Ask Arkanis

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DM Arkanis
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Re: Ask Arkanis

Unread post by DM Arkanis »

calvinus wrote:
DM Arkanis wrote:
calvinus wrote:Is throwing a jar full of hornets at someone something that would cause a paladin to fall?
I would say it would depend on the paladin's intent, reason for throwing said jar, who it was thrown at, and reaction of the victim.
If it is thrown at an evil arcane caster that attacked first, how would this affect your answer?
An evil wizard sees our good paladin and casts a spell on him, let's say he tries Hold Person. Spell fails and alerts our guy that he is being attacked. Since he was kneeling at an altar and praying, he has no weapons and no armour. Earlier, he had asked one of the pages to capture the hornets from the nest that was hanging in the eaves of the narthex, and they are sitting on the floor in a large jar beside him humming like mad. Awakened from his deep concentrated prayer, the paladin stands and looks around for anything that he could use to prevent the wizard from getting off his next spell realizing that disrupting the casting is the only thing that will save his life. Seeing the jar of hornets, he grabs it and heaves it at the evil wizard. The jar hits the wizard square in the chest and smashes to piecees releasing hundreds of angry hornets (he rolled a 20) and the wizard's concentration is broken and spell disrupted...

While not necessarily very "romantic" in terms of fighting-style, I don't see anything dishonourable for the paladin in this scenario.
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Re: Ask Arkanis

Unread post by illithid »

The server vault (and NWN2) doesn't like character files with duplicate names, hence if a character is RCR'd you cannot recreate the character with the exact same name without getting into troubles with the character .bic's; however, DM's can also rename characters in game with the client, if a new character is renamed the same as a previous one by a DM, but has a different bic file, are there any issues? or is fully functional playability and RP continuity retained?
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Re: Ask Arkanis

Unread post by DM Arkanis »

illithid wrote:The server vault (and NWN2) doesn't like character files with duplicate names, hence if a character is RCR'd you cannot recreate the character with the exact same name without getting into troubles with the character .bic's; however, DM's can also rename characters in game with the client, if a new character is renamed the same as a previous one by a DM, but has a different bic file, are there any issues? or is fully functional playability and RP continuity retained?
OK I'll answer based on what I think you are asking :)

You have a character named Fred that you want to RCR and you want the new toon to be Fred as well. You can do one of three things:

1. Camfire your loot and/or get a friend to hold it for you while you RCR Fred. Now there is no Fred left in the player vault so you can create a new Fred, log back in, get your stuff and RCR XP.

2. Create a new toon called Freddy, then RCR Fred, follow the rest of the steps in #1, then ask a DM for a name change.

3. Pick a SIMILAR name but not the same: Fredd instead of Fred. Generally, I could see you only doing this if you wanted to keep both characters.

Ark
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Lockonnow
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Re: Ask Arkanis

Unread post by Lockonnow »

DM Arkanis why do we need DMs on the server?
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Hawke
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Re: Ask Arkanis

Unread post by Hawke »

DM Arkanis wrote:
illithid wrote:The server vault (and NWN2) doesn't like character files with duplicate names, hence if a character is RCR'd you cannot recreate the character with the exact same name without getting into troubles with the character .bic's; however, DM's can also rename characters in game with the client, if a new character is renamed the same as a previous one by a DM, but has a different bic file, are there any issues? or is fully functional playability and RP continuity retained?
OK I'll answer based on what I think you are asking :)

You have a character named Fred that you want to RCR and you want the new toon to be Fred as well. You can do one of three things:

1. Camfire your loot and/or get a friend to hold it for you while you RCR Fred. Now there is no Fred left in the player vault so you can create a new Fred, log back in, get your stuff and RCR XP.

2. Create a new toon called Freddy, then RCR Fred, follow the rest of the steps in #1, then ask a DM for a name change.

3. Pick a SIMILAR name but not the same: Fredd instead of Fred. Generally, I could see you only doing this if you wanted to keep both characters.

