Trauma & Derangement
These rules are adapted from the system developed by Arnold Kemp on the goblinpunch blog. You can read Arnold's original rules on the document below. I've adjusted these rules to offer players more choice and control over how their characters go mad and also to remove trivial reference to real world mental illnesses, focusing instead on how people in a fantasy world become deranged.
goblin_punch_death_and_dismemberment_v23.pdf |
Trauma Points
Trauma Points are gained whenever your character experiences grievous distress:
- The death of an adventuring companion: 2 points for a friend; 3 points for a lover, relative or sworn-friend
- Injuries: taking damage beyond 0 HP; concussion; curses; burns; loss of a limb or eye or characteristic; recovering from a Fatal Wound without resting for an hour afterwards; c.f. Death & Dismemberment
- Being poisoned (even if the saving throw succeeds) or experiencing mind-altering drugs or poisons (if the saving throw fails)
- Supernatural Diseases like Lycanthropy or Mummy Rot
- Being petrified and polymorphed (2 points if it’s against your will)
- The appearance of some undead/fey: fear/awe-inducing types (e.g. Banshees, Ghosts, Mummies, Sidhe) impose Trauma with every sighting
- Manifestations of gods, greater demons, extra-planar entities or legendary beings
- The effects of some distressing spells (e.g. Confusion, Cause Fear, Contact Other Plane)
- Realising you are lost in a dangerous place or being plunged into darkness
- Searching corpses or exploring through body parts or filth
- Keeping watch alone (either at night or in a dangerous area): 2 points if foes are known to be nearby or pursuing
- Negotiating with monsters if not in a position of strength
- Wilderness travel during extreme weather (torrential rain, lightning storm, blizzard, sand storm, dense fog)
- Testing unknown magic: sipping potions, trying on rings, reading grimoires, etc
- Entering the dungeon or descending to a deeper dungeon level for the first time
How many of these stressors you use will set the tone for your game, from careless derring-do if Trauma comes only from Fatal Wounds and demonic manifestations to a rather fraught business of unraveling sanity if you apply them all. Some stressors pale with familiarity (like entering the dungeon or meeting zombies) but others never do (Fatal Wounds or being poisoned).
- Death of a Familiar: As well as permanently lose 1 Intelligence, the Magic-User gains Trauma for the death of a Familiar
- Downtime (Lotus Eating): Characters gain Trauma for carrying out the Lotus-Eating activity during Downtime
- Psionic Stress: Psionicists with the Insanity Consequence gain Trauma instead of Stress
- Assassins & Medusians: Adventuring companions gain Trauma when an Assassin uses Poison or a Medusian petrifies someone
- Half-Orcs: Adventuring companions gain Trauma at the start of an adventure with Half-Orcs
- Illusionists: Illusionists gain Trauma when their illusions or glamour is disbelieved
- Living Armour: Living Armour gains Trauma for normal encounters with ordinary people
Breakdowns
Every time your character gains Trauma, roll 1d20 and add/subtract your Wisdom Bonus/Penalty; if you roll equal to or less than your Trauma, you suffer a Breakdown for 1d6 rounds.
The player and DM can decide the precise effects: shock can be paralysis but in combat it means fighting defensively and not attacking; alarm could be screaming or shouting in rage but it attracts wandering monsters; disgust might involve washing or vomiting or just refusing to touch something or approach something; a dazed character will fight on in combat, continuing to strike a dead opponent.
These Breakdowns have to be interpreted in the light of character and situation. "Alarm" might cause one character to scream, another to roar with rage and defiance and a third to startle, knocking over objects in a noisy clatter. Whatever the circumstances, noise has been made, monsters are not surprised and Wandering Monsters are on their way.
Derangement
Instead of suffering a Breakdown, a player can choose for their character to acquire a Derangement. Derangements are more permanent than Breakdowns but they don't incapacitate you straight away. Moreover, when a character acquires a Derangement, they remove 1d6 Trauma points.
If a character reaches 20 Trauma, they cannot fail their Trauma Check. In this case they both suffer a Breakdown and acquire a Derangement, then lose 1d6 Trauma.
Derangements are on a 6 point scale, with 1 meaning a troubling quirk and 6 being something incapacitating. Each time the character gains a Derangement, they either increase an existing one or gain a new type at level 1.
