Insanity


Rules Questions

Liberty's Edge

I will ask my question in a spoiler, for it springs from a very specific source--specifically The Forbidden Furnace of Forgotten Koor . I thought about posting it in the Society GM boards, but I would really like a broader rules clarification---since insanity can be sooooo much fun.

Spoiler:
I read and read the rules but ran out of time to ask and receive an answer before I ran it last night--so I kinda had to fudge a bit.

Anyway, question is this---once exposed to the insanity mist it appears that there is a DC 20 Will to negate--after that onset of one round. Does that mean the characters who fail the initial check immediately go insane? I don't think so, because the block goes on to say that "Any creature reduced to 0 Wisdom by the insanity mist may contract psychosis with an onset time of 3d6 days." However, I don't see how much damage the insanity mist does to Wisdom anywhere. And if psychosis doesn't occur for 3d6 days, then there is no game effect--the character--after the scenario is over, at some point becomes psychotic and must "pay" to get it removed, other than that it just seems silly.

My question isn't really specific, it's just "how does contracting insanity work?" (I get curing it.)

Thanks


There's a poison called "Insanity Mist in the CRB.

Insanity Mist:

Type poison, inhaled; Save Fortitude DC 15

Frequency 1/rounds for 6 rounds

Effect 1d3 Wis damage; Cure 1 save

It sounds pretty close to the mist in you module.

Psychosis is in there too.

Psychosis:

Type insanity; Save Will DC 20 Onset 3d6 days Effect character becomes chaotic evil; gains +10 competence bonus on Bluff checks to hide insanity
Description

This complex insanity fills the victim with hate for the world. He may suppress his psychosis for a period of 1 day by making a Will save against the DC of his insanity, otherwise he cannot help but plot and plan the death and destruction of his friends and enemies alike. For the most part, the impact of psychosis must be roleplayed, although not all players find entertainment in roleplaying a lunatic who’s trying to do in his friends. In such cases, the GM should assume control of the character whenever his psychosis is in control.

Liberty's Edge

That sounds right--I thought for sure I had looked back there in the CRB, but I must have missed it.

It makes much, much more sense now.

Thanks!

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