Mod:DUST Survival Simulator/Insanity (perk)

"Missile Launchers: 700000 Missiles: 0 (The World) Who hears the birds... but the sky?! Radiation is only a question waiting to be answered!! How can mirrors be real if your eyes are not real?!?" —Yesterday Was Frustrated

Insanity is a status condition in Fallout: Dust. Insanity is caused by indiscriminate killing, cannibalism, use of hard drugs, addiction and general trauma. Insanity is permanent effect, and cannot be cured.

Character and SPECIAL effects
An insane character suffers -3 to their Charisma and Intelligence stats, affecting all derived abilities. In addition to this, a character suffering from insanity gains access to several unique perks.

King Arthur: 25% Increase to Melee damage

Communistic Wisdom: Loss of all bartering ability but an additional 10% bonus to all experience gained.

The Scurrier: Increases movement rate by 50% but limbs are 50% more vulnerable to being crippled.

Other perks don't require the player character to be insane, but are connected to their sanity level.

Bloody Mess: Grants the player +5% damage on all attacks. Acquiring this perk will cost the player 200 points of sanity.

Cannibal: When in sneak mode, the player can eat humans to regain health but lose sanity. To qualify for this perk the player must have less than 250 points of sanity.

Coward: While wearing light armor, the player gains +10% running speed and opponents have a -25% chance of scoring a critical hit. The player also inflicts -25% damage all the time. To qualify for this perk the player must have more than 250 points of sanity.

Ghastly Scavenger: When in sneak mode, the player can eat super mutants & feral ghouls to regain health but lose sanity. To qualify for this perk the player must have previously acquired the Cannibal perk.

Just Lucky I'm Alive: Grants the player +4 Luck for 3 minutes upon finishing a battle with less than 25% health. To qualify for this perk the player must have less than than 250 points of sanity but more than -250 points.

Sound Of Mind: Grants the player +10% damage, and for every 100 points of Sanity, they gain 10 Health points. Players also gain immunity to critical hits. To qualify for this perk the player must have more than 250 points of sanity.

All characters suffering insanity are considered to have the Wild Wasteland trait.

Hallucinations
A character suffering from insanity is prone to intense hallucinations, some of which induce a fugue state (see below)

Ghost Town
As the player approaches the cart near the saloon, they will be attacked by bipedal plague victim. Upon attacking or being attacked by the player, they will explode causing a fugue.

A player entering Victor's shack will encounter a Securitron with a distorted face speaking in static gibberish. The Securitron will explode when shot.

A player entering the general store will be attacked by a child plague victim with the body of a skeleton. This too will explode when shot/attacked.

Freeside
Shadowy apparitions (blacked-out Sierra Madre holograms appear on various rooftops throughout the south end of Freeside. Shooting them causes them to explode.

Entering the cloud-filled alley near Mick and Ralph's causes an oversized super mutant to charge the player, exploding on impact.

Upon passing the entrance to the King's school of impersonation, a massive centaur will emerge from the alley immediately in front of the Strip gate. This too will explode when attacked.

The Prison
Upon killing the occupants, child NPCs will begin to appear in the yard and visitor center. It is unknown if this is caused by insanity or a glitch.

Jacobstown
The road leading to Jacobstown is occupied by Shadowclaws (Blacked out deathclaws) who will attack on sight. Attacking or being attacked by these creatures will cause a fugue state.

The Sewers
The blacked out hologram ghosts will appear at various points throughout the sewers.

A dead child NPC can be found with the name "Your sanity"

Shadowclaws can be found in the cages near the monument.

Fugue States
Upon entering a fugue state, the player will be transported to a multi-floor upside down version of the starting safehouse. The bodies of the survivors who initially attacked the player will be replaced with those of two child NPCs named "Hope" and "Peace" respectively. Both carry the note "Nursery rhymes for the unsound of mind" which reads:

(Name) is a murderer

(Name) is a thief

(Name) eats flesh and pretends it's beef



Throughout the fugue safehouse, there are several doors encompassing the upper two floors which will take the player to various places throughout the Mojave. Most of these will take the player to various survivor shacks at throughout the map while at least one will take the player to a slot canyon inside Hoover canyon. A final horizontal door on the top floor will take the player to the lowest floor of the New Vegas sewers. Upon using this door, it can be seen on the Pipboy map marked as "Nightmare" but cannot be accessed through conventional means.

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