Need a new mechanic to toy with a wizard at my table .... and insanity seems to fill the bill. RAW sucks so I poked around on the interwebs to find something I liked that would work my table. Now I LIKE Luke but he CAN be a bit over the top sometimes. In this case he "leaks" his system in the video so I went through to scrape what I could and fill in the rest on my own.
So when a character becomes "inflicted" they roll 1d10, take the following affliction and insanity points:
d10 |
Tier 1 Flaw |
Insanity Increase |
1 |
Character is constantly on the lookout for enemies whether they are there or not. Feels as though something malicious has its eyes staring at the back of their head |
1 |
2 |
Shadows seem to dance about within the characters mind, as though something is waiting within them looking for its chance to attack |
1 |
3 |
Always anticipating combat. Fingers continuously caressing hilt of weapon or spine of spell book, awaiting the fight to come |
2 |
4 |
Mind frequently wanders to thoughts of the other party members judging abilities to be inadequate. Enemies do the same. You are driven to prove them wrong. |
2 |
5 |
Character has endured threats, betrayal and ambushes throughout their journey. You hold a deep-seated fear of anyone who is not a close friend, causing you to begin to draw your weapon whenever you meet a new acquaintance |
3 |
6 |
You question whether you are truly prepared for what the day may hold. You are compelled to inspect weapons, armor and equipment for minor defects every morning. You repeat this inspection throughout the day |
3 |
7 |
Your trust in most of the people you meet during the day is broken. Other than the party you omit information or outright lie to avoid telling anybody anything that might be used against you. |
4 |
8 |
The frequency of the attacks you have endured has broken your trust in their surroundings. They do not feel they can get any meaningful rest without thoroughly observing their surroundings and taking action against any perceived threat. |
4 |
9 |
The characters begin recognizing similarities between current and past events that don |
5 |
10 |
DM's option |
5 |
d8 | Tier 2 Flaw |
Insanity Increase |
|
1 |
The character is having trouble remembering where they put things. After completing a long rest there's a 25% chance a character will lose one non-magical item from inventory |
3 |
|
2 |
The traumatic events the character has experienced have begun replaying in their mind, even when they're awake. They're finding it increasingly difficult to look at wounds, blood, and other injuries, giving them disadvantage on Medicine checks. |
3 |
|
3 |
Fear of the supernatural has begun taking over the characters mind, making them recoil at the sight of magical effects, both divine and arcane. You have disadvantage on Arcana and Religion checks. |
4 |
|
4 |
The screams and pain associated with the traumatic events have taken over your thoughts. You have difficulty maintaining a ruse or act. Disadvantage on Deception, Intimidation and Performance. |
4 |
|
5 |
You are struggling with your nerves, making it difficult to stay still for any period of time or remain hidden. Disadvantage on Stealth or Slight of Hand checks. |
5 |
|
6 |
The monsters and people you've faught have created a deep-seated anxiety. As a result they have disadvantage on Insight and Persuasion checks except with those you know very well. |
||
7 |
The characters constantly observe the area around them for any sign of danger making it difficult to notice small details. Because the character struggles to notice small details the have disadvantage on Investigation and Survival checks. |
6 |
|
8 |
The characters memory has begun to fade and it has become difficult to hold on to new information. They now have disadvantage on History and Nature checks |
6 |
|
d8 | Tier 3 Flaw | Insanity Increase |
1-2 | The trauma is now effecting your ability to concentrate. Each round while concentrating you must make a CON 17 to maintain it. | 6 |
3-4 | Experience intense fear whenever close to an enemy. If within 10' must make a WIS 17 ST. Failure means overcome with fear - run away | 7 |
5-6 | The distractions in your mind make you lose control of magic items. After a long rest there is a 25% chance you lose atunement to an item. If not atuned you lose the ability to use 1 item until you spend 1 hour reviewing. | 8 |
7-8 | The trauma iby 1d6-1s taking an effect on your capabilities, making you hesitate in battle. There's a 15% chance you cannot act on a given round. | 9 |
9-10 | 10 |
Once the character goes over 40 Insanity Points they have a 50% chance of undergoing a complete mental breakdown. When THAT happens they get NO benefit from ANY rest, can only make an unarmed attack, and wander aimlessly.
When a character undergoes a triggering event roll on the current Tier level. Character takes on that flaw and IP increases the indicated number. One flaw per tier at a time, but up to DM if they change.
Insanity is treated by downtime. Every 7 days of downtime reduces the IP by 1d6+1. During this down time the character living expenses are multiplied by 10 for level 1, 100 for level 2, 1k for level 3. Level 4 can ONLY be treated with a wish spell.
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