Ark

I dont normally post here, but... I have RCRd my characters more times than I want to count... *sighs*

Anyways, you can also RCR him, then create him AFTER the server resets with the same name, then you will not have any issues with him at all, and do not need DM help.

If you want to keep your character name and RCR him, that is the way to go, unless a DM is online willing and able to assist you.

This has nothing to do with having multiple characters with the same name at the same time, as I dont attempt it nor see the point of it.

Hope that work around helps.
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Re: Ask Arkanis

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If a character is trained in the Heal skill, does this also apply to psychology? If not, what skill would that be?
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Re: Ask Arkanis

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Lockonnow wrote:DM Arkanis why do we need DMs on the server?
Arkanis' Top Ten Reasons We Need DM's on the server:

Without DM's....

1. There would be a dozen or so players named, "Elminster" with different versions of the spelling.
2. There would be no one to port you to the Nexus to RCR your toon. Again.
3. There would be no random, wandering monsters that suddenly appear somewhere they have never been before, ande for no apparent reason.
4. If you goof up a quest you might not be able to complete it.
5. There would be no one to look at PvP screenshots and there would be an Ultimate Fighting ring at FAI instead of a camp fire.
6. There would be no Death Chickens, Mother Woodpeckers, or Vorpal Bunnies.
7. Mithral full plate would have that one, wing-thing sticking out of the shoulder.
8. When things get really laggy there would be no one to pull the lever to reset the server.
9. Players would have no one to complain about.... AND
10. Your regen cloak would be that nasty shade of yellow forever.
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Re: Ask Arkanis

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Deathgrowl wrote:If a character is trained in the Heal skill, does this also apply to psychology? If not, what skill would that be?
In our version of the game the Heal Skill is only for physical healing; the higher the number of ranks you have in it, the more successful you will be in healing. We generally don't have menatlly ill characters (in need of healing... we have characters who definitely have some issues and are not quite right but they are played that way on purpose... ;) ) so healing psychological trauma really wasn't built into the game. That said, you could certainly argue that between magic and monsters that characters see and are involved in some pretty freaky stuff that would leave the average person catatonic, and things that could not be healed by magical means (i.e. reversal of a Confusion spell) would have to be RPed out, i.e. the game would think that your character was fine, but you could RP your character having some sort of mental illness. In my opinion, any character who was suffering from psychologial problems would not be able to be healed by the Heal Skill - time, therapy, medication and perhaps some divine intervention would be the proper remedy.
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Re: Ask Arkanis

Unread post by Deathgrowl »

Oh, you misunderstood my question. I'm not suggesting you apply a heal kit to someones brain to fix mental trauma. :P

The Heal skill does come with knowledge of anatomy in order to heal various injuries and such, and sometimes knowing that you don't make the injuries even worse. The question I was asking was more about how to RP the Heal skill. Can you RP it as also being proficient in psychology?
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Re: Ask Arkanis

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As per the Sanity Variant
Starting Sanity

A character’s starting Sanity equals his Wisdom score multiplied by 5. This score represents a starting character’s current Sanity, as well as the upper limit of Sanity that can be restored by the Heal skill (see The Heal Skill and Mental Treatment, later in this section). After creation, a character’s current Sanity often fluctuates considerably and might never again match starting Sanity. A change in a character’s Wisdom score changes his starting Sanity in terms of what treatment with the Heal skill can restore. Current Sanity, however, does not change if Wisdom rises or falls.
Going Insane

Losing more than a few Sanity points may cause a character to go insane, as described below. If a character’s Sanity score drops to 0 or lower, she begins the quick slide into permanent insanity. Each round, the character loses another point of Sanity. Once a character’s Sanity score reaches -10, she is hopelessly, incurably insane. The Heal skill can be used to stabilize a character on the threshold of permanent insanity; see The Heal Skill and Mental Treatment, below, for details.

