Insanity

This system originates from Shadow of the Demon Lord but has been altered to work in the current system.  

Insanity

  Characters risk madness when they encounter the strange, the unsettling, or the awful relative to their character. Being affected by dark magic, encountering horrifying demons released from Orcus, or witnessing acts of sudden, brutal violence can stress or even shatter the mind. Insanity measures this stress.  

Insanity Total

  Most characters begin with Insanity 0. You cannot gain more Insanity than your Wisdom Score Modifier.  

Gaining Insanity

  Certain situations cause you to gain Insanity, as directed by some enemy abilities or at the GM's discretion. Whenever you gain an Insanity Point, you become frightened for a number of rounds equal to your new Insanity total. If you are already frightened, you instead become stunned for the duration. When your Insanity Point total exceeds your Wisdom Score Modifier (minimum 1), you will instead go mad.  

Going Mad

  When you go Mad, remove the frightened affliction gained from Insanity and roll a d20, then your GM will consult the Madness table to determine what happens to your character. Most forms of madness are temporary, while some change your character permanently. Once the d20 is rolled and the madness effect ends, reduce your Insanity by 1d6 + your Wisdom modifier (minimum 1).  

Quirks

  You can remove Insanity before going Mad by gaining quirks. A quirk is a compulsive behavior, a phobia, or another condition permanently affecting your character. You can gain a quirk at any time, though once you do so you cannot gain another quirk until after you complete a long rest. The GM chooses a quirk that is appropriate for the most recent source of your Insanity, and you then reduce your Insanity total by 1d6 + your Wisdom modifier (minimum 1).  

Corruption

  Evil leaves a stain on the mortal soul that can be removed only by the devils haunting Orcus's depths. These warped beings of Orcus feed on the darkness that burdens immoral essence. Most people believe evil actions have spiritual consequences, though many don't care. Player characters have Corruption scores to reflect the evil they commit. The more corrupt a character becomes, the greater the taint of evil on his or her soul until it is consigned to Orcus for eternity.  

Starting Corruption

  Most characters begin with Corruption 0.  

Gaining Corruption

  Your Corruption score might increase during the game, usually as a result of performing an act of immense evil, as determined by the GM. Examples include:
  • Murder of the innocent
  • Harming an innocent by spreading disease, poisoning a well, or being reckless with magic
  • Learning spells from dark traditions such as Forbidden or Blood Rituals
  • Using certain dark relics
As your Corruption score increases, you suffer increasingly unpleasant effects. Whenever you gain a Corruption Point, roll a d10. If the number rolled is less than your Corruption score, roll a d20 and your GM will consult the Mark of Darkness table. If you would gain a Mark of Darkness you already have, you instead gain 2d6 Insanity Points.  

Atonement

  Corruption, once gained, is hard to lose without the tender attentions of the devils that feed on it. Powerful magic can cleanse a soul that is only lightly stained, though such magic is rare and hard to come by. Repentant mortals can erase some or even all Corruption by committing their lives to good works, making amends for past misdeeds, making deals with certain gods in the Harmony Pantheon, and conducting themselves selflessly and with charity, virtue, and compassion for others.