Monday, August 6, 2012

Progress

To be honest, other than formatting, I haven't made much. I'm trying to secure an editor for when I get back to school, and so far I'm not having any luck. Until I can get someone to edit this stuff, not a lot of progress can really be made.

So, here is to hoping I find one.

Thursday, August 2, 2012

Rules: Sanity


The sanity rules are based off of the  original akratic wizardry design. There isn't much change between the two systems, other than the mind save vs. insanity. This particular rule can be useful in horror or swords and sorcery-heavy style adventures.

WISDOM & SANITY
Witnessing supernatural horrors and arcane secrets can drive adventurers mad. To simulate this, treat a character’s WIS as a sanity score. A character with high WIS has a Confucian grasp of the nature of reality, self-discipline, and remarkable strength of will. A character with a WIS of 3 is barely lucid, easily confuses reality with fantasy, and is on the border of lapsing into madness. Characters with WIS score of 2 or lower are insane, and must be treated as NPCs. (If this WIS loss is tempor­ary, the character is under GM control until they regain sanity.) If a character witnesses an unspeakable horror, the GM may require the player to make a Mind Save 15+/- by the severity of the horror. If the character fails their saving throw, they lose points of temporary WIS. The exact amount should be determined by rolling 1d6. If a ‘6’ is rolled, the character also permanently loses one point of Wisdom (i.e., one permanent point of WIS and five temporary points). Temporarily lost points of WIS may be regained at a rate of one point per day of complete rest.