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WFRP Insanity for 4E Disorder table

01-02 Agoraphobia
Insanity is an option open to GM’s which enables the players to
further develop the personalities of their` characters. 03-10 Alcoholism
The idea adventures, stresses which may, over time, lead to 11-12 Hallucinations
rather odd character traits. These traits may manifest themselves
as neuroses of various scope. 13-14 Amnesia
To start with, gamemasters have enough on their hands without 15-16 Animosity
needing the added complications of enforcing these factors on
their plate to go off into the abnormal. These Insanity rules are 17-18 Anorexia
therefore recommended only for more experienced gamers. 19-21 Claustrophobia
Gaining Insanity Points
22-23 Catatonia
Insanity points are gained as follows:
Critical Hits: One point is gained each time a character takes
24-25 Dementia
a Critical Hit of 50 or above on the respective injury table. The 26-27 Depression
point remains once any resulting injuries are healed
Drug
Terror: 1 point is gained each time the character fails a 28-30
Terror test. Addiction
Insanity points may be gained as a result of stressful situations Fear Of
the characters encounter/experience should the character fail an 31-33
appropriate a Cool test Darkness
Other: Points may also be gained at the GM’s discretion for 34-37 Frenzy
any experience of a particularly horrible or disturbing kind upon
failure as appropriate Cool test. 38-40 Gluttony
The number of insanity points is determined by the level of 41-42 Hatred
failure (negative SL). If the test is passed, no insanity points are
incurred, by the GM. 43-44 Heroic Idiocy
Alternatively, the GM can decide the number of Sanity point 45-46 Introversion
at stake:
47-50 Kleptomania
A set number of points (1, 2, 3, etc.).
A random number (e.g., D4, D6).
51-54 Manic
Note that effects caused by encounters with Chaos are covered Manic
55-57
in the corruption rules but these might also cause sanity issues. Depression
Characters Sanity limit are determined by the total willpower and
intelligence bonus’s 58-61 Megalomania
CORRUPTION
Characters equal to or more insanity points than there limit must Pathological
immediately test there Willpower a character with less than their 62-64
Lying
limit need not test. CHALLENGING (+0) WILLPOWER TEST.
If the test is passed nothing happens and the character must 65-73 Phobia
make this test again the next time additional insanity points are 74-75 Schizophrenia
gained at -10 per point over. CORRUPTION
If the first or any subsequent test is failed a character becomes A Minor
76-00
afflicted by a disorder. Disorder
Curing Disorders
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Additionally, whenever appropriate, the game master should choose disorder brought on by an
event a character such as being tortured by a band of Orcs might develop a Fear of Orcs, while a
character who has developed a disorder through cumulative trauma could to pick an appropriate
disorder, or the GM can roll a D100 and select an entry from the list below Disoder Table.

A Minor Disorder 46-54 Nightmares:


These characters suffer from recurring
01-09 Absent-Mindedness: nightmares, usually of the trauma that caused the
disorder. They thrash about and cry out in their
These characters lose concentration quickly sleep, but have no recollection of the dreams
and can never remember where things are. when awoken. This does not directly harm the
They may move or take up during a round, but character, but may be irritating to others.
may never do both

10-18 Allergy: 55-63 Shaking:


These characters suffer from uncontrollable
Such characters are allergic to some trembling, which reduces their BS and Dex by 5
substance, e.g., aparticular food, animal hair, points each.
or dust. The nature of the allergic reaction
will vary accordingly, ranging from a rash to
uncontrollable sneezing or being violently ill. 64-72 Skin Complaint:
Dwarfs never suffer from allergies; if the dice If a character breaks out in a nervous rash, roll
indicate that a Dwarf character as an allergy, on the Hit Location Chart to determine where
roll again for another minor disorder. the rash is. The rash is uncomfortable but not
harmful, although a rash on the face will reduce
19-27 Biting Fingernails: the character’s Fel by D6 points.