A GM’s description of a Sanity-shaking situation should always justify the threat to a character’s well-being. Thus, a horde of frothing rats is horrifying, while a single ordinary rat usually is not (unless the character has an appropriate phobia, of course).
On permanent insanity, it's up to the house rules whether it's really permanent or takes something big. Basically, look at it like Death, you can't Heal/use healing magics on a dead person, can you? You need specific spells!

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Successful application of the Heal skill (see The Heal Skill and Mental Treatment, below) may alleviate or erase temporary insanity.
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Types Of Insanity

Character insanity is induced by a swift succession of shoSuccessful application of the Heal skill (see The Heal Skill and Mental Treatment, below) may alleviate or erase temporary insanity.
cking experiences or ghastly revelations, events usually connected with dark gods, creatures from the Outer Planes, or powerful spellcasting.

Horrifying encounters can result in one of three states of mental unbalance: temporary, indefinite, and permanent insanity. The first two, temporary insanity and indefinite insanity, can be cured. The third, permanent insanity, results when a character’s Sanity points are reduced to -10 or lower. This condition cannot be cured.
Temporary Insanity

Whenever a character loses Sanity points equal to one-half her Wisdom score from a single episode of Sanity loss, she has experienced enough of a shock that the GM must ask for a Sanity check. If the check fails, the character realizes the full significance of what she saw or experienced and goes temporarily insane. If the check succeeds, the character does not go insane, but she may not clearly remember what she experienced (a trick the mind plays to protect itself).

Temporary insanity might last for a few minutes or a few days. Perhaps the character acquires a phobia or fetish befitting the situation, faints, becomes hysterical, or suffers nervous twitches, but she can still respond rationally enough to run away or hide from a threat.

A character suffering from temporary insanity remains in this state for either a number of rounds or a number of hours; roll d% and consult Table 6-8: Duration of Temporary Insanity to see whether the insanity is short-term or long-term. After determining the duration of the insanity, roll d% and consult either Table 6-9 or 6-10 to identify the specific effect of the insanity. The GM must describe the effect so that the player can roleplay it accordingly.

Successful application of the Heal skill (see The Heal Skill and Mental Treatment, below) may alleviate or erase temporary insanity.

Temporary insanity ends either when the duration rolled on Table 6-8 has elapsed, or earlier if the GM considers it appropriate to do so.

After an episode of temporary insanity ends, traces or even profound evidence of the experience should remain. No reason exists why, for instance, a phobia should depart from someone’s mind as quickly as a warrior draws his sword. What remains behind after a brief episode of temporary insanity should exert a pervasive influence on the character. The character may still be a bit batty, but her conscious mind once again runs the show.

As a variant rule, if the amount of Sanity lost exceeds the character’s current Wisdom score, consider the temporary insanity to always be of the long-term variety.
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Characters suffering from indefinite insanity are in limbo, unable to help themselves or others. The Heal skill can be used to restore Sanity points during this period, but the underlying insanity remains.
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ndefinite Insanity
Table 6-11: Random Indefinite Insanity d% Mental Disorder Type
01–15 Anxiety (includes severe phobias)
16–20 Dissociative (amnesia, multiple personalities)
21–25 Eating (anorexia, bulimia)
26–30 Impulse control (compulsions)
31–35 Mood (manic/depressive)
36–45 Personality (various neuroses)
46–50 Psychosexual (sadism, nymphomania)
51–55 Psychospecies
56–70 Schizophrenia/psychotic (delusions,
hallucinations, paranoia, catatonia)
71–80 Sleep (night terrors, sleepwalking)
81–85 Somatoform (psychosomatic conditions)
86–95 Substance abuse (alcoholic, drug addict)
96–100 Other (megalomania, quixotism, panzaism)

If a character loses 20% (one-fifth) or more of her current Sanity points in the space of 1 hour, she goes indefinitely insane. The GM judges when the impact of events calls for such a measure. Some GMs never apply the concept to more than the result of a single roll, since this state can remove characters from play for extended periods. An episode of indefinite insanity lasts for 1d6 game months (or as the GM dictates). Symptoms of indefinite insanity may not be immediately apparent (which may give the GM additional time to decide what the effects of such a bout of insanity might be).

