Sanity & Madness in Strange & Grim - OLD | World Anvil

Sanity & Madness

Sanity and Madness

Roll a d100:   01-05 – You are able to stave off the effects of the madness. You do not gain a permanent effect.   06-45 – The madness has affected you in some way. Roll a d4:   On a 1, you have developed a slight tremor in your hands. Reduce your Athletics, Acrobatics, Stealth and Sleight of Hand rolls by 1.   On a 2, your memory has been affected and you can’t recall information as easily. Reduce your Arcana, History, Investigation, Nature and Religion rolls by 1.   On a 3, you are not as attuned with the world. Reduce your Animal Handling, Insight, Medicine, and Survival rolls by 1.   On a 4, your confidence has been shaken and you have developed a stammer. Reduce your Persuasion, Deception, Intimidation and Performance rolls by 1.   46-55 – The madness you’ve experienced has distorted your perception of reality. Roll a d2:   On a 1, you see things in the shadows that aren’t there. When you aren’t in bright light, you have disadvantage on all Perception rolls that rely on sight.   On a 2, you are constantly hearing things. You have disadvantage on all Perception rolls that rely on sound.   56-65 – The madness has caused you to forget something once important to you. Choose a skill you are proficient in. You are no longer proficient in it.   66-75 – The madness has crept into your subconscious and you have awful night terrors when you sleep. Whenever you take a long rest, roll a d6. On a 1, you do not gain the benefits of a long rest. This includes regaining lost HP, regaining spell slots and any abilities that reset. You do however recover HD, and can switch out spells.   76-85 – The madness has severely distorted your perception of reality. You are no longer sure of what is real and fake. You have disadvantage on all Perception rolls.   86-90 – Your spirit has been broken in some way and you are now more susceptible to danger. Roll a d6 (1=STR, 2=DEX, 3=CON, 4=INT, 5=WIS, 6=CHA). Whichever you roll, reduce that Saving Throw by 1.   91-95 – The madness you’ve experienced has caused you to lose the edge on many of things you were highly trained in. Reduce your proficiency bonus by 1.   96-99 – You have been severely touched by the madness of the Underdark. Roll a d6 and a d2. The d6 determines which stat is affected (see above) and the d2 determines how many points of that stat you lose.   100 – You completely lose your mind and fall unconscious, your mind a slave to one of the Demon Lords. While you aren’t dead, you are far from alive and nothing short of a Greater Restoration spell can break your catatonia. Even if/when you awake, you still suffer the stat and proficiency loss from above.

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