This disorder is self-explanatory. It is not harmful,


although it may offend some characters. 73-81 Stammer:
Characters with a stammer suffer a penalty of
28-36 Headaches: 5 points to all Fel tests and may not use Public
Speaking or Blather skills.
These characters suffer from blinding headaches
which start immediately after any tests against
Ld, Int, Cl, WP, or Fel, whether or not the test 82-90 Talking To Self:
is successful. The headaches last for D100 These characters are constantly talking
game turns, during which time all percentage to themselves in a low mumble which is
characteristics are reduced by 5 points. impossible for other characters to make out, but
which is irritating and impossible to ignore. They
37-45 Narcissism: must pass a WP test in order to stop muttering
for D10 game turns and may not use Silent
Characters who develop this unhealthy Move or Concealment skills while muttering.
fascination with their own image must test
against WP every time they pass a mirror or
other reflecting surface. If the test is failed, they 91-00 Talking In Sleep:
stop immediately, lost in rapt contemplation of These characters talk in their sleep, either
their reflection. carrying on a one-sided conversation or giving
They make another WP test every round in some sort of running commentary.
order to tear themselves away. This is usually connected with the events that
led up to the disorder.

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Major Disorders
Agoraphobia (01-02)
Fear of open spaces. Whenever afflicted characters are out of doors, their Cl is halved. The ood
than on an open plain.

Alcoholism (03-10)
Dependency on the demon drink. Characters may try to drown their sorrows, but they seem to
have learned how to swim. They become addicted to alcohol and whenever there is an opportunity
to drink anything alcoholic,
they must pass a WP test in order to resist the temptation. If the test is failed, the character will
keep going until the drink runs out or until a WP test is passed. Each drink reduces the character’s
WP by 5 (along with all other
percentage characteristics), so it becomes increasingly difficult to resist another drink.

Hallucinations (13-14)
You are plagued by vivid hallucinations like waking dreams that warp you reality, in times of stress
thes may manifest wake WP check at these times to see if they trigger. If you fail the test the
degree you fail by determins the strenth of the Hallucination and how much thery hinder you.
The danture of the hallucinations might be determined by the cause of your psychosis or life
events or be determined randomy. (see Hallucinations Chart on page 4)

Amnesia (13-14)
Memory loss. Characters cannot remember anything that happened before the disorder took hold.
Memory loss is total - they forget their name, life history, and any spells. Skills are not forgotten,
but the character will not realise that they are available unless reminded by another character.
To overcome amnesia, characters are allowed to make an Int test once per month - at the GM’s
discretion, a further test might be made after any traumatic experience, such as a blow on the
head. When the test is passed, the character can recall everything except the events which led to
the affliction. The character may, if the player wishes, make further monthly Int tests to recall these
events, but will gain one insanity point for each failed attempt.
During a period of amnesia, a character is allowed to spend experience points to re-learn forgotten
spells. When the memory returns, however, these experience points will have been

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Hallucinations Chart*
1. You can’t stop crying. 31. Inanimate objects laugh at you. 66. You’re always ankle-deep in
water.
2. Everyone is speaking 32. Everyone has bobble heads.
gibberish. 67. Everything is so soft and warm.
33. Food makes appropriate
3. You can’t open your non- animal noises when you eat it. 68. Your equipment is really fragile.
dominant hand.
34. It bothers you that round 69. You’re sticky.
4. There are fucking spiders all objects aren’t square.
over you. 70. It scares you when people
35. There is a large animal in the touch you.
5. Everything looks delicious. group but nobody notices.
71. Your heart is beating irregularly.
6. You can’t open your right eye, 36. You absolutely hate it when
but you’re cool with it and think other people are talking. 72. The last word you heard is the
everyone should know. greatest word ever.
37. You can’t remember your
7. You need to lick stuff. name. 73. You don’t have a soul anymore.