Table 6-11: Random Indefinite Insanity is provided as an aid to selecting what form a character’s indefinite insanity takes. (The mental disorders mentioned on this table are explained later in this section.) Many GMs prefer to choose an appropriate way for the insanity to manifest, based on the circumstances that provoked it. It’s also a good idea to consult with the player of the afflicted character to see what sort of mental malady the player wishes to roleplay.

The state of indefinite insanity is encompassing and incapacitating. For instance, a schizophrenic may be able to walk the streets while babbling and gesticulating, find rudimentary shelter, and beg for enough food to survive, but most of the business of the mind has departed into itself: She cannot fully interact with friends, family, and acquaintances. Conversation, cooperation, and all sense of personal regard have vanished from her psyche.

It is possible for characters with indefinite insanity to continue to be played as active characters, depending on the form their madness takes. The character may still attempt to stumble madly through the rest of an adventure. However, with her weakened grasp on reality, she is most likely a danger to herself and others.

As a general rule, a character suffering from indefinite insanity should be removed from active play until she recovers. At the GM’s discretion, the player of the character might be allowed to use a temporary character until the end of the story. Whether this “stand-in” character is an incidental NPC in the adventure, a character of the same level as the rest of the group, one or two levels below the rest of the characters, or even a 1st-level character, is up to the GM. Different GMs have different ways of handling this transition.

If a character goes indefinitely insane near the end of an adventure, the GM may decide to set the next adventure to begin after the insane character has recovered.

Characters suffering from indefinite insanity are in limbo, unable to help themselves or others. The Heal skill can be used to restore Sanity points during this period, but the underlying insanity remains.

After recovery, a victim retains definite traces of madness. For example, even though a character knows he is no longer insane, she might be deathly afraid of going to sleep if her insanity manifested itself in the form of terrifying nightmares. The character is in control of her actions, but the experience of insanity has changed her, perhaps forever.
Keep in mind that the Sanity variant is greatily influence by Call of Cthulhu-like gameplay. Permanent insanity I'd say is non-existent on our server, and can be cured. More on that later
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Permanent Insanity

A character whose Sanity score falls to -10 goes permanently insane. The character becomes an NPC under the control of the Game Master.

A character with permanent insanity may be reduced to a raving lunatic or may be outwardly indistinguishable from a normal person; either way, she is inwardly corrupted by the pursuit of knowledge and power. Some of the most dangerous cultists in the world are characters who have become permanently insane, been corrupted by forbidden knowledge, and “gone over to the other side.”

A character might be driven permanently insane by forces other than dark gods or forbidden knowledge. In such cases, moral corruption need not necessarily occur. The GM might decide to consider different sorts of permanent insanity, rolling randomly or choosing from among the mental disorders on Table 6-11: Random Indefinite Insanity, above.

A character who has gone permanently insane can never be normal again (in some campaigns, a permanently insane character can be cured with the aid of powerful magic). She is forever lost in her own world. This need not mean a lifetime locked away from society, merely that the character has retreated so far from reality that normal mental functions can never be restored. She might be able to lead, within restricted bounds, a more or less normal life if kept away from the stimulus that triggers strong responses in her individual case. Yet a relapse may come quickly. Her calm facade can be destroyed in seconds if even the smallest reminder of what it was that drove her mad disturbs her fragile equilibrium. In any event, the eventual fate of a permanently insane character is a matter for individual Game Masters and players to decide.
Heal Skill and Sanity
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The Heal Skill And Mental Treatment

The Sanity rules presented here provide a new use for the Heal skill, allowing trained healers to help characters recover lost Sanity points. The DC and effect of a Heal check made to restore lost Sanity depend on whether the therapist is trying to offer immediate care or long-term care.
Immediate Care

When someone suffers an episode of temporary insanity, a therapist can bring him out of it—calming his terror, snapping him out of his stupor, or doing whatever else is needed to restore the patient to the state she was in before the temporary insanity—by making a DC 15 Heal check as a full-round action.

