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*Pathfinder & Starfinder
Madness in Pathfinder
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<blockquote data-quote="Set" data-source="post: 5494133" data-attributes="member: 41584"><p>The Freeport Companion for Pathfinder (from Green Ronin) does something similar to what you are proposing for it's Insanity system.</p><p> </p><p>Each encounter with something mind-shattering (aberrations, certain spell effects, some undead, particularly gruesome scenes) gives you some insanity points, and you can get rid of them either via magical healing, mundane 'therapy' via the Heal skill, or by 'buying madness.' A short term episode of madness lasts 1d10+something rounds, and only buys off a point or two, a longer-term freakout lasts (IIRC) 1d10x10 rounds, and buys off a little more, and a permanant form of madness buys off a larger amount.</p><p> </p><p>For each point of Insanity you have, your Wisdom is treated as lower for the purposes of skills and saves, but higher for spell DCs and possibly bonus spells (book not at hand, so just making stuff up now...).</p><p> </p><p>(If I were to use their system as written, I'd make two changes.</p><p> </p><p>1) The 'benefit from madness' feature that allows Insanity to add to Wisdom for spell DCs would be a feat or class ability for Cultists or Madness Domain clerics or whatever, and not a general feature for anyone.</p><p> </p><p>2) You couldn't spend Insanity to gain a temporary bout of madness in a non-critical / challenging situation. None of this, 'I lock myself in my room and have a little freakout' to buy off some Insanity points. It would have to be spent in a situation where it could be detrimental or even dangerous, such as in a social setting, or during combat.)</p></blockquote><p></p>
[QUOTE="Set, post: 5494133, member: 41584"] The Freeport Companion for Pathfinder (from Green Ronin) does something similar to what you are proposing for it's Insanity system. Each encounter with something mind-shattering (aberrations, certain spell effects, some undead, particularly gruesome scenes) gives you some insanity points, and you can get rid of them either via magical healing, mundane 'therapy' via the Heal skill, or by 'buying madness.' A short term episode of madness lasts 1d10+something rounds, and only buys off a point or two, a longer-term freakout lasts (IIRC) 1d10x10 rounds, and buys off a little more, and a permanant form of madness buys off a larger amount. For each point of Insanity you have, your Wisdom is treated as lower for the purposes of skills and saves, but higher for spell DCs and possibly bonus spells (book not at hand, so just making stuff up now...). (If I were to use their system as written, I'd make two changes. 1) The 'benefit from madness' feature that allows Insanity to add to Wisdom for spell DCs would be a feat or class ability for Cultists or Madness Domain clerics or whatever, and not a general feature for anyone. 2) You couldn't spend Insanity to gain a temporary bout of madness in a non-critical / challenging situation. None of this, 'I lock myself in my room and have a little freakout' to buy off some Insanity points. It would have to be spent in a situation where it could be detrimental or even dangerous, such as in a social setting, or during combat.) [/QUOTE]
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