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Madnesses in Inquisitor - Dysartes

The Warhammer 40,000 is a place full of horrors that can drive a man mad. In Inquisitor, you are trying to combat these horrors, and so we need some way of representing the probems they can cause to the mentally unprepared. Most Inquisitors would be unaffected by these (except possibly for megalomania), but it spossible for the rest of your party to suffer from these, at the GM's discretion.

DisorderWhat is it?In-game effects
AgoraphobiaFear of open spacesThe character's Nerve is halved when in open spaces. The definition of what is an open space is at the GM's discretion.
Amnesia Memory loss The character must take a Sagacity check before the game starts. If failed, the character suffers a -25 penalty to his Sagacity, and cannot use psychic abilities or skills. If passed, he cannot remember the events leading up to his amnesia, but suffers no other effects.
CatatoniaMental shut-downIf the character fails a Nerve check against a Fearsome or Terrifying character, he instantly goes into a catatonic state.

Failed Fear check - The character may not speak for the rest of the game. All characteristics except for Strength and Toughness are halved for the rest of the game.

Failed Terror check - The character goes out of action.
ClaustrophobiaFear of enclosed spacesThe character's Nerve is halved when in enclosed spaces. The definition of an enclosed space is at the GM's discretion.
DepressionDepressedThe character loses 2D6 Leadership, as most people are put off by his gloomy mood, and dire predictions.
Drug AddictionAddicted to combat stimmConstant use of combat stimms has left your character addicted to them. If a starting character or NPC, roll on the table below for which drug they are addicted to. If a character uses combat stimms during a game, they must make a Willpower check with a modifier equal to the number of turns "under the influence". Failure means addiction.

If the character is addicted, and not using the drug he is addicted to, he must make a Willpower check at the start of each turn. If he fails, he must take a dose of the drug, if available. If it is not available, he takes a -10 modifier to his Leadership, Sagacity, Nerve and Leadership due to the cravings.

Random Addiction

D100 resultDrug
0-15'Slaught
16-30Psychon
31-45Reflex
46-60Barrage
61-75Spook
76-90Spur
91-100Re-roll
Heroic Idiocy Insensitivity to danger The character takes no Nerve checks against Fearsome characters. Test are taken against Terrifying characters as normal.
IntroversionWithdrawal from worldThe character loses 2D6 Leadership due to his habit of ignoring people. He must also make a Willpower check if he wishes to speak.
KleptomaniaCompulsive Thief The character must make a Willpower check every time he is in a position to steal. IF failed, he will attempt to take an item. This include taking items from out-of-action characters, pick-pocketing unaware characters, etc.
ManicHyper-tensionThe character gains 2D6 Initiatie due to being hyper, but loses D6 Leadership.
Manic DepressionSevere mood swingsRoll a d6 at the start of the game, and every time the character has to take a check on Leadership, Sagacity, Nerve or Willpower (effects apply after the roll).

1-3 - Subject to Depression

4-6 - Subject to Manic
Megalomania Inflated ego If does not have the Leader skill, acquires it. However, if anyone else has the Leader skill, or a higher Leadership value than the character, then the character will hate the challenger.
Minor DisorderSlight mental problemRoll a D100:

ResultDisorder
01-09Absent-Mindedness - Roll a Willpower check each turn or lose 1 action for that turn as the character forgets to do something.
10-18 Allergy - substance determined by GM. Must pass a Toughness check if in contact with the substance or suffer a -10 penalty to all rolls.
19-27Biting Fingernails - Suffer -10 Nerve if the characters armour prevents this.
28-36Headaches - Leadership, Sagacity, Nerve and Willpower checks cause headaches. -5 to all characteristics bar Strength and Toughness when afflicted. Duration resets each time a check is taken from the above characteristics.
37-45Narcissim - Must pass a Willpower check each time they pass a reflective surface. If failed, they must spend 1 action admiring themselves in their reflection.
46-54Nightmares - No in-game effect
55-63Shakes - -5 BS
64-72Skin Complaint - Roll on hit location to determine where on the body. Character suffers -5 Leadership if it is on the face.
73-81Stammer - -5 Leadership
82-90Talks to self - Must pass a Willpower check to stop mumbling for D10 turns. May not sneak whilst talking to self.
91-100Talks in Sleep - No in-game effect (though probably not good for an Inquisitor...)
Pathalogical Liar Inability to tell the truth The character is unable to tell the truth. Each time he tells the truth, impose a -5 penalty to his mental stats (ie, Leadership, Sagacity, Nerve and Willpower). In addition, the character loses -15 from his Leadership, as no-one will trust him.
PyrophobiaFear of fireIf the character is fired upon with a flame weapon, he must take a Nerve check at -25 or run away from the flamer. HE must also take a Nerve check at -10 to approach any character with such a weapon, or to approach anyone or anything that is currently burning.
SchizophreniaMultiple personalitiesRoll a d100 at the start of the game, and every time a Leadership, Sagacity, Nerve or Willpower check is taken (effects of Schizophrenia come into effect after the result of the test).

ResultDisorder Suffered
00-60No effect
61-65Temporary Amnesia
66-70Depression
71-75Heroic Idiocy
76-80Introversion
81-85Kleptomania
86-90Manic
91-95Megalomania
96-100Pathalogical Liar
ScotophobiaFear of the darkNerve reduced to 25% of starting value (rounding down) if the character is in total darkness. "Semi-darkness" reduces Nerve to 1/2 of starting value. This applies even in the character has equipment which allows him to see in the dark.
Fear of psykers-10 Nerve if any known psychic characters on the table. Any characters known to have psychich powers (including Wyrds and those under the influence of Spook) are treated as being Fearsome. Nerve check must be taken if psychic powers are used on the character.
Xenophobia Fear of the alienThe character treats any character not of the same race as Fearsome. If they were already Fearsome, the character treats them as Terrifying. If already Terrifying, the character takes a -10 penalty to Nerve checks against them.

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