Stress & Insanity – 13th Age

by wolvercote66

paranoia

Taking my inspiration from WFRP 3E’s Stress and Insanity rules, I’ve put my own house rules together for the 13th Age.

Stress Rules  

A PC exposed to excessive mental exertion can potentially suffer stress. Some environmental effects can inflict stress, such as surviving a particularly nasty battle, or spending several days without food.  Stress can also be generated by certain creature types. Aberrations, Dragons, Demons, Devils, high level undead or creatures that are at least 3 levels higher than the PC will generate stress for the PC. If you’ve acquired between 3 – 4 stress you will suffer a -1 penalty to your attack rolls and MD.  If you have between  5 – 6 stress you will suffer a -2 penalty to your attack rolls and MD.  Once a PC acquires his 7th stress point, he must roll a normal save vs. insanity.  If the save fails, the PC must then roll on the Severity 1 Insanity Chart and suffer a random insanity.   If the PC continues to acquire stress, he must make additional saves vs. insanity.  Note that the PC’s stress is not lost if an insanity is acquired.  The player should keep that condition a secret and role-play accordingly. Stress can be removed by the following methods.  Spending a recovery to remove 1 stress or having 6 hours of uninterrupted sleep. Healing magic does not remove stress.

Roll Type Effect Severity
01 – 03 Agoraphobia Fear of being outdoors. You make every effort to get indoors. Failure to do so inflicts 1 stress per day. 1
04 – 06 Alcoholism You become addicted to alcohol.  You must make every effort to consume alcohol on a daily basis.  Failure to do so inflicts 1 stress per day that you do not. 1
07 – 11 Anxiety Fear of failure. Misses in combat impose a -1 penalty to hit per miss. If the total penalty reaches -3, inflict 1 stress.  Once the encounter is completed, the penalties are removed. 1
12 – 13 Arachnophobia Whenever you are in the presence of spiders, suffer a -2 penalty to attack rolls.  Whenever you are damaged by a spider’s attack, suffer 1 stress. 1
14 – 17 Claustrophobia Fear of being in enclosed places. You make every effort to get outside or in a more spacious locale. Failure to do so inflicts 1 stress per day. 1
18 – 20 Cowardice You always seek out the weakest foe in every encounter.  Failure to do so inflicts 1 stress. Fear effects are doubled for you. 1
21 – 23 Disgusting Habit You develop a socially unacceptable habit. You suffer a -2 to your CHA and all social oriented skill checks. 1
24 – 25 Delusions of Grandeur All of your failed skill checks inflict 1 stress 1
26 – 29 Doomed Whenever you receive stress, double the amount. 1
30 – 34 Fear of Fire Whenever you are in the presence of fire, suffer a -2 penalty to attack rolls.  Whenever you are damaged by a fire attack, suffer 1 stress. 1
35 – 37 Fear of Heights Whenever you are in an exposed environment more than 20 feet above the ground, suffer 1d2 stress. 1
38 – 39 Fear of Snakes Whenever you are in the presence of snakes, suffer a -2 penalty to attack rolls.  Whenever you are damaged by a snake’s attack, suffer 1 stress. 1
40 – 41 Fear of the Dark Whenever you are in an environment or subject to complete darkness, suffer 1d4 stress. 1
42 – 44 Fear of Rodents Whenever you are in the presence of rodents, suffer a -2 penalty to attack rolls. Whenever you are damaged by a rodent’s attack suffer 1 stress. 1
45 – 50 Fear of Undead Whenever you are in the presence of Undead, suffer a -2 penalty to attack rolls. Whenever you are damaged by an Undead attack suffer 1 stress. 1
51 – 54 Fear of Water Fear of being on or in water that is deeper than your waist. Suffer 1 stress upon being being subjected to this condition. 1
55 – 57 Hypochondriac You have a fear of illness. If any of your allies become diseased, you suffer 1 stress immediately.  If you become diseased, you suffer 2 stress immediately and 1 per day until you are cured. 1