8. There is a snake in your mouth. 38. When people talk, you see 74. You’re going to die alone.
(tongue) the words come out of their 75. Only you can save the world.
mouths.
9. Your gums are too big. Your 76. You often forget the words for
teeth are always showing. 39. Things keep changing colors. everyday things.
10. Nobody likes you. 40. It takes three times as long to 77. You think you’re blind but
do anything. you’re not.
11. You’re very very easily
impressed. 41. You feel guilty for something 78. Everyone is speaking in double
you didn’t do. entendre.
12. The world is crooked by 20-30
degrees. 42. You can’t turn left. 79. Your head is empty and there’s
13. Every idea sounds like a great 43. Your hands are too big. a fly in it.
idea to you. 80. You can’t close both eyes at the
44. You’re growing scales.
14. You mix up left and right. same time.
45. Your hair is falling out.
15. You have to pee so bad but you 81. You’re on fire.
can’t. 46. Everyone is ignoring you, or
they don’t see/hear you. 82. Every action has a high
16. You forget how fasteners work. probability of causing an
(buttons, zippers, buckles) 47. You don’t recognize any of explosion.
these people.
17. Your weapon is flaccid. 83. Literally all your luck has run
48. People’s words are out of sync out.
18. Every time you try to fit with their lips.
something into something else, 84. You lose all sense of direction.
it doesn’t fit. 49. When you stand, you’re too
high off the ground. 85. You struggle to lift anything.
19. The ground feels like a 86. You personally know everyone
waterbed. 50. You could have sworn you had
more fingers than this. you see.
20. You hear music from 87. You suspect you might be a
somewhere nearby that nobody 51. You crave a food that doesn’t
exist. robot.
else can.
52. Your face is upside-down. 88. The world is cracking like ice.
21. You’re either way too cold or
way too hot with no middle 53. The sun is falling. 89. You fingers are super long.
ground. 90. You’re sinking.
54. The trees are melting.
22. Objects are much closer than 91. Everyone is yelling at you like
they appear. 55. You’re in a play and your
surroundings are set dressing. it’s your fault.
23. There are way too many 92. You swear you can make
fireflies here. 56. Everything is much louder than
usual. objects float.
24. There are beetles under your 93. A tiny creature on your shoulder
skin. 57. You can’t take your gloves off,
even if you’re not wearing any. tells you to burn things.
25. You can’t remember how chairs 94. You have zero risk for failure.
work. 58. You occasionally hear
someone screaming. 95. If you close your mouth it will
26. The ground squeaks when you never open again.
walk on it. 59. You’re leaking.
60. You speak in rhymes all the 96. Everything you touch is piping
27. The ground crunches when you hot.
walk on it. time.
61. Someone’s head is smoking. 97. Your extremities are charred
28. Things are always just out of and blackened.
your reach. 62. You speak in falsetto.
98. You’re bleeding everywhere.
29. You’re blinded by even slightly 63. They’re after you.
shiny objects. 99 You’re trapped in a cage.
64. The ground is rising.
30. You see people moving in 100 You’re invisible.
pictures and paintings. 65. You’re claustrophobic outside.

*Table by u/ScallyCap12 on reddit.com 4


Animosity (15-16)
Unreasoning hatred. A character suffers Animosity against:

01-15 The opposite sex of his/her own race

16-75 A friendly race selected by the gamesmaster

Characters of friendly races but of a specific current career class


76-80 (D4: 1 - Warrior, 2 - Ranger, 3 - Rogue, 4 - Academic)

81-90 All friendly characters

91-00 A particular person, group, or religion, decided by the GM

If characters are subject to animosity towards a particular creature or group of creatures, a Cl test
should be made every time they encounter the objects of their animosity. If the test is failed, the
character will attack
immediately, using weapons if necessary. If the test is made, there is still a -10% modifier to all Fel
tests between characters and the objects of their animosity.

Anorexia (17-18)
Fear of food. The characters become revolted by the thought of food and stop eating. When they
do eat, they usually do so uncontrollably, excessively, and in private.
After eating, they will often make themselves ill, out of a feeling of guilt. Anorexia leads to rapid
weight loss and, although the characters may become unhealthily thin and wasted, they will still
believe themselves to be grotesquely fat. In a game, such characters must pass a WP test after
eating or be unable to keep the food down.
The result is extremely unpleasant to watch and, needless to say, a breach of most forms of
etiquette. The affliction also takes its toll on the character’s health:
After one month, the character loses one W point.
After two months, the character loses a further W point and one point of S.
After three months, the character loses one point of T.
There are no further effects beyond this. Lost characteristic points are recovered within a month of
the affliction being cured.

Claustrophobia (19-21)
Fear of confined spaces. The precise definition of a confined space is left up to the GM, but
generally anywhere with a ceiling less than 7 feet high, any corridor less than 3 feet wide, or any
room less than 5 feet square will cause the character’s Cl to be temporarily halved.

