作者 主题: PF团之HR  (阅读 2251 次)

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PF团之HR
« 于: 2017-12-19, 周二 00:24:33 »
1、原则上,可能导致数据曲线不收敛的方案,无论是出现在战术、法术(或类似能力)、物品上均不予许可……
  2、自定义魔法物品,自定义法术和类似能力,自定义职业能力等一切自定义,不予许可。
  3、根据职业、法术、物品的设计原则,规避相应代价的行为,皆有机会无法获得该效果。
  4、除职业能力,法术效果明确提及,角色无法获得Non-Player的任何独立个体(包括智能物品)的非剧情协助。在此基础上进
一步限制:每个人能操作的角色(取Role Play的本意)不能超过一个,魔宠特殊坐骑等由基础职业提供的伙伴不计入此上限。
例如:精神分裂依然算是一个人,但是身体分裂就算作多个角色……

  5、申请资源请逐项申请。
  6、规则原文没有明确界定的灰色部分从严判定,如有异议可尝试举证,不论举证结果,DM有权从严判决。
  7、无法买到只有特殊Build才能做出的自定义物品。
     8、术士,诗人自发施法职业者,超魔不用额外施放时间
     9、DM保留权力禁止可疑,灰色或OP规则,亦可临时修改规则(HOUSE RULE)。
当有争议之处(或即使没有),请配合DM的安排,DM有权临时禁止任何动作与行为,亦有权对玩家的人物卡作出任何的修改与限制(例如玩家突然告诉我他这轮可以有三十个动作之类)。

      10、请玩家告诉DM,他的人物可以做到什么事,是怎样做到,不要突然给DM惊喜,否则DM保留临时剧情限制,以保护剧情的可能。(包括而不限于我这个技能可以堆到80+,我这轮可以有30个动作,我对这,这,跟这都免疫,我可以一轮放10个法术等等。)
      11、不欢迎玩家对战力有过份的追求,请顾及同队玩家的状况,例如你的AC假如比队友高40,DM出能对你造成伤害的怪物,可能就会对你的队友造成死亡。。。。,欢迎玩家间私下的交流。

      12、DM最希望的是带给所有玩家一个快乐的游戏,留下美丽的回忆,但游戏中注意极有可能出现玩家人物的死亡,请勿过份在意。
如果有任何对DM本人,游戏,或其他的意见,你能告诉我(当然最好是私底下,而不是游戏进行的过程中。)

13、请爱护DM

14、请爱护队友

15、做不到13也要做到14。

16、别忘了13。

17、DM有权不开任何资源,原因包括而不限于"不合理",而理由只需要一个:我不开.

18、请不要强过你同样位置[例如同为打击者]的队友太多.否则DM将私下劝说你改卡,不改的话.....你不会想知道DM接下来会对你做什么的

19、在游戏的预备,过程,结束,如果对DM的安排,游戏的设定,有任何疑问,质疑,或发现DM犯错(DM是个新人,犯错是必然的).
必须并只能够先按照DM当时的安排及设定,(即使犯错,视为临时HR),然后欢迎事后的交流.


20,所有职业替代能力,变体,请先向DM确认后使用

21,改卡有限度,dm保留不让pc改卡,按新卡重车的权力,特别是改卡明显让pc获益时。


« 上次编辑: 2017-12-19, 周二 00:30:25 由 蜘蛛 »
咱是深井冰 ,茅坑石头,中二病患者,也己经放弃治疗了。

最近在思考一个问题;每次跑团时,出于随便跟方便而选择善良人物、出于喜好而选择善良人物,跟出于喜好而选择邪恶人物,心态间的分别。

传送门:http://www.goddessfantasy.net/bbs/index.php?board=1003.0

上天给了我光明的视觉,
我却一直在寻找一个可以让我扮演蛛化精灵的DM...

