Cosmic Madness Chart
This is a form of Madness that disrupts the psychic energies and reality itself
around the afflicted individual when they have an episode.
If a character receives a Cosmic Madness there are very few ways that it
can be cured and unless one of those rare cures can be found, can never be
reduced to zero, even with awarded points.
1) The Shimmering: Those within 5' of the character, plus five more feet per
level of the character will shimmer in and out of reality for 2D4 melee rounds.
Those in range can attempt a Will(WIS) save to avoid the effect, otherwise each
melee there is a 50% chance that any attacks from or against them, including
sorcery and psionics will fail. This also applies to actions the affected may
attempt during this time. Any Sorcery or Psionics attempted by those affected
will have a -10 penalty to perform.
2) The Walls are Bleeding: For 2D4 melees any non horizontal surface, such as
walls, rocks, etc... will begin to bleed one random blood type of a playable
race, as long as it counts as blood. (Not robot lubricants/coolant) If such a
blood type is usable in spells/rituals, it has the following effects:
01% Treat as critical fumble.
02-25% Halve the Range/Duration/Damage, if applicable.
26-40% Penalty of -5 to the casting,
41-66% Working normally
67-75% Provides a +5 to the casting,
76-99% Doubling range/duration/damage, if applicable,
100% Treat as critical success.
3) Disjointed Communication: Those within 5' of the character, plus five more
feet per level of the character will talk with words out of order and/or
backwards, sometimes in ancient alien tongues.
4) Ghosts of the Past: For 2D4 melees up to 1D6 psychic manifestations of
individuals from the character's past, who have either died or been killed
by the character will become semi-solid and torment the character. Only
Sorcery spells or Sorcerous/Shub-Bound items can harm these manifestations.
Treat them as having 3HD each and they can inflict 1D6 damage in a strike,
ignoring any armor protection. (use base to hit) Targets so struck
must make will saves or lose 1D6 SAN and age 1D4 years. These manifestations
will not physically harm anyone who does not attack them, but will lash out
at any who attempt to interfere with their tormenting of the character.
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