Requirements: Wisdom score less than 15 and you must be level 3 or higher.
You can feel your former self slipping away, decaying. Some kind of change is undergoing and you will have to adapt.
- You lose 1 point from your inteligence score.
- You have 6 Schizo points (SP), these reset to 6 at the beginning of every week.
- You can spend 1 or 3 schizo points to trigger a schizophrenic episode.
- If 1 SP is used, then select an episode at random from the Minor Episode-list.
- If you use 3 SP roll instead on the Major Episode-list and the Major Episodes you gain from the Major Episode-list only last a day.
- If you roll a episode that you already have you can choose to either not get any episode or roll again.
- All Minor Episodes disappear at the end of the week.
- If you have any SP remaining at the end of the week, randomly select a debuff from nr. 4, 5 and 6 from the Major Episode-list. You gain this debuff the following week.
- If you take anti-psychotics to reduse schizo points without triggering a schizophrenic episode, an equal amout of SP is added to next week.
Minor Episode-list:
| 1 |
Illusions roam around you, but these aren't illusions… Are they? |
-2 on initiative, Disadvantage on perception checks. |
| 2 |
Grooming yourself has been a challenge lately… Maybe it's better this way. |
-2 cha and monsters must take DC 7 Wis save or be unable to target you with an attack. |
| 3 |
Everything comes into full clarity, visions of the future are at your fingertips. |
+3 Initiative, And you have an opportunity attack against any creature coming within 5 feet of you. |
| 4 |
Nothing provokes a reaction anymore. Not even the strongest of stimuli. |
Advantage on Charisma saving throws and saving throws agains being Charmed and Frightened. |
| 5 |
Magical essence surges within you, a mind unlocked to all creativity. |
You gain a +3 bonus to magical attacks, You can reroll one damage die, once per attack. |
| 6 |
The never ending want to lay still, idle, compels you. |
You gain a -2 to your Armor class. You no longer benefit from advantage on attack roles. |
| 7 |
They stand by your side, lifelong friends. They cheer you on. |
Everytime you succeed on a attack role, you can add a 1d12 dice role to the damage result. You gain advantage on death saves. |
| 8 |
Sometimes your genius, it's almost frightening. |
You lose -3 on your intelligence ability score and gain a +3 on your charisma ability score. |
| 9 |
They are screaming so loud, it's deafening. |
You have resistence aginst thunder damege and you gain the Deafened condition. |
| 10 |
The server brings your ordered drink, the next moment he is laying on the ground… |
On every 4th attack, your hit roll has disadvantage. If you hit regardless, add an extra 4d12 to the damage result. |
| 11 |
What is that? It's.. It's horrible! |
You are Frightened of the closest visible ceature, if no ceatures are visible you are instead Frightened of the next creature you see. |
| 12 |
Who am i? A vessel? |
Add +2 to any one ability score. |
Major Episode-list:
| 1 |
You are him. |
3+ to AC, Advantage on all ability checks, saving throws and attack rolls. |
| 2 |
Your mind is the only limiter there is. Trailblaze the path onward. |
You gain a extra 20 feet of movement and temporary hit points as seen below. Over Lv.1: 15 Over Lv.5: 40 Over Lv.10: 60 Over Lv.15: 100
|
| 3 |
“Its… all just patterns?” |
You gain the ability to speak three extra languages, you gain proficiency with any and all weapons and you are Attuned to all items. |
| 4 |
Reality, space and time is distorted around you. You are in for a trip. |
The character takes a –2 penalty on all attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks. |
| 5 |
Make love, not war. |
Before you attack a creature, you must succeed on a DC 10 Wisdom or charisma saving throw(player's choice). If you fail you cannot attack that creature for the rest of the turn, and must immediately move out of their engagement range with the least amount of nesecery movement. This does not count towards the total movement you made that turn. |
| 6 |
Years of learning, forgotten in an instant. |
When you make a skill check roll a d20, you must use the bonuses(or negatives) for the skill corresponding to the number you rolled(skills are listed by ability, then alphabetically). If you roll a 19 you gain -5 and if you roll a 20 you gain +5. |
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