Madness
Madness in General
The vast expanses of open country, the remotness of the The Glorious Expeditionary Factfinding Force's new surroundings, and the strangeness of the native inhabitants of Mididatoco challenge your character's very conceptions of reality.
We are instituting the Madness mechanic into our game for a few reasons"
- We hope it gives your characters some fun and unexpected opportunities for character development in this less frequent, less narrative format.
- Based on your responses to the survey, we wanted to keep the game dark, gritty, and ominous, and this is a tool for maintaining that sense of danger.
- It plays a role in several plot lines you might pursue in the new world.
How It Works
At the DM's direction, characters will make a Sanity Check. A Sanity Check is a Wisdom, Charisma, or Intelligence Saving throw, Player's choice. The results of the Sanity check will determine the degree to which your character's mind succumbs to the madness.
- On a 10-20: Your Character is able to cope, and suffers no madness effect.
- On a 5-10: Your Character succumbs temporarily. Roll on the Short-Term Madness Table.
- On a 2-4: Your Character succumbs. Roll on the Long-Term Madness Table.
- On a 1: Your Character is permanently effected: Roll on the Indefinite Madness Table.
Short-Term Madness Table
Long-Term Madness Table
Indefinite Madness Table
Curing Madness
A calm emotions spell can supress the effects of madness, while a lesser restoration spell can rid a character of short-term or long-term madness. Depending on the source of the madness, remove curse or dispel evil might also prove effective. A greater restoration spell or more powerful magic is required to rid a character of indefinite madness.
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