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# Afflictions and Virtues ### Introduction Adventurers in this conversion are not the unwavering heroes of high fantasy to which you are accustomed. While they are certainly tough and capable fighters, they are also very human and you will need to manage their Mental Health as well as their Health. As such if their Stress reaches a peak, they will respond emotionally to the horrors they encounter, by becoming Afflicted, or, more rarely, Virtuous. ### Getting an Affliction or a Virtue An affliction is a stress-induced mental issue suffered by an adventurer when they gain too much Stress. Afflictions change the way your character behaves in some fashion, and can only be cured during downtime. When you gain 100, 150, and 175 Stress for the first time after a long rest, roll to see which affliction you develop. If you roll a duplicate, roll again. ##### Affliction and Virtues | d100 | Affliction | |:----:|:-------------| | 0-7 | Paranoid | | 8-15 | Selfish | | 16-23 | Irrational | | 24-31 | Fearful | | 32-39 | Hopeless | | 40-47 | Abusive | | 48-55 | Masochistic | | 56-63 | Dependent | | 64-71 | Schizophrenic| | 72-79 | Rapterous | | 80-83 | Powerful | | 84-87 | Courageous | | 88-91 | Stalwart | | 92-95 | Vigorous | | 96-99 | Focused |
\columnbreak ## Affliction Types ### Paranoid When adventurers are inflicted with Paranoid, they will suspect everyone and everything around is plotting against them and is actively trying to kill them. The paranoid affliction has the following effects on an adventurer: * 3 times a day he accuses party members of plotting against him. Increasing the stress of each member accused by 20/members accused. If the paranoid adventurer fails to accuse the other party members he will do so during the next long rest, denying himself and the accused characters the benefits of a long rest. * If the afflicted is a target of a beneficial effect of an ally roll a d4. On a 1 or 2 he will attempt to resist the effect. If the effect covers an area the hero will attempt to move out of it as quickly as possible. * The afflicted gets a +2 bonus to his passive perception score. ### Selfish Selfish adventurer will start to act with little thought to other party members. The selfish affliction has the following effects on a hero: * He will always attempt to take anything that is found for himself. If another party member takes an item the stress level of afflicted will increase by 20. * If the adventurer wants to use a beneficial ability, spell or item on an ally he needs to pass a dc 12 Charisma saving throw to do so * During each round of combat roll a d4. The afflicted adventurer acts according to the result. | d4 | Effect| |:----:|:-------------| | 1 | The adventurer does nothing commenting on his need for rest.| | 2 | The adventurer attacks recklessly, commenting on his desire for glory. | | 3 | The adventurer flees to the backlines, commenting on his safety being more important than others. | | 4 | The adventurer acts normally. |
Afflictions and Virtues
\pagebreakNum ### Irrational Irrational adventurers start to say things that make little sense, in some cases related to their past sins. The irrational affliction has the following effects on a hero: * Whenever the hero performs an action in or out of combat or takes a rest roll a d4. ##### Cookie Tastiness | d4 | Effect | |:----:|:-------------| | 1 | The adventurer does the exact opposite of what he wanted to do. | | 2 | The adventurer throws away any items he is currently holding. | | 3 | The adventurer says random things related to his character increasing stress of all characters in a 20 feet radius by 10 and performs his action. | | 4 |The adventurer performs his desired action. | ### Fearful When adventurers become fearful they will be extremely cowardly and unable to cope with the adversities they face. The fearful affliction has the following effects: * The afflicted adventurer always starts combat in the frightened condition. At the start of combat determine the source of the hero's fear. * Whenever another adventurer interacts with a curio this adventurer's stress level increases by 10 as the fearful adventurer talks of all the horrible things that could happen from interacting with this object. * Whenever the fearful adventurer interacts with a curio his stress increases by 30 as he is imagining all the horrible things that might happen to him. ### Hopeless They see themselves and this expedition as completely doomed, they will try to keep others alive but will more often than not get themselves killed. The hero has just given up on fighting. The hopeless affliction has the following effects: * Whenever the hero wants to act he has to pass a dc 8 charisma saving throw. On a fail the hero is too hopeless to act. * When the hero drops below half of his maximum hp the hopeless hero suffers a -3 penalty on saving throws and his ac is reduced by 3 as the hero sees no reason to attempt to fight for his survival as all hope is lost. \columnbreak ### Abusive The adventurer becomes cruel and critical towards other heroes, mocking them for the slightest mistake, and insulting them with every step. The abusive