A therapist can also use immediate care to stabilize the Sanity score of a character whose current Sanity is between -1 and -9. On a successful DC 15 check (requiring a full-round action), the character’s Sanity score improves to 0.
Long-Term Care

Providing long-term care means treating a mentally disturbed person for a day or more in a place away from stress and distractions. A therapist must spend 1d4 hours per day doing nothing but talking to the patient. If the therapist makes a DC 20 Heal check at the end of this time, the patient recovers 1 Sanity point. A therapist can tend up to six patients at a time; each patient beyond the first adds 1 hour to the total time per day that must be devoted to therapy. The check must be made each day for each patient. A roll of 1 on any of these Heal checks indicates that the patient loses 1 point of Sanity that day, as she regresses mentally due to horrors suddenly remembered.
Variant—Knowledge (Mental Therapy)

A new skill called Knowledge (mental therapy) can serve as the primary way to treat those who have suffered Sanity loss. Knowledge (mental therapy) is a Wisdom-based skill that cannot be used untrained. If you use this variant, characters with the Heal skill can only offer immediate care, and cannot offer long-term care. The Knowledge (mental therapy) skill allows both types of treatment.
Note

If magical means of restoring Sanity are present in the campaign, the Knowledge (mental therapy) skill is generally not worth including as a separate skill, because characters are better off simply using magic rather than devoting precious skill points to such a narrow-focus skill. If magic cannot restore Sanity, the ability to restore Sanity by other means is much more important, and Knowledge (mental therapy) should probably exist as a separate skill.
Mental Therapy

To give useful mental therapy, a therapist must have the Heal skill. Intensive treatment can return Sanity points to a troubled character. However, Sanity points restored in this manner can never cause the patient’s Sanity score to exceed her starting Sanity or maximum Sanity, whichever is lower. A character can have only one healer at a time. See The Heal Skill and Mental Treatment sidebar for a detailed description of how this works.

Such treatment can also be used to help a character snap out of an episode of temporary insanity (for example, from an acute panic attack). It does not speed recovery from indefinite insanity, but it can strengthen a character by increasing her Sanity points.

Recovery from indefinite insanity only comes with time (typically, 1d6 months). It is not dependent upon the character’s Sanity points and is not connected to them. A character can be sane with 24 Sanity points and insane while possessing 77 Sanity points.
Magic and Sanity
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[quoteRestoring Sanity with Magic

The way that Sanity loss and magic healing interact can greatly affect the feel of your game. At one extreme, the GM can rule that magic can easily cure Sanity loss, in which case Sanity becomes little more than a specialized version of “mental hit points” that includes some neat side effects (insanity). In such a case, characters can usually restore themselves to full Sanity with a day or two of rest and spellcasting.

At the other extreme, the campaign might be structured so that magical healing can do little or nothing to restore Sanity, and even powerful divine spellcasters capable of curing the most deadly physical malady shy away from those encounters that might drain away Sanity points. The spells that can potentially restore Sanity points are discussed below. The GM should feel free to choose which of these spell effects are present in the game, but once established, these effects should not be changed in mid-campaign.
Atonement

Although this spell does not usually restore Sanity, it can be used in those rare cases when a character’s own actions inadvertently lead to an evil act that causes the character to lose Sanity points. If a quest or geas is combined with the atonement spell, Sanity points are not restored until the task is completed. A successful use of the atonement spell can restore all Sanity lost through the direct result of the evil acts for which the character atones.
Calm Emotions

This spell cannot restore Sanity directly, but it can temporarily mitigate the effects of temporary or permanent insanity. While the spell is in effect, the targets act calmly and ignore behavior changes caused by Sanity loss.
Heal

In addition to its normal effects, heal restores 10 Sanity points and removes all forms of temporary insanity.
Mind Blank

While the spell is in effect, the subject is immune to Sanity loss.
Miracle

This spell can restore a character to maximum Sanity even if his current Sanity has dropped to -10. Miracle even heals permanent insanity.
Restoration

