terrors.




PARANOIA
Type lesser madness; Save Will DC 17
Onset 2d6 days
Effect The afflicted character gains a +2 bonus on saving throws
against charm effects, but takes a –2 penalty on Bluff, Diplomacy,
and Sense Motive checks. When the afflicted character attempts
a Sense Motive check, the GM rolls the check in secret, and
failure gives the afflicted character the impression that those
whose motives he is trying to sense are plotting against him
in some way. Lastly, any time the afflicted character tries to
use or gain a benefit from the aid another action, or is the
target of a beneficial spell or effect from an ally, he must
succeed at a Will saving throw in order to take the aid another
action or gain the benefit from the action, spell, or effect.
Dormancy Effect The afflicted character gains a +2 bonus on
saving throws against charm effects, but takes a –2 penalty on
Bluff, Diplomacy, and Sense Motive checks.
DESCRIPTION
A paranoid character is convinced that the world and society are
conspiring toward his ruin. Typically those afflicted with paranoia
are fidgety, argumentative, sullen, or extremely introverted.
DESCRIPTION
A paranoid character is convinced that the world and society are
conspiring toward his ruin. Typically those afflicted with paranoia
are fidgety, argumentative, sullen, or extremely introverted.




PHOBIA
Type lesser madness (fear); Save Will DC 14
Onset 1 day
Effect Each round an afflicted character is within 30 feet and
can see the object of her phobia, she must succeed at a Will
saving throw or become shaken. The next round, the afflicted
character can choose to attempt another saving throw to end
the effect, but if she fails, she becomes scared (see page 10)
instead. A scared character can choose to attempt another
saving throw to become shaken again, but if she fails, she
becomes frightened for 1d6 rounds instead.
Dormancy Effect Each round an afflicted character is within 30
feet and can see the object of her phobia, she must succeed
at a Will saving throw or become shaken for 1 round. If the
afflicted character succeeds at this saving throw by 5 or more,
that particular stimulus can’t cause her to become shaken for
24 hours before having to attempt the saving throw again (for
instance, if a character has a phobia of spiders and succeeds at
her saving throw by 5 or more after seeing the wizard’s spider
familiar, she doesn’t need to attempt another saving throw
against the familiar for 24 hours, but she would still need to
attempt a saving throw if she saw a different spider).
DESCRIPTION
A phobia is an irrational fear of an object or activity. Nearly any
object or activity can become the focus of a phobia, but often the
object is either very specific (like all spiders, no matter how big or
small, or clowns) or something that could be hazardous in some
situations (like heights or water) but could be made relativity safe
with magical or mundane precautions. The GM determines the
exact nature of the phobia, but it should have some connection
to the madness’s impetus and be respectful to the narrative
sensibilities and maturity of the player and the group.




GREATER MADNESS
Greater madnesses can be extremely debilitating.
AMNESIA
Type greater madness; Save Will DC 22
Onset immediate
Effect –4 penalty on Will saving throws and skill checks, and loss
of memory (see below)
Dormancy Effect Unlike other madnesses, the normal effect and
the dormancy effect of amnesia are the same.
DESCRIPTION
A character suffering from amnesia cannot remember things; his
name, skills, and past are all equal mysteries. While the character
can build new memories, he has trouble accessing those gained
before he contracted amnesia. While a character with amnesia can
still speak and read any languages he knows, and doesn’t lose the
most basic of skills needed to care for himself and interact within
society, he cannot remember anything substantial about his past.
A character with this affliction loses all class abilities, feats,
and skill ranks gained before contracting amnesia. He retains
his base attack bonus, saving throws bonuses (though he takes
a –4 penalty on Will saves), CMB, CMD, total XP, Hit Dice, and
hit points. If a character gains a character level while suffering
from amnesia, he can use any abilities gained via that class level
normally. If the class level he gained was of a class in which he
already had levels, he initially gains the abilities of a 1st-level
character of that class, even though he is technically of a higher
level in that class, and then progresses from there. When the
amnesia is cured, the character regains the full abilities of the
class; recalculate his level based on his total XP.
CATATONIA
Type greater madness; Save Will DC 24
Onset immediate
Effect The afflicted character acts as if she were cowering, but
this is not a fear effect, unlike other forms of cowering.
Dormancy Effect The afflicted character is staggered.
DESCRIPTION
A character suffering from catatonia mentally shuts down
completely, or nearly so, greatly limiting her physical capabilities
as well. While a catatonic character still breathes, she can eat
or drink without assistance only if the catatonia is dormant. If a
catatonic character is faced with a dangerous situation, she must
attempt a saving throw. If she succeeds, she acts as if panicked
(though this is not a fear effect) until she is out of line of sight of
the danger or is cornered. If she is cornered, she cowers again.