离线 蜘蛛

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Re: PF团之HR
« 回帖 #1 于: 2017-12-28, 周四 19:17:41 »
察言观色(感知)
你可以评估作战对手的实力,确定特别危险的或脆弱的敌人。
评估对手:以一个标准动作,你可以使用察言观色来确定一个对手给你造成多艰巨的挑战,基于你的等级与你的对手的CR。这个技能鉴定对抗对手的唬骗检定。要尝试这个任务,你的对手必须对你可见并且在30尺内,如果你已经看到战斗中的对手,你在检定上有+2环境加值。
评估的准确性取决于你的察言观色检定超出对方唬骗检定的值。成功的察言观色对抗检定,你可以获得以下信息:

对手的CR 评估对手结果
比你的等级/HD低4或者更多  轻而易举
比你的等级/HD低1,2,3  简单
等与你的等级/HD       公平战斗
等与你的等级/HD加1,2,3 艰难挑战
超过你的等级/HD4或者更多  巨大威胁

成功的评估揭示你的对手属于两个类别中的一个(例如,“简单”或者“公平战斗”)。如果你的察言观色检定结果超过对方唬骗检定结果10或以上,你可以把结果缩小到一个类别。
与之相对,如果对方的唬骗检定结果等于或者略超过你的察言观色检定结果,你不能获得任何有用信息。如果目标的唬骗检定结果超过你的察言观色检定结果5或者更多,你可能(按DM判断)得到虚假印像,相信你的对手比实际上强得多或者弱得多(各一半概率),如果目标的唬骗检定结果超过你的察言观色检定结果10或者更多,你的评估比实际至少低2个等级(例如,巨大威胁可能被评估为公平战斗)。
特殊:战斗直觉专长(见本书)在用察言观色评估对手检定上提供+4加值。它也使你能把对对手战斗能力评估缩小到一个类别。最后,它使你能用自由动作完成这个任务。
对你的特定攻击脆弱的对手(例如,面对培罗高级牧师的吸血鬼)视为低一级;对你的特定攻击耐受的对手(例如,面对极其依靠偷袭的游荡者的魔像)视为高一级。
重试:你每轮可以对不同对手使用这个技能
咱是深井冰 ,茅坑石头,中二病患者,也己经放弃治疗了。

最近在思考一个问题;每次跑团时,出于随便跟方便而选择善良人物、出于喜好而选择善良人物,跟出于喜好而选择邪恶人物,心态间的分别。

传送门:http://www.goddessfantasy.net/bbs/index.php?board=1003.0

上天给了我光明的视觉,
我却一直在寻找一个可以让我扮演蛛化精灵的DM...

离线 蜘蛛

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Re: PF团之HR
« 回帖 #2 于: 2017-12-28, 周四 19:22:05 »
理智(Sanity)
  恐惧的堆积消磨精神。伤口和疲劳弱化肉身。毒药从内部腐化存在。诅咒和巫术同时用超自然之力攻击身心。但这些英雄们要面对的恐惧中,没有比攻击理智更阴险狡诈的了。
  Pathfinder游戏已经存在不少针对角色理智的威胁。精神错乱insanity法术可以让角色持续困惑直到效果被移除。狂雾insanity mist是一种造成感知伤害的吸入型毒素。怨魂allip是灵魂陷入疯狂时产生的不死生物,并具有数种疯狂主题的特性。
  一些游戏中,显示理智的孱弱和疯狂的潜伏用针对感知的伤害或困惑状态的随机性来表现就足够了。但是在恐惧主题游戏中,我们需要更加给力的系统。在本系统中,生物的心智抗力将基于她整个的心灵存在和心智强度而非基于她的弱项,以此提高她挺过并战胜数量巨大针对理智的威胁和恐惧的几率。