If the caster chooses, restoration can restore 1d6 Sanity points per two levels to the target creature (max 5d6) instead of having its normal effect.
Restoration, Greater

If the caster chooses, greater restoration can restore the target creature to its maximum Sanity instead of having its normal effect.
Restoration, Lesser

If the caster chooses, lesser restoration can restore 1d4 Sanity points to the subject instead of having its normal effect.
Wish

This spell can restore a character to maximum Sanity even if his current Sanity has dropped to -10. Wish even heals permanent insanity.
Wish, Limited

This spell can restore a character to maximum Sanity even if his current Sanity has dropped to -10. Limited wish does not heal permanent insanity. ][/quote]
Alchemy and sanity:
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Alchemical Treatments

In the real world, psychiatric drugs play a key role in the modern treatment of many mental disorders. Although psychiatric drugs were administered to patients in the early part of the 20th century, only in the 1940s and later were they broadly and consistently effective in treating the symptoms of emotional trauma.

In a fantasy game, the GM should decide whether rare herbs and alchemical substances can provide the same benefits that modern psychiatric drugs can deliver. It is quite believable, for example, that the Red Wizards of Thay in the FORGOTTEN REALMS Campaign Setting discovered alchemical means of isolating substances that affect the mind in profound ways, offering many of the same benefits of modern medicine. Therefore, the GM need only decide how easily he wants characters to overcome Sanity loss and insanity effects. Once the desired tone of the campaign is known, the GM can determine whether alchemical treatment is available. The Sanity variant assumes that skilled alchemists can create substances that offer the same benefits that psychiatric drugs can provide.

As long as a character can afford the correct herbs and alchemical substances and is able to ingest them, the symptoms of indefinite insanity can be ignored. Ingesting these alchemical substances and drugs does not make a character immune or even particularly resistant to further Sanity losses. A DC 25 Craft (alchemy) check is needed to accurately prepare the correct herbs and substances and administer the correct dosage.

Long-term alchemical treatment can restore lost Sanity points, just as use of the Heal skill can. For each month the character takes an accurately prescribed psychiatric medication, she regains 1d3 Sanity points. As with treatment through the Heal skill, long-term drug therapy can never raise a character’s current Sanity above her starting Sanity.

A character cannot regain Sanity from both treatment with the Heal skill and alchemical treatment in the same month.
Drugs and Sanity

Drugs in the d20 game follow many of the same rules as poisons, allowing the imbiber saving throws to resist their initial and secondary effects. Delay poison, neutralize poison, and similar effects negate or end a drug’s effects, but they do not restore hit points, ability damage, or other damage caused by the substance.

A creature that willingly takes a drug automatically fails both saving throws. It is not possible to intentionally fail the initial save but attempt to save against the secondary effect, or vice versa. Save DCs are provided for situations in which a character is unwillingly drugged.

Drugs also have some uses in treating insanity. The drugs described below all affect a character’s Sanity to some extent.

For more details on drugs and advice on appropriate inclusion of drugs in a campaign, see Book of Vile Darkness or Lords of Darkness.

And on general treatment:
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Treatment Of Insanity

Temporary insanity ends so quickly that schedules of treatment are essentially pointless; it runs its course soon enough that one merely need protect a deranged character from further upset or harm. On the other hand, treatment of permanent insanity has no real meaning. By definition, a permanently insane character never recovers, no matter how good the therapist or the facility. Thus, indefinite insanity is the only form of mental illness that might be addressed by intervention and treatment.

After 1d6 months, if undisturbed by further trauma and with the agreement of the Game Master, an indefinitely insane character finds enough mental balance to reenter the world. Three kinds of nonmagical care may help the character regain Sanity points during this recovery period. When choosing among them, the GM and player should consider the character’s resources, her friends and relatives, and how wisely she has behaved in the past. In most campaigns, the magical treatments described above (see Restoring Sanity with Magic) allow the character to reenter play after a shorter time or with less expense.
Private Care

The best care available is at home or in some friendly place (perhaps a small church or the home of a wealthy friend) where nursing can be tender, considerate, and undistracted by the needs of competing patients.