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Catatonia (22-23)
Complete withdrawl. Whenever characters with this affliction fail a Fear or Terror test, they
automatically go into catatonic withdrawl, regardless of their current insanity point total.
On failing a Fear test, they become robbed of the power of speech for D6 hours and will not
acknowledge the presence of any other creature.
On failing a Terror test, they remain frozen to the spot for D6 hours, curled up into a tight ball.

Dementia (24-25)
General mental enfeeblement. This causes characters to become prone to incoherent mumbling,
paranoia, and fear. Each time the character takes any kind of psychological test (i.e., tests against
Ld, Int, Cl, WP, or Fel), the
GM should first impose a WP test. If this test is failed, the character does not take the
psychological test, but suffers the following temporary effects:
Amnesia
All percentage characteristics drop to 10
The character becomes subject to stupidity
The character begins to babble incoherently and is unable to stop
Demented characters may make a WP test every 10 minutes or so (based on their reduced score)
and revert to normal as soon as the test is passed.

Depression (26-27)
Deep pessimism. Depressed characters refuse to see any good, value, or hope in anything. Any
attempts to cheer them up are doomed to failure and they lose 2D6 Fel points.

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Drug Addiction (28-30)
Deliriant dependency. Addicts become dependent on a deliriant poison and must make a WP test
every day in order to resist the craving. If the test is failed, they will do everything in their power to
obtain the drug and take it
immediately. They must make another WP test once the effects have finished in order to resist
taking another dose immediately.
Characters who fail a WP test when the drug is not available suffer penalties of 10% to Ld, Int, Cl,
WP, and Fel until they can take a single dose of the drug. One dose will restore the character’s
profile to normal during the
drug’s normal period of effect. If a second dose is taken during this time, it has no effect on the
profile, but the character suffers the normal effects of the drug, as well as running the risk of
gaining additional insanity points.
When characters develop an addiction through excessive use of deliriants, the addiction will be
to the drug (or one of the drugs) they have been using. Where it is necessary to determine an
addiction randomly, use the following chart:

Random Drugs
01-20 Adder-root

21-40 Black Lotus

41-60 Madman’s Cap

61-80 Night Shade

81-00 Oxleaf

Fear Of Darkness (31-33)


Scotophobia - fear of darkness. In total darkness, the character’s Cl is reduced to a quarter of its
normal level. In semi-darkness, such as in moonlight and underground by torchlight, it is halved.

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Frenzy (34-37)
Characters suffering from severe mental trauma may sometimes totally lose control, becoming
dangerous killing machines, perils to friend and foe alike. This test is only taken by characters
susceptible or ‘subject’ to frenzy -those who are crazy, jumpy, ill-tempered, and violent.
Characters may become subject to Frenzy as a result of gaining a psychological disorder, but
some creatures are naturally unstable.
The test is made against COOL, whenever the character is placed under some kind of stress -
principally at the beginning of an encounter.
If the test is passed, there is no effect. Characters who fail the test lose control for the duration of
the encounter and become subject to the following rules:
1. They are oblivious to danger and cannot be compelled to leave combat. Fear and Terror tests
are not taken or are disregarded.
2. They are concerned only with killing their enemies - they may not parry and always press
attacks where given the opportunity.
3. They are possessed of insane strength - adding +1 to all combat damage caused.
4. They are overcome with blind fury and are completely oblivious to damage they take - modify all
damage rolls by -1.

Gluttony (38-40)
Excessive eating. These characters develop an insatiable appetite. If they have an opportunity to
eat during the course of a game, a WP test must be made. If the test is failed, they will eat until
there is no food left. In the long term, this can have an effect on the character’s profile:
After 1 month the character gains 1 W point, but loses D6 I.
After 2 months the character gains a further W point and 1 point of T, but loses another D6 I and 1
point of M.
After 3 months the character gains another W point and 1 point of S, but loses another D6 I and
another point of M.
There are no further effects beyond this. The profile returns to normal within a month of the
affliction being cured.

