![]() The time may be reduced by certain quirks or items. A character may remove their Broken Mind infliction by spending 24 hours without adventuring. They must roll a D6 on the ‘Broken Mind Table’. That means that they have given into their fears due to the overwhelming stress of adventuring. (100 - Virtue = Stress Test) If a character fails a Stress Test then they suffer a Broken Mind. At base they have 100% chance to fail minus their virtue chance. At 100 stress damage a character will roll a D100 saving throw (Unless already in a Moment of Virtue or suffering from a Broken Mind). A character will take 100 stress damage before their mind is truly tested. Stress damage is taken upon seeing disturbing events, creatures, objects or other unsettling events/things. Seeing the butchered remains left behind by a mad giant or the burned husk of a village looted by bandits will not leave all with a peaceful mind. Adventurers are faced with tasks that would break the minds of most normal men and while they are heroic (or infamous) bulwarks against evil and injustice they are not fearless. It’s difficult, long and stressful work that only death can truly end. Points may be taken from other stats to add to their Virtue stat up to 60%.Īdventuring is tough. ![]() I had 5E in mind when I wrote it but I imagine it would work for other editions as well.Įach character has a new stat named ‘Stress’ and another named ‘Virtue’.Īt creation a character will have 0/200 stress and 25% Virtue. I know it's a bit of a read but I would REALLY appreciate your guys feedback I haven't really done any balancing so let me know if something is super OP/UP. I was inspired by the stress mechanic in the game Darkest Dungeon and decided to homebrew some rules for it. Hey guys first time posting anything here.
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