If mental healing or alchemical medications are available, roll d% for each game month that one or the other is used. A result of 01-95 is a success: Add 1d3 Sanity points for either mental therapy or alchemical medications, whichever is used (a charac ter cannot benefit from both in the same month). On a result of 96-100, the healer fumbles the diagnosis or the character rejects the alchemical treatments. She loses 1d6 Sanity points, and no progress is made that month.
Institutionalization

The next best alternative to private care is commitment to a good insane asylum, but these are extremely rare in most d20 campaigns, if they are present at all. GMs are free to rule that institutionalization is simply not available.

In those campaigns that include such institutions (usually located within the bounds of a temple devoted to a deity of healing), asylums may be said to have an advantage over home care in that they are relatively cheap or even a free service provided by a government or a powerful church. These institutions are of uneven quality, however, and some may be potentially harmful. Some are creative places of experiment and magic-assisted therapy, while others offer mere confinement. In any setting, concentrated and nourishing treatment by strangers is rare.

Therapy using the Heal skill is usually the only treatment available, but in most cases, primitive institutions offer no treatment at all. Sometimes an institution can convey an uncaring sense that undermines the useful effects of alchemical medications, leaving the character with a sense of anger and loss. He is likely to be distrustful of the organization and its motives. Escape attempts are common by inmates, even in the most enlightened fantasy settings.

Roll d% for each game month a character is in the care of an institution. A result of 01-95 is a success; add 1d3 Sanity points if therapy with the Heal skill was available, or 1 Sanity point if no treatment was present. On a result of 96-100, the character rebels against the environment. He loses 1d6 Sanity points, and no progress can be made that month.
Wandering and Homeless

If no care is available, an insane character may become a wandering derelict struggling for survival. Such a wanderer gains no Sanity points unless he is able to join a group of the homeless and find at least one friend among them. To find a friend after joining such a group, the character can make a DC 15 Charisma check once per month. If a friend appears, the character recovers 1 Sanity point per game month thereafter.

For each game month during which an insane character lives as a derelict, roll d%. On a result of 01-95, the character survives. On a result of 96-100, the character dies as the result of disease, exposure, or violence.
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DM Arkanis
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Re: Ask Arkanis

Unread post by DM Arkanis »

Ok dude you have way too much time on your hands... lol! kidding! Thanks for the great reply.
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Re: Ask Arkanis

Unread post by Lockonnow »

I was wondering why it is importing where the lord's alliance and not in the Duchalkeep where nobel's are and live rememeber the lord's alliance buildering down in the dock most disrespekt fore the Nobel's of the lord's alliance we aling about the High lords of every city there is on the sword cost the leader is Piergeiron the Paladinson
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DM Arkanis
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Re: Ask Arkanis

Unread post by DM Arkanis »

Lockonnow wrote:I was wondering why it is importing where the lord's alliance and not in the Duchalkeep where nobel's are and live rememeber the lord's alliance buildering down in the dock most disrespekt fore the Nobel's of the lord's alliance we aling about the High lords of every city there is on the sword cost the leader is Piergeiron the Paladinson
I don't think our time line has caught up yet to what you are looking for... :D
Hitman Hard
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Re: Ask Arkanis

Unread post by Hitman Hard »

Who's the most likeable, evil-aligned character you've read about it; the one you root for but not entirely sure why more or less? :twisted:
Molder: Editor of The Tribune
Valiant: Shrewd, sadistic disguise-strategist; retiring


Good guys are such cliche clones, inevitably.
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DM Arkanis
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Re: Ask Arkanis

Unread post by DM Arkanis »

Hitman Hard wrote:Who's the most likeable, evil-aligned character you've read about it; the one you root for but not entirely sure why more or less? :twisted:
Gotta say Pharaun Mizzrym from the War of the Spider Queen books ranks right up there for me.
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