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Hatred (41-42)
This test is used to determine the reaction of character to others they may have special reason
for hating. Although the test can be applied on a personal level (especially if your game revolves
around a vendetta or an act of
personal revenge), the usual application is when specific races, for some reason or other, hate
each other. The most important example is that of Goblins and Dwarfs. Both races hate each other
with considerable
vehemence. This is important to players with Dwarf characters, because sooner or later they are
bound to come face-to-face with a Goblin or twelve. Test against characters’ Cl at the beginning of
any encounter; the result
lasts for the duration of the encounter. If the test is passed, all is well and no special rules apply.
If the test is failed, they are overcome by hatred and become subject to the following rules for as
long as they are in combat with the hated foe.
1. The character becomes oblivious to danger and cannot be compelled to leave combat.
2. The character always presses attacks where given the opportunity.
3. The character is possessed of insane strength - adding +1 to all combat damage caused.
Characters receiving Hatred due to insanity effects becomes subject to hatred against:

Hatred Table
01-15 The opposite sex of his/her own race

16-75 A race selected by the gamesmaster

Characters of friendly races but of a specific current career


76-80 (D4: 1 - Warrior, 2 - Ranger, 3 - Rogue, 4 - Academic)

81-90 A specific type of animal or pet (usually harmless)

91-00 A particular person, group, or religion specified by the GM

Heroic Idiocy (43-44)


Insensitivity to danger. Character with this problem ignore the results of any Fear tests. Terror tests
should still be taken; the character will never become terrified, but will gain insanity points from
failed tests in the normal

Introversion (45-46)
Self-centredness. Introverted characters lose interest in the outside world. They lose 2D6 Fel and
must make a WP test in order to make any form of communication.

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Kleptomania (47-50)
Compulsive stealing. Such characters are filled with an irresistable urge to steal, often regardless
of the value or usefulness of the object or the risks involved. Every time they have an opportunity
to steal, a WP test must be made to resist the temptation. The GM should modify the test
according to the circumstances: for example, the test might be made against twice WP to resist
stealing a bag of nuts from a crowded shop or against half WP to resist stealing a gem from an idol
in a deserted temple.

Manic (51-54)
Hyper-tension. Manic characters become tense, wild-eyed, and over-active, gaining 2D6 I points
but losing D6 Fel.

Manic Depression (55-57)


Fluctuating emotions. Characters veery wildly between euphoria and despair. At the start of an
adventure and every 2 to 3 hours thereafter, the player should roll a D6. On a score of 1-3, the
character is manic, while on a
score of 4-6 the character is subject to depression. The die should also be rolled every time the
character tests against Ld, Int, Cl, WP, or Fel, whether or not the test is successful.

Megalomania (58-61)
Inflated ego. Megalomaniacs become filled with an inflated sense of their own importance and
an insatiable lust for power. They will seek to be the leader of any group and will go to extreme
lengths to gain any position of
authority, however mean. They become subject to animosity against any character who challenges
their authority or refuses to obey without question.

Pathological Lying (62-64)


Inability to tell the truth. Such characters are quite simply unable to tell the truth, no matter how
simple or self-evident; they would even argue that day is dark and night is light. Afflicted characters
will lie about everything - this has no effect on their character profile or abilities, but should be
roleplayed as much as possible. The GM should impose experience point penalties against a
pathological liar who tells the truth, regardless of the circumstances.

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Phobia (65-73)
Irrational fear. These characters become subject to fear against:

01-15 The opposite sex of his/her own race

16-75 A race selected by the gamesmaster

Characters of friendly races but of a specific current career (D4: 1 - Warrior,


76-80 2 - Ranger, 3 - Rogue, 4 - Academic)

81-90 A specific type of animal, pet, or plant (usually harmless)

91-00 Characters using a specific type of weapon - often gunpowder weapons

Schizophrenia (74-75)
Split personality. This illness is characterised by unsocial behaviour, introversion, and loss of
interest in the outside world. In game terms, it manifests itself as a constantly-changing disorder or
a type covered elsewhere. At
the start of an adventure and every 2 to 3 hours thereafter, the player should roll D100 and consult
the following chart:
No effect
01-60
Temporary Amnesia
61-65
Depression
66-70
Heroic Idiocy
71-75
Introversion
76-80
Kleptomania
81-85
Manic
86-90
Megalomania
91-95
Pathological Lying (96-00)
The dice should also be rolled every time the character tests against Ld, Int, Cl, WP, or Fel,
whether or not the test is successful.

