Miridon Hunters RPG
 
 

Insanity:


Most Miridonians do suffer from minor possession, but they are able to retain their sanity. However, when there are a large number of ghosts possessing a weakened individual, the individual has a chance to go insane, mutate, or even die.



When a character's [Current Physical HP] is less than their [Current Ghost HP], they must make an insanity roll on the below table. This roll happens whenever the character's [Current Physical HP] lowers or their [Current Ghost HP] increases.



There multiple reasons a character needs to make an [Insanity] roll:



The character's [Current Physical HP] is reduced.

The character's [Maximum Ghost HP] is increased with [Possession].

The character's [Current Ghost HP] is increased with [Gather Mist].



If these conditions are met and [Current Physical HP] is greater than [Current Ghost HP], then they roll to get their [Insanity] roll:



[Insanity] roll result = [Current Ghost HP] - [Current Physical HP] + 3d6



Note: The [Resist Insanity] skill treats the [Current Physical HP] as higher both to check if [Current Physical HP] is greater than [Current Ghost HP] and to calculate the [Insanity] roll



After rolling an [Insanity] roll, the look up the roll on this table and take the appropriate effect:


Table 7.1 - Insanity Roll Effects:
Insanity RollEffectSeverity
10 or lessNone 
11Phobia1
12Spell Drain1
13None 
14Minor Insanity1d6
15Increase Roll1d6
16None 
17Phobia1d6
18Stun1
19Mutant Transformation 
20Increase Roll2d6
21None 
22Spell Drain30
23None 
24Minor Insanity2d6
25Increase Roll3d6
26Mutant Transformation 
27Phobia2d6
28Stun2
29Disruption1d6
30Increase Roll2d6
31Mutant Transformation 
32Spell Drain50
33Possessed1
34Vanity Transformation 
35Increase Roll1d6
36Mutant Transformation 
37Hardened1
38Stun3
39Disruption2d6
40Increase Roll2d6
41Mutant Transformation 
42Spell Drain70
43Possessed1
44Vanity Transformation 
45Increase Roll1d6
46Mutant Transformation 
47Hardened1
48Unconscious 
49Disruption3d6
50Increase Roll3d6
51Vanity Transformation 
52Spell Drain90
53Possessed1
54Spell Backfire1
55Increase Roll1d6
56Vanity Transformation 
57Hardened2
58Unconscious1d6
59Husk Transformation 
60Increase Roll2d6
61Vanity Transformation 
62Spell Drain110
63Possessed1
64Spell Backfire1
65Increase Roll1d6
66Vanity Transformation 
67Hardened2d6
68Unconscious2d6
69Husk Transformation 
70Increase Roll1d6
71Vanity Transformation 
72Spell Drain130
73Possessed1
74Spell Backfire2
75Increase Roll3d6
76Husk Transformation 
77Hardened3d6
78Unconscious3d6
79Mist Form1
80Increase Roll2d6
81Husk Transformation 
82Spell Drain150
83Possessed2
84Awakened Transformation 
85Increase Roll1d6
86Husk Transformation 
87None 
88Curse 
89Mist Form2
90Increase Roll2d6
91Husk Transformation 
92Spell Drain170
93Possessed2
94Awakened Transformation 
95Increase Roll1d6
96Husk Transformation 
97Dematerialize 
98Dematerialize 
99Awakened Transformation 
100 or moreDematerialize 



None:
The character suffers no effects.


Increase Roll:
Add [Severity] to the current [Insanity] roll. Take the new effects.


Phobia:
The character gains a phobia for [Severity] days.  The phobia is dependent on the current situation of the character.  The phobia is decided by the GM.  While in the presence of the phobia, 
any [Defensive Charisma Roll] rolled by the character is reduced by 5.


Minor Insanity:
The character gains a minor insanity for [Severity] days. 
The minor insanity is decided by the GM. 
Any [Defensive Charisma Roll] rolled by the character is reduced by 5.


Curse:
Seemingly no effect. 
The character is now cursed. 
The GM can decide the manifestation of the curse at a future time.


Spell Drain:
If the character is casting a spell, the [Spell Ghost HP] is reduced by [Severity].


Disruption:
The character cannot use [Cast Spell] or [Echo Spell] for [Severity] [Action Blocks].


Spell Backfire:
If the character is casting [Elemental Spell], then that spell activates with the caster as the sole target. 
If the character is casting any other spell, then that spell is cancelled. The damage dealt by the spell is multiplied by [Severity].


Stun:
The character takes effects dependent on the [Severity].

If the [Severity] is 1, the character's [Current Speed Points] are cut in half and the character's [Current Strength Points] are cut in half. The result is rounded down.

If the [Severity] is 2, the character's [Current Speed Points] become 0 and the character's [Current Strength Points] become 0.

If the [Severity] is 3, the character's [Current Speed Points] become 0 and the character's [Current Strength Points] become 0. The character also cannot use [Restore Speed Points] or [Restore Strength Points] in the current [Action Block] or the next 1d6 [Action Blocks].


Unconscious:
The character is knocked [Unconscious] for [Severity] hours. 
Restoring the character's [Current Physical HP] will not heal the [Unconscious] state.


Possessed:
The character takes effects dependent on the [Severity].

If the [Severity] is 1, ghosts possess the character.
The ghosts control the character until the character is reduced to 0 [Current Ghost HP].
The ghosts cannot use [Gather Mist].

If the [Severity] is 2, ghosts possess the character.
The ghosts control the character until the character is reduced to 0 [Maximum Ghost HP].
The ghosts can use [Gather Mist].


Mutant Transformation:
The character transforms into a mutant.


Vanity Transformation:
The character transforms into a vanity.


Husk Transformation:
Transform into a Husk.


Awakened Transformation:
Transform into an Awakened.


Hardened:
The character is hardened against mutation. 
For the next [Severity] times that the character suffers from [Mutant Transformation] or [Vanity Transformation], the character takes no effects.


Mist Form:
The character takes effects dependent on the [Severity].

If the [Severity] is 1, every particle of the character's body dematerializes. 
In 24 hours, the character will appear 1d6 miles away from the location that the character dematerialized. 
Roll 65 + 3d6 and the character also takes that effect as an [Insanity] roll.

If the [Severity] is 2, every particle of the character's body dematerializes. 
In 7 days, the character will appear 3d6 miles away from the location that the character dematerialized. 
Roll 75 + 3d6 and the character also takes that effect as an [Insanity] roll.


Dematerialize:
Every particle of the character's body dematerializes into mist. 
The character is dead.