Spiritual Healing
Trauma: Trauma disappears at a rate of 1 point per week of uninterrupted rest while not adventuring. Trauma disappears twice as fast if Spiritual Comfort is on hand from a Cleric or Druid.
Derangement: Removing a Derangement requires Spiritual Comfort. Spiritual Comfort can be offered by a Cleric or Druid or from hired comforters (mystics and confessors of a variety of religious backgrounds). This treatment takes 1 month and, if successful, a Derangement drops by 1 level of intensity. In order to benefit from this treatment, a patient must be in good physical health (no Injuries or Diseases, more than 0 Hit Points) and must not be adventuring or carrying out stressful activities. The treatment involves prayer, meditation, fasting, rest, structured discussion and possibly the use of soothing or mind-altering drugs.
If the character suffers another bout of madness they often (50%) regain a derangement they had before.
Example: If Gore has 3 points of Suffering Derangement, which in his case is a powerful terror of his own reflection and of mirrors. He needs 1 month of Spiritual Comfort to reduce it to level 2 (he avoids mirrors but can cope with reflective pools of water or windows). Another month would reduce it to level one (mirrors cause him anxiety but he can force himself to carry or look in them) and another month would heal him entirely.
Safe Havens
A Safe Haven is a location where a character feels at peace and secure: their home town or territory, surrounded by family, or perhaps a place of religious respect or personal affection. If a character rests in a Safe Haven, their Trauma halves (round down) every week; if they have 0 Trauma, they recover completely from any Derangements at the end of the week.
At the end of each restful week, the character must make a Trauma check based on their new score and if they roll equal to or under their Trauma they must retire from adventuring and become a NPC.
A character in a Safe Haven does not have to take advantage of it. If they have no wish to retire, they can remove Trauma at the normal rate (1 point per week).
At the end of each restful week, the character must make a Trauma check based on their new score and if they roll equal to or under their Trauma they must retire from adventuring and become a NPC.
A character in a Safe Haven does not have to take advantage of it. If they have no wish to retire, they can remove Trauma at the normal rate (1 point per week).
Adrenaline Bursts
Once per day, a character can unleash an adrenaline bust, which lasts 1d6 rounds plus Trauma. The PC gains a pool of Stress Hit Points equal to their Trauma. These are the first HP lost to damage and any that remain vanish when the adrenaline burst ends. The PC gains 1 Trauma at the end.
At the DM’s discretion, a player can choose to gain a Trauma point to pass any saving throw without rolling the die. This decision must be made before the die is rolled. A PC may also choose to gain a Trauma point to receive a saving throw against an effect that does not ordinarily receive one (such as the energy-draining power of undead). These two effects are not cumulative.
At the DM’s discretion, a player can choose to gain a Trauma point to pass any saving throw without rolling the die. This decision must be made before the die is rolled. A PC may also choose to gain a Trauma point to receive a saving throw against an effect that does not ordinarily receive one (such as the energy-draining power of undead). These two effects are not cumulative.
Spells and Trauma
Bless removes a point of Trauma; Curse adds a point of Trauma
Charm Person imposes a point of Trauma when it wears off
Contact Other Plane imposes a Derangement with a rating equal to the depth of plane contacted
Hold Person imposes a point of Trauma if the target is paralysed in the midst of combat
Polymorph causes an unwilling target to gain 1-3 Trauma; even a willing target gains 1 Trauma every week they spend in a form that is not their own
Quest causes the target to gain a Trauma every time they avoid or delay fulfilling the quest
Charm Person imposes a point of Trauma when it wears off
Contact Other Plane imposes a Derangement with a rating equal to the depth of plane contacted
Hold Person imposes a point of Trauma if the target is paralysed in the midst of combat
Polymorph causes an unwilling target to gain 1-3 Trauma; even a willing target gains 1 Trauma every week they spend in a form that is not their own
Quest causes the target to gain a Trauma every time they avoid or delay fulfilling the quest
White Box Character Classes - New Abilities
Assassins
Assassins do not gain Trauma from seeing companions die or searching bodies. Every time the Assassin uses Poison, any adventuring companions gain a Trauma point.
Bards
Bards do not gain Trauma from negotiating with monsters or manifestations of legendary beings. Bards can use their art to cancel the effects of a Derangement for 1d6 hours, once per day. After a character gains Trauma, Bards can make one use of their Lore ability to remove a point of Trauma.
