Psychology – DC 20 (Wis based) Able to determine how many Sanity Points a person has left. This takes 1 hour. This NWP adds +1 to all your Mental Stability checks, but also makes you lose 1 more Sanity if you fail. Psychology increases your Sanity Pool by 10. Further ranks increases your sanity Pool by 4 pr. rank and reduces the DC of all Psychology checks by 1.

Psychiatry – DC 20 (Int based) Able to determine how many Insanity Points a person has. This takes 1 hour. This NWP adds +1 to all you Mental Stability checks, but also makes you lose 1 more Sanity if you fail. Psychiatry increases your Sanity Pool by 10. Further ranks increases your sanity Pool by 4 pr. rank and reduces the DC of all Psychiatry checks by 1.

Psychoanalysis – DC 20 wis based. Used to help someone after they have gone insane. You need a whole day where you do nothing but talk to and tend to the insane individual (8 hours, but you cannot do anything else worthwhile that day). At the end of the day, you roll a Psychoanalysis check. If you fail, nothing happens. If you succeed, the patient loses as many Insanity Points as your Wisdom score + 1 pr. rank in Pshycoanalysis (minimum regained is your Wis+1). No one can receive more than 1 Psychoanalysis session pr. week and you cannot treat yourself. Cannot be used to regain Sanity Points. Reduces your Sanity Pool by 10. Further ranks reduce your Sanity Pool by 4 pr. rank.

Mysticism – Int based. A successful Mysticism check will reveal if reading a book, text, document or ritual etc. is hazardous to your Sanity. The DC 20 + the potential Sanity loss. Mysticism reduces your Sanity Pool by 10. Further ranks reduce your sanity Pool by 4 pr. rank and reduces the DC of all Mysticism checks by 1.

Exorcism – Con based. Makes you able to Exorcise Dreamland Creatures/Spirits from locations, items and living beings. The DC is equal to the Creature’s HD. If you succeed in exorcising the spirit/creature, you must make a Mental Stability check or lose as much Sanity as half the creature’s HD. If you succeed, you only lose 1 Sanity. If you fail to Exorcise the Creature/Spirit, you automatically lose as much Sanity as half the creature’s HD. Once the creature has been exorcised, it will automatically try to connect with the Exorcist instead. To avoid this, you can sacrifice 1 permanent hit to your Sanity Pool. This causes the creature/spirit to be banished to the Dreamlands. Alternatively, you can wait until the creature/spirit manages to connect with you (save vs spell DC 20 daily until you fail) and then perform a ritual which will kill it, but also yourself if you fail a DC 20 Con check (you can alternatively sacrifice 1 level or 1 con to avoid the con save). Exorcism reduces your Sanity Pool by 10. Further ranks reduce your sanity Pool by 4 pr. rank and reduces the DC of all Exorcism checks by 1. Each rank increases your Mythos Score by 1.
Using Exorcism to find out if something/-one is possessed costs 1 Sanity Point if he/it is.

Detective – Int based. A successful Detective check allows you to determine if an item, piece of information, clue, lead, etc. is important or not. It does not however, reveal why it is important or if it is relevant to what you are currently pursuing. This NWP adds +1 to all your Mental Stability checks, but also makes you lose 1 more Sanity if you fail. Increases your Sanity Pool by 10. Further ranks increases your sanity Pool by 4 pr. rank and reduces the DC of all Detective checks by 1.

Psychic – Mental Stability based. Able to make predictions of the possible outcome of actions. 1 rank can predict the outcome of a single action. 2 ranks the outcome of a series of actions, such as entering a house to investigate, 3 ranks to the outcome of a day’s actions, 4 ranks to the outcome of a week or more, ie. traveling to this or that location to do something. DC:
1 action: 20
Series of actions: 25
A day’s actions: 30
A week or more: 35
If successful, this will HINT at the possible outcome of the usefulness or dangers of actions. If there are dangers waiting and the psychic foresees that there is a risk to anyone of getting killed or going insane, anyone hearing the prophecy loses 1 Sanity (not including the Psychic). The Psychic will enter a trance-like state and will not be able to hear his own predictions unless he has some kind of recording instrument (but if he listens to his own predictions, he too will lose 1 Sanity if there is grave danger involved). Reduces your Sanity Pool by 10. Further ranks reduces your Sanity Pool by 4 pr. rank.

Healing – same as regular AD&D, but allows you to try to help someone who is experiencing temporary insanity. A successful check restores your target back to his normal state. This is a full round action. Costs 1 Sanity Point regardless of outcome. DC 20 cures Temporary Insanity. DC 25 cures Longer Temporary Insanity. DC 30 cures Long Term Insanity for one full day (until next morning). This does NOT, however, remove ANY Insanity points.

Surgeon – Dex based. Requires Anatomy, Healing, Diagnostics. You are able to perform surgery on other people, but not yourself. Additional ranks reduces the DC of Surgeon skills by 4 pr. rank.
Mimic Cure Light wounds, DC 20, 1 turn
Mimic Cure Serious Wounds, DC 25, 2 turns
Mimic Cure Critical Wounds, DC 30, 3 turns
Mimic Heal, DC 35, 1 hour
These effects can also be reversed intentionally, but happen automatically on a failed check. Surgery is also a dangerous business, and on a natural 1 you need to make another check. If the new check is failed, the patient dies. Surgery can also be used to bring someone from negative hp to 0. such a surgery takes 1 turn and the DC is 20+negative hp. The max number of negative hp the patient can be saved from equals the surgeon’s character level. If the surgery fails, the patient dies.

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