COGNITIVE BLOCK
Type greater madness; Save Will DC 20
Onset immediate
Effect The afflicted character can no longer speak or write and has
difficulty concentrating. He can no longer use command word
items, spell-trigger items, or spell-completion items. He takes a
–10 penalty on concentration checks. He cannot cast spells with
a verbal or thought (Pathfinder RPG Occult Adventures 144)
component, and cannot prepare spells from a spellbook.
Dormancy Effect The afflicted character takes a –4 penalty on
concentration checks.
DESCRIPTION
This affliction deprives a character of his concentration and his
ability to speak, read, and write, though he can understand words
he hears and can react to requests and commands as normal.





DISSOCIATED IDENTITY
Type greater madness; Save Will DC 20
Onset 2d6 days
Effect –6 penalty on Will saving throws and Wisdom-based
checks, and disassociated identities (see below)
Dormancy Effect –2 penalty on Will saving throws and Wisdombased
checks
DESCRIPTION
This is a complicated affliction that manifests as two or more
distinct and different personalities in the same mind. The
number of personalities is up to the GM, as is the nature of the
personalities. Should the affliction worsen in some way (such as
by gaining dissociated identity again), the number of additional
personalities might increase as well.
Each morning upon waking and each time the afflicted character
is revived from unconsciousness, she must succeed at a Will save, or
one of the character’s other personalities takes hold. If the afflicted
character has more than one personality because of this madness,
the manifested personality is either randomly chosen or chosen
by the GM. If the afflicted character succeeds at all her saving
throws against manifesting alternate personalities for 3 consecutive
days, there is a 10% cumulative chance each night thereafter that
another personality takes control during the character’s sleep,
returning to bed afterwards and leaving the character with less
sleep than expected; if the afflicted character fails a saving throw,
the cumulative chance resets. The afflicted character’s memories,
skills, and other abilities are unaffected by the personality shift, but
typically the various personalities have no knowledge of each other
and will deny, often violently, that the other personalities exist.







MORAL INSANITY
Type greater madness; Save Will DC 22
Onset 3d6 days
Effect The afflicted character’s alignment shifts to evil, and he
gains a +10 competence bonus on Bluff checks to hide this
madness. Once per day, the afflicted character can attempt a
Will saving throw to suppress this effect for 24 hours.
Dormancy Effect none
DESCRIPTION
This complex madness fills the afflicted character with hatred for the
world and a detached feeling about others, as if they were nothing
more than pawns for the afflicted character’s own uses. A character
afflicted by moral insanity might plot the demise of friends and
enemies alike, but always with the goal of avoiding blame or
consequences and enabling him to continue to feed his dark desires.
The impact of moral insanity must be roleplayed, although not all
players may find it fun or interesting to play such a character. In such
cases, the GM should assume control of the character whenever the
madness is dominant. Evil characters can’t gain this madness.




PSYCHOSOMATIC LOSS
Type greater madness; Save Will DC 20
Onset immediate
Effect The afflicted character becomes blinded or deafened, loses
another special sense (like scent or blindsense), loses the use
of limbs, or loses a special movement speed (like a fly or swim
speed). The GM chooses how the psychosomatic loss manifests.
Dormancy Effect none
DESCRIPTION
While there is nothing physically wrong with the afflicted
character, some kind of mental trauma has forced her brain to
shut down sensory or motor systems. Furthermore, magical effects
that typically remove these conditions (such as remove blindness/
deafness) have no effect on this madness; the madness must be
cured in order to regain the senses or motor skills.




SCHIZOPHRENIA
Type greater madness; Save Will DC 22
Onset 1d6 days
Effect –4 penalty on Wisdom- and Charisma-based checks; cannot
take 10 or take 20 on any check; chance of becoming confused
(see below)
Dormancy Effect cannot take 10 or take 20 on any check
DESCRIPTION
A character afflicted with schizophrenia can no longer function
as he once did, dealing with sudden deficits in social skills and
cognition, and an influx of new, strange behaviors. The character
becomes erratic, chaotic, and unpredictable as his affliction and
symptoms continue, often hitting a peak of symptoms including
hallucinations and delusions. Each time a character afflicted
with this madness finds himself in a stressful situation (such
as combat), he must succeed at a Will saving throw or become
confused for 1d6 rounds.
咱是深井冰 ,茅坑石頭,中二病患者,也己經放棄治療了。

最近在思考一個問題;每次跑團時,出於隨便跟方便而選擇善良人物、出於喜好而選擇善良人物,跟出於喜好而選擇邪惡人物,心態間的分別。

傳送門:http://www.goddessfantasy.net/bbs/index.php?board=1003.0

上天給了我光明的視覺,
我卻一直在尋找一個可以讓我扮演蛛化精靈的DM...