Icarus88

Steel and Silver Sanity

May 18th, 2018
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  1. Because the planes of Asteris have come under attack have so much from the forces of the Far Realm, insanity is all too common among the civilized races of the world. To represent this, every player is given a Sanity stat. This is equal to 10 + your Sanity Modifier. During a situation that may call for Sanity roll, a player rolls a d20 and must roll below his Sanity stat to maintain his sanity. If a player rolls above his Sanity stat the stat is lowered by 1 and they suffer a form a madness. Generally, this is short-term madness but it is up to the DM's discretion the severity of this madness. If a player's Sanity reaches 0 that player is driven permanently mad and is considered more or less considered dead, a shell of their former self that is unable to perform even the most menial task. Short-term madness generally passes fast enough for players to not seek out aide, and permanent madness is permanent. However, indefinite madness can be treated in various ways. Situations that warrant a Sanity roll are completely up to the DM but it generally is something influenced by either the Far Realm or Undead. Something far from the ordinary, extreme brutality, or another's absolute insanity are other reasonable triggers. Additionally, a player casting a spell from the school of necromancy may be required to make a Sanity check upon completion of the spell if that spell. Players can regain lost Sanity points in various ways, from potions to items to spending time in an Asylum in one of the great cities. Additionally, players can regain lost Sanity points by not having to make a Sanity roll for 1d6 days.
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