Madness Spirit - Intensity 3

(Generated 58 times)
Namelist None
Tags
Glorantha
Spirit
Rank Veteran
Race Spirit
Cult rank None
Notes Madness spirit tries to possess its target. If possession is successful thereafter tries to manifest daily by causing insanity attacks. Willpower vs Willpower. If target fails is incapacitated for 1d20 hours with suitable form of sanity - insane giggles, agoraphobia etc.
Creatorhkokko
Stats
INT 3d6
POW 1d6+18
CHA 3d6
D20Hit locationArmor
Attributes
Movement 6
Natural armor No

Additional features

FeatureProbability
Madness type 100% View items

Non-random features

ListFeature
Spirit Ability Passion - The spirit can invoke an overwhelmingly strong passion or state of mind in those it possesses. Although in a few cases they can be used beneficently, most are used in a hostile manner. See page 144
Passion Spirit Intensity 2 ***Madness*** Akin to having a demon whispering into your ear, madness spirits force the host – at times of stress – into acts of irrational or gibbering behaviour. Depending on the spirit’s inclination, this is done by changing the perceptions of the victim, sadistically torturing them, or instilling a degree of increasing paranoia. Madness attacks last 1d3x10 minutes, occurring whenever a skill check is made by the host, and the spirit overcomes that roll in an opposed test using its Willpower.
Spirit Ability Possession - Fetch gains the ability to Possess others – normally an animal of the cult’s totem or the shaman’s body whilst he is discorporate, protecting it from harm.

Standard skills

Discorporate POW+INT+50 Spectral combat POW+CHA+20+6D10 Willpower POW+POW+6D10