Phobias and Manias
While the character is sane, a phobia or mania acts solely as a roleplaying trait. For example, if the player wishes for his or her (sane) character to overcome claustrophobia and crawl through dark tunnels, the phobia won’t prevent this. However, while the same character is mad, the phobia or mania takes on a greater significance.
Phobic and Manic Responses While Mad
Direct exposure (close physical proximity) to the subject of the phobia causes character to be first shaken and then panicked; equally, exposure to the source of a mania causes an obsessive reaction (as panicked except focused on mania instead of fleeing).
For phobias, characters are shaken as long as they are exposed the the source of phobia. This penalty does not apply to Sanity rolls or reality check rolls.
While in a state of madness, being exposed to the subject of their mania will cause an overwhelming response in the character. If the GM prompts the player towards some form of behavior appropriate to their mania, the character will be shaken until the obsession has been indulged in some manner, or the character is well out of range of the stimulus. For example, while in a place that serves alcohol, a dipsomaniac would shaken unless taking a drink. Of course characters who fully succumb to their drug craving will be subject to the drug’s effects, such as drunkenness or altered states of consciousness. In such situations the GM may alter the level of difficulty of certain skill rolls (or impose a penalty die on opposed skill rolls) depending on the situation and state of the character.
Characters who do not or are not able to prevent further exposure to the source of panic or continue not to indulge a mania become panicked.
Delusions and Reality Checks
While not in control of the character’s actions, the GM is free to present a character suffering underlying sanity loss with delusional sensory information at any time. The only way for the player to be sure of what his or her insane character is seeing, hearing, touching, feeling or smelling is to make a “Reality Check”.
Delusions have greater impact when they have some relevance to the character. A great way to do this is to refer to the character’s backstory and use some aspect as inspiration for delusions. A character’s late spouse calling on the telephone is much more engaging than random delusions.
Reality Check Rolls
While reality checks are only usually called for on behalf of mad characters, a player might call for one if they wish to “see through” what they believe to be a hallucination or illusion. To perform a reality check, the player makes a Sanity roll:
Failure
Lose 1 Sanity point. Character immediately becomes deranged if the character is suffering from madness. Any delusions are not dispelled.
Success
The character sees through any delusions, and the GM must describe what the character genuinely perceives.
On making a successful reality check roll, the character should see things as they really are and will be resistant to delusions until losing further Sanity points (thus pre- venting the GM from constantly throwing delusions at a player).