Mood altering mental illnesses affect the way one experiences emotion. Typically, mood-altering insanities exaggerates one’s own feelings of self-doubt, or it can make one feel superhuman. In extreme cases, it can drive one to kill one’s self.
[Simple Depression | Mania | Manic Depression | Suicidal Depression | Curing]When triggered, the victim functions at -1 to initiative, Perception, and Influence for each intensity of the mental illness. While depressed, the character's appetite dwindles. Thus, for each week of depression, his or her Endurance decreases by one point per week of the illness (to a maximum of ˝ normal Endurance.) Once triggered, the depression lasts 1d4 weeks per intensity. Typical triggers are something bad happening, such as being pick-pocketed, getting lost, losing a job, etc.
The opposite of depression, the victim tends to become very fast-paced, loud, obnoxious, and tireless. When triggered, the episode lasts for 2d4 days per intensity. The victim, while triggered, gains a +1 bonus to initiative and Endurance, and a -2 to Influence (from being obnoxious, or from one’s thoughts racing so much that he or she can’t follow a conversation), and a -1 to Willpower for each level of intensity. The victim of mania often spends money to excess, and occasionally becomes deeply indebted. Also, drinking to excess is quite common in cases of Mania (see “addictions”.)
This insanity is cyclic in nature and combines both the attributes of mania and depression. Generally, the victim of this insanity goes through phases of both mania and depression. Generally, the manic phase lasts half as long as the depressive phase; depression always follows the close of a manic period.
This type of depression is significantly different from simple depression. While the suicidal periods last for only hours, not weeks, the attacks are much more severe. When triggered, the victim contemplates suicide almost to the exclusion of all else. Thus for each intensity of the illness, there is a -3 to initiative and Perception, and -2 to Willpower and Influence. This is due to the victim's single-minded obsession with his or her own death.
The period of active suicidal depression is 1d4 hours per intensity, after which the victim is passively depressed for an additional 2d4 hour period per intensity (see: simple depression).
On a critical fumble on a panic check, the victim of suicidal depression will actually attempt suicide during the middle period of the active depression. In the case of a suicide attempt, the Game Master must decide how much damage the character takes from the self-destructive attack.
For the exception of suicidal depression, a healer who has no fewer than four intensities of Herbalism or Chemistry can interrupt the active period of these illnesses by means of medical care. Empathic manipulation can interrupt all four types of illness. Invoking Remove Fear can treat depressive illnesses.