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Curing Disorders
If the science of medicine is in its infancy in the Old World, psychotherapy is even more primitive.
The options open to a character requiring treatment for Insanity are severely limited, usually
painful, and often dangerous.
Asylums: The common reaction to characters of questionable sanity is either to let them wander
the streets with beggars and the other dregs of society or to ‘put them away’ in an asylum. Since
asylum owners charge a fee for their services, this latter option is generally only available to the
more well-to-do, who pay handsomely to avoid the embarassment of having a member of the
family wandering about as a known lunatic. Asylums are little better than dungeons: patients
receive no treatment and are often subject to abuse by staff and other inmates. A spell in an
asylum can often result in the patient’s condition deteriorating, as their purpose is to keep lunatics
confined rather than to cure them.

Surgery:
A surgical approach can occasionally produce results, but in many cases the treatment is worse
than the affliction. The generally accepted surgical treatments for personality disorders are the
removal of a portion of the skull to relieve pressure on the brain or the application of red-hot irons
to the head. A surgeon will generally agree to administer one of these cures, on two conditions.
Firstly, a fee of at least 30 GCs must be paid in advance (although the amount may be reduced
by bargaining) and, secondly, the patient or someone who has legal responsibility for the patient
must sign a document exempting the surgeon from all legal liability resulting from the treatment
going wrong. This done, the GM should test against the surgeon’s Int skill and consult the
following chart:

Surgery Chart
+6 The character is cured of one disorder

+4 to+5 The character may test against WP to lose a disorder


The character may test against WP at -20 to lose a disorder
+2 to +3 (Test for minor infection +60 toughness)
The surgery does neither harm nor good (Test for minor infection +50
+0 to +1 toughness)
The surgery does neither harm nor good (Test for minor infection +50
-1 to -0 toughness)

-2 to -3 The character loses D10 Int, (Test for festering wound +40 toughness)
As above; the character gains D6 insanity points (Wounded infection +20
-4 to -5 toughness)
Disaster; the character must make a Toughness test. If the test is
failed, the patient dies as a result of the treatment. If the test is passed,
-6 or less the patient loses D3 x 10 points from all percentage characteristics.
(Wounded infection +20 toughness)
Each attempt at surgical treatment will cause D3 W; in addition, each application of hot irons will
reduce the character’s Fel by D6 points owing to scarring.
Optionally, the GM may rule that the character’s Fel is increased by this amount when dealing with
races who respect scars, such as Orcs and Hobgoblins.
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Drug Treatment:
This is the least painful option open to characters suffering from personality disorders. A physician,
herbalist, or pharmacist will supply the characters with drugs for a fee of 6 GC’s per week, which
may be reduced by bargaining. The drugs are supplied in batches, each batch containing the
dose-age for a week and the character must take one dose per day.
The GM should test the Int (Apothecary / physician / herbalist / pharmacist)of the character
preparing each batch and consult the following table:

Drug Chart
Each dose of the drug will suppress all disorder completely for a period of
+6 one day (Completing a month long course of drugs cures of d4 disorders)
Each dose of the drug will suppress one disorder completely for a period
of one day, provided the character makes a successful WP test on taking
+4 to+5 each dose (Completing a month long course test against WP +10 to lose
a disorder)
The treatment does neither harm nor good; optionally, the character may
receive a 5% bonus to all WP tests, believing that the drugs are having
+2 to +3 some effect (Completing a month long course test against WP +10 to
lose a disorder)

+0 to +1 The treatment does neither harm nor good

The treatment has no effects on the disorder; additionally, the character


-1 to -0 must make a successful WP test on taking each dose or gain 1
insanity point.
As above, but the character gains D6 insanity points if the WP test
-2 to -3 is failed
Disaster; the character must make a Toughness. If the test is failed, the
-4 to -5 patient dies as a result of the treatment. If the test is passed, the patient
loses D3 x 10 points from all percentage characteristics.

If another disorder is brought on by unsuccessful drug treatment, it will usually be an addiction to


the drug used in the treatment.
If they fail to complete a full course of the drugs the GM should feel free to make a
appropriate ruling
Magical and Mystical Cures: Characters may try to seek out magical cures for disorders. Any
character with Manufacture Potions skill may be able to produce a potion which will suppress the
disorder. The manufacturer of the potion must make an Int (relevant skill) test, consulting the chart
for drug treatment above. The GM should note that each potion lasts for a month rather than a day
and will cost at least 25 GCs (subject to bargaining).
At the GM’s option, Faith Healers may be able to cure disorders, making a WP test and consulting
the chart for drug treatment above.

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