Berserkers
Berserkers do not gain Trauma from the death of adventuring companions or wilderness travel in extreme conditions. After an adrenaline boost they do not make a Trauma check (though they still add one Trauma to their total). They can an extra Trauma when first encountering the enemy they hold in superstitious dread.
Clerics
Clerics do not gain Trauma from sighting undead (or fae, depending on their religion) or demons/gods of their religion. Clerics offer Spiritual Comfort to one character per week.
Demonists
Demonists gain no Trauma from the manifestation of otherworldly beings, from the deaths of companions or from being alone in dark or dangerous places. Adventuring companions gain Trauma from having demons accompanying the party.
Detectives
Detectives do not gain Trauma from negotiating with monsters, from searching corpses or from being alone in dangerous places.
Druids
Druids do not gain Trauma from wilderness travel through extreme weather. Druids never gain Trauma while in their animal forms. Dreuids offer Spiritual Comfort to one character per week.
Fighters
Fighters do not gain Trauma from the death of (ordinary) adventuring companions, from testing magical armour or weapons or from searching corpses.
Houris
Houris do not gain Trauma from negotiating with monsters, from testing potions or from being charmed, possessed or transformed by magic.
Illusionists
Illusionists do not gain Trauma from mind-controlling or illusion spells or monster powers that manipulate perceptions or emotions (including charm, fear and confusion). Illusionists gain a point of Trauma if one of their illusions is disbelieved.
Magic-Users
Magic-Users do not gain Trauma from the effects of spells (e.g. Polymorph, being Charmed, etc.) or from testing miscellaneous magic items.
Monks
At the start of an adventure, a Monk can choose to be immune to one source of Trauma.
Necromancers
Necromancers gain no Trauma from the appearance of Undead, from searching through corpses or bones, from the deaths of companions or from being alone in dark or dangerous places. Adventuring companions gain Trauma from having Undead servants accompany the party.
Paladins
As long as a Paladin maintains his vows, he or she cannot suffer a Breakdown. The Paladin still checks for Derangement if a Breakdown would have occurred.
Rangers
Rangers do not gain Trauma from searching corpses, traveling through the wilderness in extreme weather or being alone in a dangerous place (on lookout, scouting ahead, etc.).
Thieves
Thieves do not gain Trauma from negotiating with monsters, searching corpses or testing potions.
War Smiths
War Smiths do not gain Trauma from experimenting with magical weapons/armour/shields/helms or from Injuries caused by fire.
Assassins do not gain Trauma from seeing companions die or searching bodies. Every time the Assassin uses Poison, any adventuring companions gain a Trauma point.
Bards
Bards do not gain Trauma from negotiating with monsters or manifestations of legendary beings. Bards can use their art to cancel the effects of a Derangement for 1d6 hours, once per day. After a character gains Trauma, Bards can make one use of their Lore ability to remove a point of Trauma.
Berserkers
Berserkers do not gain Trauma from the death of adventuring companions or wilderness travel in extreme conditions. After an adrenaline boost they do not make a Trauma check (though they still add one Trauma to their total). They can an extra Trauma when first encountering the enemy they hold in superstitious dread.
Clerics
Clerics do not gain Trauma from sighting undead (or fae, depending on their religion) or demons/gods of their religion. Clerics offer Spiritual Comfort to one character per week.
Demonists
Demonists gain no Trauma from the manifestation of otherworldly beings, from the deaths of companions or from being alone in dark or dangerous places. Adventuring companions gain Trauma from having demons accompanying the party.
Detectives
Detectives do not gain Trauma from negotiating with monsters, from searching corpses or from being alone in dangerous places.
Druids
Druids do not gain Trauma from wilderness travel through extreme weather. Druids never gain Trauma while in their animal forms. Dreuids offer Spiritual Comfort to one character per week.
Fighters
Fighters do not gain Trauma from the death of (ordinary) adventuring companions, from testing magical armour or weapons or from searching corpses.
Houris
Houris do not gain Trauma from negotiating with monsters, from testing potions or from being charmed, possessed or transformed by magic.
Illusionists
Illusionists do not gain Trauma from mind-controlling or illusion spells or monster powers that manipulate perceptions or emotions (including charm, fear and confusion). Illusionists gain a point of Trauma if one of their illusions is disbelieved.
