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Insanity System

Player starts at insanity of 0 there are three tiers of madness, each has its own table to roll for traumatic events the player suffers from that flaw and gains that amount of insanity.   T1: 10-19
Roll Desc. Insanity gain
1 Character feels like they are always watched by malicious eyes 1
2 Shadows seem to dance like something is in them ready to attack 1
3 Character always anticipates attacks and constantly caresses their weapon 2
4 Character feels like allies and enemies are judging them harshly and they want to prove them wrong 2
5 Betrayal and threats feel like constant issues and the player will pull their weapon when meeting new people 3
6 Player feels like they are never prepared and every morning must inspect weapons and armor, they also randomly do it throughout the day 3
7 Trust in others is broken, the character always omits information or lies to keep others from being able to use anything against them 4
8 No trust in surroundings and cannot sleep without a thorough walkthrough of their sleeping arrangements 4
9 Delusion that the character is under the effects of a random potion 5
10 Constantly feels the need to clean things 5
T2: 20-29
Roll Desc. Increase
1 Character has trouble remembering things due to lack of sleep, 25% chance to lose a random non-magical item after a long rest 3
2 The disgust and fear of blood leads to a disadvantage on medical checks 3
3 Fear of magical attacks both divine and otherwise leads to a disadvantage on Arcane and Religion checks 4
4 Inability to keep a clear mind to keep up a rouse leads to a disadvantage on deception, intimidation, and performance 4
5 Nerves have made it hard for you to stand still, disadvantage on stealth and sleight of hand 5
6 Monstrous things you have thought give you anxiety leading to disadvantage on all insight and persuasion checks 5
7 Constantly observing your surroundings causes an inability to notice small details leading to disadvantage on investigation and survival checks 6
8 Memory is starting to fade leading to disadvantage on history and nature checks 6
9 Gain a "Lucky charm" when you are 30 ft or more away from the person or item you have disadvantage on attack, saves, and ability rolls 7
10 When fighting an aberration 10% chance to become feared for 1d4 turns at the beginning of the fight 7
T3: 30-49
Roll Desc. Increase
1-2 Unable to concentrate due to the fears and traumas of your life you must now make a DC17 con save when concentrating on every round. 6
3-4 Fear of your enemies causes a DC17 wisdom throw when in melee range or must use movement to run away 7
5-6 Difficulty connecting to magical items now causes you to have a 25% chance to lose attunement to a random magic item on every long rest. If you are not attuned to anything you are unable to benefit from one random magic item until you use 1 hour to learn to use the item again 8
7-8 Hesitation due to trauma leads to a 15% chance(1d12) that you will be unable to take an action on your turn 9
9-10 Your mind is nearly broken, plagued with nightmares and horrors faced there is now a 25% chance to only regain 1/2 Hit dice for a rest and 5% chance that you will not be able to benefit from a long rest at all. 10
  Finality When the player reaches 40 and above there is a 50% chance on every traumatic event that the characters mind breaks. The character is unusable at this time and doesn't benefit from res, can only use unarmed attack, and spends their days wandering aimlessly muttering of the horrors and terrors of the world.     Healing past traumas: Priests and some mages are able to heal the characters mind through a week of treatment. When a character receives treatment they take 1d6+1 from their current score and if they are not removed from a tier they lose one flaw from their highest tier. If they go below the threshold for that tier they lose all flaws associated with it.
T1: 250g Most larger towns have priests that are able to do this
T2: 2500gp Some larger towns have these priests and all Cities do
T3: 25000gp Only the largest cities have these priests

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