Insanity

Insanity, Traumas and Disorders

The world holds many dangers, not all of them to the physical form. Mind-changing potions or spells; a horrific monster thought to be nothing but legend; seeing whole groups of people be slain at once… all of these are just some of the threats to one's mental wellbeing. This is abstracted as a type of damage inflicted on characters called 'Insanity'.

Every Chapter, whenever an Adventurer suffers Insanity, it is tallied up, and certain effects come into play depending on how much Insanity has been sustained.

For every 10 points of Insanity sustained, an Adventurer runs the risk of gaining a Trauma, a temporary change in their behaviour due to their harrowing circumstances. The Adventurer must make a Trauma Test for every 10 points taken; this is a Willpower test, with a -10 stacking penalty for every Trauma test past the second. On a failure, the Adventurer gains a single Trauma, chosen randomly by rolling on the Trauma chart, adding a +10 per degree of failure. If the Adventurer rolls a Trauma they already possess, then they roll again with a +10 modifier to the roll. Traumas persist until the end of the next Chapter. Alternatively, depending on the situation, a fitting new and unique trauma may be granted.

Whenever an Adventurer suffers more Insanity in a Campaign Turn than their Willpower Bonus*5, they run the risk of gaining a Disorder, which is a debilitating and long-term injury on their mental state. Disorders come in three ranks: minor, severe and acute. On suffering more than their Willpower Bonus*5 insanity damage, the Adventurer makes a Disorder test, which is a Willpower test with a -5 penalty for every rank of Disorder the Adventurer has. An Adventurer may only make a single Disorder test once per Chapter. On a failure, the Adventurer gains either a single Disorder or increases the rank of an existing Disorder by one, to a maximum of acute. Disorders are customised to the Adventurer, and often depend on the traumatic situation in general.

Traumas

TRAUMA CHART
Roll Result Name Variant 1 Variant 2 Variant 3
1-40 Unusual Affect Negative Affect: You become relatively withdrawn, quiet and less openly emotional. You take a -10 penalty to fellowship tests and to Willpower tests against low-arousal emotional effects or disorders that encourage low affect such as depression or apathy. However, you take a +10 bonus to willpower tests against high-arousal emotional effects, such as attempts to provoke, frenzy or seduce you. Positive Affect: You display a relative increase in excitability and expressed emotion, which can take on a manic edge. You take a -10 penalty to perception tests and to Willpower tests against high-arousal emotional effects such as attempts to provoke, frenzy or seduce you; however, you gain +1 to Initiative tests and a +10 Willpower tests against low-arousal emotional affects or disorders that encourage low affect such as depression or apathy. -
41-70 Obsession Obsessive Thought: You find yourself fixating on one topic of thought to a distracting degree, affecting your concentration. You take a -10 penalty to Intelligence, Perception, Willpower and Fellowship tests. Compulsive Action: You are compelled to perform a certain action, sometimes related to the trigger of trauma, sometimes not. In situations where you are unable to perform this action, you take a -10 penalty to all tests. Catastrophising: You find it hard to resist ruminating excessively on the worst case scenario, even if it is unlikely or impossible. You take a -10 penalty to Willpower tests; furthermore, you take a -10 penalty to Fear tests which stacks with the Willpower penalty.
71-100 Paranoia Hypervigilance: You are constantly fearful, seeing danger around every corner. You take a +10 to Awareness tests, but a -10 to Willpower and Intelligence tests. Mistrustful: You begin suspecting those around you, even close allies. You take a -10 penalty to Fellowship and Willpower tests, but a +10 to Scrutiny tests. The cohesion cost of all Formations which include you (either as a participant, leader or commander) is increased by one. -
101-120 Temporary Phobia You develop a sharp aversion to a certain stimulus. You gain a temporary Phobia disorder at Severe category. - -
121-130 Agitation You react to stress and pressure by becoming extremely agitated. When performing any task that requires a test, you must pass a Willpower test first or take a -10 penalty. In combat, it is assumed that you always fail this Willpower test and so take a -10 penalty to all tests. - -
131-140 Nightmares You suffer extreme and vivid nightmares, making sleep practically impossible. You take a level of Fatigue that may not be removed. - -
141-150 Mutism You are unable to speak. - -
151-160 Extreme Distress You become extremely distressed and unfocused; you barely eat or drink, and you look terrible. You reduce all Characteristics by 10 for the duration of the trauma. - -
161-170 Hysterical Sensory Deprivation You suffer an extreme fit of hysterics; by the end of it you're rendered blind and deaf. - -
171+ Catatonia You become virtually unresponsive. You cannot initiate actions, but you can be gently led. - -

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Disorders

Whenever an Adventurer suffers more Insanity in a Campaign Turn than their Willpower Bonus*5, they run the risk of gaining a Disorder, which is a debilitating and long-term injury on their mental state. Disorders come in three ranks: minor, severe and acute. On suffering more than their Willpower Bonus*5 insanity damage, the Adventurer makes a Disorder test, which is a Willpower test with a -5 penalty for every rank of Disorder the Adventurer has. An Adventurer may only make a single Disorder test once per Chapter. On a failure, the Adventurer gains either a single Disorder or increases the rank of an existing Disorder by one, to a maximum of acute. Disorders are customised to the Adventurer, and often depend on the traumatic situation in general.

Disorders, broadly speaking, have an effect (eg. "-10 to all tests") and a trigger (eg. "When encountering insects" or "Once per Chapter regardless"). When the trigger is encountered, the Adventurer must make a Willpower test to resist the effects. On a failure, the effects occur. This test is +10 if the Disorder is minor, +0 if Severe and -10 if Acute.
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