Insane

You become completely disoriented, no longer recognize your surroundings, and lose control over your actions. At the beginning of your turn roll a percentile and compare it to the Insanity Table to determine what action you perform.

  • When you become insane, your Concentration is immediately disrupted.
  • If you are unable to perform the action determined by your percentile roll, instead Do Nothing for 1d6 segments.
  • While Insane, you cannot take Immediate, Interruptive, Reactive, or Opportunity Actions. However you may still take Free Actions.
  • For Insane effects that are Save Ends (SE), you may use the Recovery Action as a Free Action (with no recovery time) after each turn.
  • Outside of combat, you wander aimlessly, mumble to yourself and are unable to interpret your surroundings. The exact effects are left to your GM.

Simple Monsters

  • At the beginning of a simple monster's turn, make a single roll on the table. It must then use all of its action points to perform the rolled action. For example, 'Do Nothing' causes the creature to spend all its action points doing nothing. 'Flee' causes the monster to make as many movements as it can, using up its action points, etc. A result of Attack, causes the creature to attack, or move then attack a creature (possibly charging).
  • A result that causes the creature to Drop all items counts as Do Nothing if the creature has no items to drop.
  • The monster gets a free saving throw to remove the effect at the end of its turn.

Mob Monsters

Mob Monsters become so overwhelmed with insanity, that they are considered Incapacitated for 1 phase (or longer).