Mentally Fractured (Not Game Breaking) Image

A Mentally Fractured character has endured intense trauma and the stress alongside it, which led to them experiencing things such as flashbacks and other parts of themselves that interact with them and hold different memories that they are usually unaware of. These characters, when supported by their teammates, can still help their team succeed on their missions. However, without extra support, they fall apart quickly and end up living at the bottom of the bottom and have minimal supplies to stay alive.

 
Skill Proficiencies: A Mentally Fractured character has gained proficiency in 1 of any of these skills: Stealth, Sleight of Hand, Nature, Religion, Animal Handling, Performance, Survival, Deception, Persuasion.
Tool Proficiencies: A Mentally Fractured character may have a tool proficiency in any of these: Alchemist's Supplies, Brewer's Supplies, Calligrapher's Supplies, Carpenter's Tools, Cobbler's Tools, Cook's Utensils, Glassblower's Tools, Jeweler's Tools, Leatherworker's Tools, Mason's Tools, Painter's Supplies, Potter's Tools, Smith's Tools, Tinker's Tools, Weaver's Tools, Woodcarver's Tools, Disguise Kit, Forgery Kit, Dice Set, Playing Card Set, Herbalism Kit, Bagpipes, Drum, Dulcimer, Flute, Lute, Lyre, Horn, Pan Flute, Shawm, Viol, Navigator's Tools, Poisoner's Kit, Thieves' Tools
Languages: A Mentally Fractured character does not have any additional language proficiencies to their default.
Equipment: A Mentally Fractured character has only the items provided by the other aspects of their experience.
 
Feature: Separated Identities

This character has endured so much that their identity has fragmented, splitting into separate parts that describe their whole self. They tend to have different ways of reacting based on which part is handling life at the moment, and their skills may decrease from normal if someone less experienced is around. However, this does not change how they look or sound to others: if someone has been around the character long enough, they may catch onto small antics that separate the different identities from each other enough to tell who is who though. These separate identities need to be defined in the Personality Traits and Other sections of the sheet.

If the character has to ask internally for information from other parts of themself to recall who someone is, how they obtained a certain item, or how they got to where they are right now, make a DC 15 Wisdom saving throw. On a failure, they take 1d6 psychic damage and are insane until they finish a long rest. While insane, they can't take actions, can't understand what other creatures say, can't read, and speak only in gibberish. A greater restoration spell cast on them ends this effect, however they can't cast it themself (it's an action), so they still require external support.

These characters are less insightful and perceptive due to the chaos in their mind, and without a teammate to keep their mind stable, they lose 1 point on any Insight, Perception, and Investigation check. With a teammate that has engaged with them to keep them stable, they will not have this loss unless other stressful factors come into play such as being in a fight or interrogated.

These characters have a bonus to charisma due to their experience of constantly having to catch themselves up on conversations in the middle of them without knowing what the previous part of the conversation was.

 
Suggested Characteristics

none

 
 
Contacts

This background often leads a character to meet people that know them, but they don't remember meeting. However, after some questioning internally, another part of them may remember who this person is.

 

 

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Mentally Fractured (Not Game Breaking) Image

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