affliction has the following effects on a hero: * When an ally gets hit by an attack he verbally abuses the character increasing their stress by 10. * When an ally lands an attack and does less then 4 damage he verbally abuses the character increasing their stress by 10. * When an ally misses an attack he verbally abuses the character increasing their stress by 10. ### Masochistic When adventurers are affected by Masochistic, they will enjoy their pain, trying to be the one getting hurt. The masochistic affliction has the following effect on an adventurer: * If another adventurer gets damaged within a 60 feet radius the masochistic adventurer will talk about how they wish they were hurt, increasing the stress of the damaged character by 10. If the damaged adventurer is no further than 5 feet away from an enemy the masochistic adventurer will use his reaction to take the position of the damaged hero. Pushing the damaged adventurer 5 feet backwards. * The afflicted can no longer receive healing other than through a short or long rest. * If an enemy is no further than 5 feets away from the masochistic adventurer he (the afflicted adventurer) can not willingly move away from him. * The masochistic adventurer is immune to the frightened condition ### Rapterous While most adventurers will either mentally collapse or overcome their worst fears when faced with the horrors in their travels, this one revels in the insanity and will abandon all notions of self preservation to attack everything in sight in a berserk frenzy. * The AC of this adventurer is decreased by 2 * The adventurer can and must spend his bonus action to attack if possible. When attacking this way he deals 1d8 bonus bludgeoning damage to the target and increases the stress of everyone within a 30 feet radius by 10. * The adventurer must attack at least one time per turn. If that is not possible he must spend his action moving towards the closest possible target. \pagebreakNum ### Dependent This adventurer suffered a live of catastrophic failures and mistakes and has lost any faith in his ability to make decisions.
An adventurer who becomes dependent selects a character once he becomes afflicted.
The adventurer must follow all orders of that character to the letter. If he does not his stress increases by 20.
As long as he is within hearing distance of that character the adventurer has advantage on charisma saving throws
As long as the adventurer is not within hearing distance of the character the following effects are active: * The afflicted has disadvantage on Charisma checks. * Every turn in combat roll a d4. On a 1 the afflicted is plagued by indecision and does not act this turn. ### Schizophrenic An adventurer unable to cope with the stress and suffering of the arduous life of an adventurer sometimes splits his personalities.
The afflicted hero is assigned 3 new characters. Every character and the adventurer is assigned a number.
These characters have their own stats (only int, wis and cha change) classes, abilities, afflictions and stress levels.
They all share one common trait which is the affliction schizophrenic.
A schizophrenic character has to make a charisma saving throw whenever one of the following circumstances occurs:
* The character falls unconscious. DC: 15
* The character falls asleep. DC: 10
* The character takes more than 8 damage. DC: amount of damage taken.
On a failure roll a d4. The character with the assigned number is now in control. \pagebreakNum
CLASS FEATURES
## Virtues general effects * Virtous heroes ignore the effects of a heart attack. * A virtue lasts until the next long rest. ## Virtue Types ### Powerful Powerful adventurers become absolutely convinced of their own innate strength. The powerful virtue has the following effects on a hero: * The first attack deals one extra die of its damage during each turn. ### Courageous Courageous adventurers stand tall, driving their team on with verbal encouragement. The courageous virtue has the following effects on a hero: * The stress of the hero immeadiately decreases by 30 points. * The courageous hero can spend an action to give an inspiring speech to his companions. Decreasing everyone's stress by 2d10. The hero can do this a number of times equal to his charisma modifier+proficiency bonus (minimum of 1). ### Stalwart Stalwart adventurers become utterly immovable in the face of terror, meeting every fresh struggle in the dark with little more than a raised eyebrow. The stalwart virtue has the following effects on a hero: * The stalwart hero's stress immediately decreases by 60 points. * The hero's stress will only increase by half the usual amount. * Every hour the stress of the hero decreases by 20. ### Vigorous The adventurer will feel bursts of energy strengthening his resolve, and is convinced of their ability to dispatch of the enemy. The vigorous virtue has the following effects on a hero: * Every hour the hero gets 2d8 temporary hp. * The hero gets a +5 on initative rolls. ### Focused An adventurer will become Focused towards the task and nothing will deter them from gaining a victory. The focused virtue has the following effects on a hero: * The hero gets a +1 on all ability checks.