Saturday 3 August 2019

Dementia: Melancholic & Phlegmatic

Previously:

We looked at Resolve, the Delirium & Dementia table, Choleric Dementia, and Katochic Dementia.

Now:

Melancholic Dementia

Melancholic dementia is associated with black bile (whatever that is), the supposed cause of sadness and depression in the outdated and discredited Four Humours system of the ancient world.

Roll 1d6.
  1. Alienation: The afflicted loses their sense of society.
    The Dementia score is expressed as a penalty to the benefits of Carousing and other social activities.
  2. Black Blooded: The blood of the afflicted feels heavy and sluggish in their veins, weighed down with bile. With it comes a sadness of the heart and a sense that the world weighs down upon them like a mountain upon their shoulders.
    Resolve and stamina costs to boost rolls are doubled (2 points per +1).
  3. Delver's Dishonour: The afflicted are able to mostly function normally (half normal penalty from Dementia for actions). However if reminded of their trauma (drop below half Resolve, lose more than 10-score Resolve at any one time, fail a save versus Madness, take damage to Spirit, or at the GM’s whim) they immediately experience their full score as an attack of Delirium lasting for 2d6 rounds (2d6x6 seconds).
  4. Hounded: The afflicted feel dehumanised, bestial and wild. They instead identify with an animal, most frequently a canid. They will find some charm, item, or clothing that they associate with their animal and will keep it with them at all times. If seperated from it then they take alf the dementia score as a penalty to all actions until they are reunited with it, or a similar item. Furthermore, on nights when the full moon is visible they will behave as if transformed into that animal, although no transformation will take place.
  5. Isolationist: The afflicted finds it hard to carry out normal day to day tasks, especially interacting with others. It’s not that they lack the desire for a social life only that they struggle to leave their place of residence.
    They have a limited number of places that they feel safe in. Roll a resolve die for the character, with no modifiers, and the total is their number of safe places. Outside of these places the character suffers a constant penalty to all actions equal to half the dementia score.
  6. Soldier's Heart: The afflicted becomes breathless easily and lacks energy.
    Divide the maximum Stamina (hit) points of the afflicted by the Dementia score and round to the nearest whole number. The total is their maximum Stamina (hit points) until they recover from the dementia.

Phlegmatic Dementia

Phlegmatic dementia are associated with phlegm; you know, snot. This was once believed to cause apathy and disinterest. 

Roll 1d6.
  1. A Route To Understanding: The afflicted believe that they have had an epiphany, that they have come to a new understanding about their world and reality as well as their place in it. They might be wrong, they could be right, but in neither case can they be convinced of any conflicting worldview.
    Their Dementia score acts as a bonus to resist alternate worldviews, actually adding to saving throws. Saves still cost resolve.
  2. Crisis of Faith: The afflicted feels abandoned by the divine.
    [Wyrd] costs for all channelling/divine magic is increased by the Dementia score. Which is to say a 1st level spell would be cast like a 3rd, 5th, 7th or 9th level spell.
    Further the Dementia score adds to any saves against channelled spells. Such saves are automatic and without resolve cost. Instead it costs resolve to NOT save against them.
  3. Doom Touched: The afflicted senses that their personal end is at hand and act to bring it upon themselves.
    It costs a point of resolve to use stamina to soak physical damage. Otherwise all damage goes straight through to vitality.
    Additionally the dementia score is applied as a penalty to all saving throws.
  4. Feeble Minded: The afflicted finds their thoughts sluggish and ungainly. Their memories fragmented and riddled with holes.
    The Intelligence and Wisdom attributes of the afflicted are reduced by half the Dementia score until they recover. This does not affect Spirit. But it does everything else related to those scores.
  5. Nervous Poverty: The afflicted is constantly on edge and emotionally fragile.
    The maximum Resolve points of the afflicted are divided by the Dementia score. The total becomes their maximum Resolve score until they recover from the dementia.
  6. Pacifist: The afflicted has seen too much violence and has lost the will to visit it upon even the deserving.
    Their Dementia score acts as a penalty towards any attack or damage the afflicted makes.
That's it for today. But join me next time for what should be last post in the series when we confront phobia and sanguine dementia.

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