Magic-Users
Magic-Users do not gain Trauma from the effects of spells (e.g. Polymorph, being Charmed, etc.) or from testing miscellaneous magic items.
Monks
At the start of an adventure, a Monk can choose to be immune to one source of Trauma.
Necromancers
Necromancers gain no Trauma from the appearance of Undead, from searching through corpses or bones, from the deaths of companions or from being alone in dark or dangerous places. Adventuring companions gain Trauma from having Undead servants accompany the party.
Paladins
As long as a Paladin maintains his vows, he or she cannot suffer a Breakdown. The Paladin still checks for Derangement if a Breakdown would have occurred.
Rangers
Rangers do not gain Trauma from searching corpses, traveling through the wilderness in extreme weather or being alone in a dangerous place (on lookout, scouting ahead, etc.).
Thieves
Thieves do not gain Trauma from negotiating with monsters, searching corpses or testing potions.
War Smiths
War Smiths do not gain Trauma from experimenting with magical weapons/armour/shields/helms or from Injuries caused by fire.
White Box Races - New Abilities
Dwarves
Dwarves are stoic and tough-minded. They add +4 to all Trauma checks.
Elves
Elves have serene dispositions. Once per week they can compose a song, melody or dance that sublimates 1d6 points of Trauma. If they roll "6" they may instead remove a Derangement.
Gnomes
Gnomes are fey creatures. They do not gain single points of Trauma (but are still affected by sources that cause 2+ Trauma). However, every Gnome has a mystical prohibition (like revealing their true name or entering holy ground) or compulsion (like speaking in rhyme or obeying orders from maidens) and gains Trauma if they break this.
Halflings
Halflings are jolly folk. They remove a point of Trauma whenever they share a hearty meal with friendly company.
Half-Orcs
Brutal Half-Orcs remove a point of Trauma each day, the first time they kill an opponent in combat who has at least 1 HD.
Humans
Humans are adaptable and can choose a Stress Feat (below) at character creation.
Dwarves are stoic and tough-minded. They add +4 to all Trauma checks.
Elves
Elves have serene dispositions. Once per week they can compose a song, melody or dance that sublimates 1d6 points of Trauma. If they roll "6" they may instead remove a Derangement.
Gnomes
Gnomes are fey creatures. They do not gain single points of Trauma (but are still affected by sources that cause 2+ Trauma). However, every Gnome has a mystical prohibition (like revealing their true name or entering holy ground) or compulsion (like speaking in rhyme or obeying orders from maidens) and gains Trauma if they break this.
Halflings
Halflings are jolly folk. They remove a point of Trauma whenever they share a hearty meal with friendly company.
Half-Orcs
Brutal Half-Orcs remove a point of Trauma each day, the first time they kill an opponent in combat who has at least 1 HD.
Humans
Humans are adaptable and can choose a Stress Feat (below) at character creation.
White Box Feats
These Feats can be chosen in place of any of the ordinary Feats.
Guiding Light: You always count as receiving Spiritual Comfort and can heal Derangements with ordinary rest.
Hardened to Horror: You are unaffected by one source of Trauma that you choose when acquiring this Feat.
Homeless Heart: Even in a Safe Haven, you will never retire.
Nerves of Steel: Once per day, you can ignore the effect of a Breakdown or cancel the effect of a Derangement for one hour.
Pain Magic: Once per day you can gain a point of Trauma and recall a 1st level spell that you have already cast
Sunny Disposition: You can remove a point of Trauma if you enjoy a joke or a song or a beautiful spectacle, once per day.
Wildling: You can use the Adrenaline Burst ability twice a day.
Guiding Light: You always count as receiving Spiritual Comfort and can heal Derangements with ordinary rest.
Hardened to Horror: You are unaffected by one source of Trauma that you choose when acquiring this Feat.
Homeless Heart: Even in a Safe Haven, you will never retire.
Nerves of Steel: Once per day, you can ignore the effect of a Breakdown or cancel the effect of a Derangement for one hour.
Pain Magic: Once per day you can gain a point of Trauma and recall a 1st level spell that you have already cast
Sunny Disposition: You can remove a point of Trauma if you enjoy a joke or a song or a beautiful spectacle, once per day.
Wildling: You can use the Adrenaline Burst ability twice a day.