Psyche
The Psyche stat indicates a PC’s state of mental health. During their journey the PC’s will face events and entities that are beyond human comprehension or are otherwise highly shocking. During such encounters, the PC’s roll Presence DR12 (unless stated otherwise), and if they succeed, they lose an appropriate amount of Psyche points.
When a PC succeeds in their Presence roll, their mind grasps the things they witnessed and understands their alien, bizarre, cruel or gruesome nature, so that the seen horrors affect the PC´s mental state. Exposing oneself to the preternatural, or the savagery that some humans are capable of, should be a mind-shattering experience, not to be taken lightly.
Spiritual healing spells and items are extremely rare and hard to find, and the best way to treat a PC’s mind is to take them to an asylum. Sadly, any treatments will take days or even months. If the PC’s Psyche ever reaches zero, the PC will go insane and will be unplayable.
When a PC’s Psyche is less than third (rounded down) of their max Psyche, all the Presence rolls are DR+3.
When a PC’s Psyche is 1, they have to test Presence DR12 every day until they fail. After that the looming madness affects their behavior in a way or another for the coming D6 days. The PC’s may consult the following table of lunacy if they so wish, or they can choose an appropriate effect themselves, one befitting their character. When the condition is over, the PC must start the daily Presence rolls again.
Roll D6 to determine the symptoms of madness:
01: Paranoia and Panic; roll Presence DR12 during every social interaction and combat; upon failure run away in fear; in social situations you are gone for D12 minutes; in combat you are away for D4 combat rounds; you may try to calm yourself with a Presence DR12 roll.
02: Aggression; roll Presence DR12 during every social interaction; upon failure you act unbelievably violently; in social situations you assault innocent people; in combat you cannot dodge or block as you are so focused on hurting the enemy.
03: Erotomania; you fall in love with a party member; in social situations you get angry if an outsider talks to them; in combat you defend them with your life, literally.
04: Losing Yourself; you forget how to use any class specific skills or Common Skills you know; in combat you have to roll Presence DR10 once per combat round to remember how to fight; Knowledge rolls are DR+3.
05: All the Bad Decisions; you don’t know what you are supposed to be doing or how; whenever doing a skill roll, roll 2D20 and keep the worst result.
06: Severe Insomnia; something keeps you awake at nights, be it the hallucinations or the guilt of your past you carry within; Presence DR14 to sleep at all; even if successful, you gain only D3 HP, and half of the max Luck Points and daily spells back after sleep; if you fail to sleep five nights in a row, you die to a heart attack.