Ritualizing

Ritualizing disorders involve the establishment of self-destructive behavior patterns. The most common form of ritualized behavior is alcoholism, where the victim drinks to the point of incapacity on a frequent basis.

[ Addiction | Avoidance Cycle | Kleptomania | OCD | Curing ]
 

Victims of this illness fall victim to self-destructive habits.  Examples of addiction include alcoholism, eating disorders (anorexia, bulimia, obesity, etc.), and drug use.  When triggered, the victim will engage in the destructive behavior until he or she is incapacitated.  For example, an alcoholic will get drunk, a bulimic will eat a tremendous amount of food then vomit, and a drug user will get stoned to the point where he doesn’t even know his own name. Too much stress in a short span of time will generally suffice as a trigger.

People with this disorder will tend to cultivate deep relationships with members of the opposite sex (or the same sex, if homosexual) in a very short period of time.  When the insanity triggers, however, the victim of this illness will feel compelled to break off the relationship without notice.  Once the relationship is destroyed, the victim will seek to avoid all human (or humanoid) contact for a period of 1d4 weeks (for each intensity of the insanity).  While in the reclusive mode, the victim exhibits all the symptoms of simple depression.

A person with this illness occasionally gets the compulsion to steal.  However, this person isn't a common thief, mugger, or robber.  Instead, a kleptomaniac steals small, useful objects like pens, utility knives, light sticks, etc.  They also steal little shiny objects and baubles, like junk jewelry, marbles, and the like.  The main trigger for a kleptomaniac is being in the presence of such items and having an opportunity to steal them.  When caught, a kleptomaniac almost always apologetically gives the stolen items back to their rightful owner(s).

A victim of this illness finds himself unwillingly trapped by repetitive, ritualistic behavior.  For example, a victim of OCD might feel compelled to test the lock on his front door 45 times before leaving for work.  A healer with OCD might wash her hands 30 times after treating a patient.  Generally speaking, victims of OCD end up being late for appointments because of their ritualistic behavior. 

In game terms (for each intensity of the illness) a character with OCD is delayed for 1d4 rounds before being able to enter combat or any other important function.  For example, a Warrior with OCD might suddenly feel compelled to wipe off his sword 75 times before he finally joins the melee battle.

Another manifestation of OCD is excessive worrying.  Characters in the throes of OCD will typically not be able to fall asleep for 1d6 hours after they first try to sleep.  Typically, this makes the character tired, irritable, and groggy the next morning

For the exception OCD, ritualizing illnesses cannot be medically or empathically treated.  Empathic manipulation and Remove Fear can interrupt a specific OCD instance.