理智值,理智边缘和理智阀值(Sanity Score,Edge,and Thresholds)
  每名角色都有一个理智值,包括理智边缘和理智阀值。这些数值都基于角色当前的属性值和属性伤害。对属性值的增加和减少(包括临时的增减)都会改变这些数值。任何让生物受到1点或更多理智伤害sanity damage的个体例子都被视为一次理智攻击sanity attack,无需分辨是什么造成了理智伤害。
  理智值(Sanity Score):你的理智值等于你心智三属性值(智力感知魅力)的和减去心智三属性受到的属性伤害。
  理智阀值(Sanity Threshold):你的理智阀值等于你当前最高的心智属性加值[减去该属性受到的属性伤害如适用](理智阀值最低为0)。当你经历一次理智攻击时,如果该次攻击的理智伤害大于等于你的理智阀值,你获得一种疯狂状态(见本书后附),弱效还是强效基于你当次理智伤害和理智边缘的关系(见下)。
  如果你的理智阀值为0,你在每次受到1点或更多理智伤害时都会获得一种疯狂。
  
理智边缘(Sanity Edge):你的理智边缘等于1/2你的理智值。

每当你受到理智伤害并发疯(即理智伤害,大于或等于理智阀值)时,将你所受的全部理智伤害和理智边缘进行比较来觉得疯狂的效果。

如果你当前总理智伤害小于理智边缘,则发作为弱效疯狂。
如果当前总理智伤害大于等于理智边缘,则发作为强效疯狂。关

于疯狂的更多信息,看书后部分。另外,当你的总理智伤害大于等于理智边缘时,任何潜伏的弱效疯狂都会立刻发作。

理智伤害的效果(Effects of Sanity Damage)
  当你经历一次潜在的理智攻击时,你必须立刻进行一次理智豁免来避免或削弱该次理智攻击的伤害。
无论豁免检定成功与否,如果单一一次理智攻击所能造成的理智伤害大于等于你的理智阀值,你将获得一个潜伏的疯狂状态并根据你的全理智伤害和理智边缘(理智伤害低于理智边缘则为弱效,大于等于则为强效)来决定该疯狂的效力。
大多数情况,GM可以直接决定陷入何种疯狂而非投骰,这应反映你们面临的恐惧本身或角色崩溃时的关键感受。

举个例子,如果你因为遭遇一个木乃伊或者别的带来恐惧的不死生物而获得弱效疯狂,那么选择恐惧症phobia很不错。
如果你在已经陷入谵妄delirium时获得一种强效疯狂,那么那个强效疯狂可以被选为精神分裂症schizophrenia来表明疯狂的延伸。
如果适用随机觉得疯狂,那么GM在决定是弱效疯狂还是强效疯狂后骰一次百分骰查对应表格觉得疯狂症状。

  获得疯狂后将一直持续到疯狂被移除,方法见第五章。

然而,你的疯狂不一定在常时发作。若获得疯狂后全理智伤害被治疗,所有的疯狂将进入潜伏状态直到你再受到理智伤害。
基本上,潜伏的疯狂不会影响你什么,不过也有一些疯狂特征是只有处于潜伏状态时才会生效。
弱效疯狂进入潜伏后不会发作,直到你受的理智伤害大于等于理智边缘。强效疯狂则只会在你的理智伤害为0时才会潜伏。
潜伏的疯狂,无论效果如何,都只能被奇迹术或祈愿术移除。
  最后,如果你受的全理智伤害大于等于你的理智值,你将精神错乱,并失去你的人物卡(归于DM控制)
« 上次编辑: 2017-12-28, 周四 19:32:26 由 蜘蛛 »
咱是深井冰 ,茅坑石头,中二病患者,也己经放弃治疗了。

最近在思考一个问题;每次跑团时,出于随便跟方便而选择善良人物、出于喜好而选择善良人物,跟出于喜好而选择邪恶人物,心态间的分别。

传送门:http://www.goddessfantasy.net/bbs/index.php?board=1003.0

上天给了我光明的视觉,
我却一直在寻找一个可以让我扮演蛛化精灵的DM...

离线 蜘蛛

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Re: PF团之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 ,茅坑石头,中二病患者,也己经放弃治疗了。

最近在思考一个问题;每次跑团时,出于随便跟方便而选择善良人物、出于喜好而选择善良人物,跟出于喜好而选择邪恶人物,心态间的分别。

传送门:http://www.goddessfantasy.net/bbs/index.php?board=1003.0

上天给了我光明的视觉,
我却一直在寻找一个可以让我扮演蛛化精灵的DM...