58 – 61 Indecisive You lose a random action per round. 1 – Standard,                       2 – Move, 3 – Quick 1
62 – 63 Insatiable Greed In any situation where gold/riches are at stake, you must make every effort to acquire more than each of your allies. Failure to do so inflicts 1 stress. 1
64 – 67 Kleptomaniac You have urges to steal. If you do not attempt to steal something once per day, suffer 1 stress. 1
68 – 70 Lack of Confidence Suffer a -1 penalty to all attack rolls and skill checks. 1
71 – 73 Monophobia Fear of being alone. If you end your turn with no allies adjacent to you, suffer 1 stress. 1
74 – 77 Nervous While adventuring, you suffer 1 stress per day. 1
78 – 81 Nightmares You have a 1 in 4 chance of suffering 1 stress after sleeping. 1
82 – 83 Reclusive You prefer to be alone. Whenever you are adjacent to an ally in combat you suffer a -1 penalty to your attacks. 1
84 – 85 Superiority Complex Whenever your allies don’t follow your lead/suggestions, suffer 1 stress. 1
86 – 90 The Shakes Whenever you have 2 or more stress, your DEX is reduced by an equal amount. 1
91 – 95 Trepidation For each point of stress you have, your initiative checks are reduced that amount 1
96 – 97 Visions Suffer 1 stress whenever your MD is succesfully attacked. 1
98 – 00 Xenophobia All of your social actions are at a -4 penalty when dealing with a member of a different race. 1
Roll Type Effect Severity
01 – 05 Bloodthirsty In combat, you must attack the closest ally or foe to you each round or suffer 1 stress each time you don’t. 2
06 – 10 Cravings You have an overwhelming desire to taste and eat things not normally meant for human consumption.  Suffer a -4 penalty to your CHA until this condition is cured. 2
11 – 15 Demented It is clearly obvious to anyone that comes in contact with you, that you are not right in the head.  Any skills or checks that rely upon INT, WIS or CHA will suffer a -4 penalty. 2
16 – 20 Depression Every day you have a 1 in 1d8 chance of being unable to do more than simple tasks and follow instructions.  You are unable to enter combat. 2
21 – 25 Fear of Blood Whenever you or your foe becomes staggered, you suffer 1 stress. 2
26 – 30 Forgetful Whenever you have 2 or more stress, your INT is reduced by an equal amount. 2
31 – 35 Fragile Nerves You have a -2 penalty to all skill checks. 2
36 – 40 Hallucinations If your stress level is 3 or higher you may only take               1 standard or move action per round due to hallucinations. 2
41 – 45 Homicidal In every encounter you have a 1 in 1d10 chance of becoming homicidal.  You must attack the nearest foe or ally in the most effective manner possible and make every effort to kill that target until the end of the encounter. 2
46 – 50 Lunatic During the week of the full moon you randomly suffer a different Insanity on the Severity 2 table each day. These are not cumulative. 2
51 – 55 Masochist You derive pleasure from receiving pain and damage. In your first round of combat you allow yourself to be struck for damage. 2
56 – 60 Obsessed Until you accomplish your party’s goal, you and your party suffer 1d4 Stress per day.  The amount can be distributed in any fashion amongst your party. 2
61 – 65 Panic Attacks You have a 1 in 1d4 chance of suffering a panic attack in each encounter. If you do, you suffer a -1 penalty to your attacks and all defenses until the end of the encounter. 2
66 – 70 Paranoia Inherent distrust of your allies. Once per day, each of your allies must make a normal save or suffer 1 stress from being in your presence. 2
71 – 75 Pyromaniac You are compelled to burn things.  You must make every effort to burn buildings or structures once per week or you will suffer 1d4 stress. 2
76 – 80 Sadist You derive pleasure from inflicting pain and damage. If you don’t successfully damage a foe in each combat encounter, suffer 1 stress. 2
81 – 85 Solipsism You’re no longer convinced that that anything besides yourself truly exists. Whenever you take an action that can potentially affect one of your allies, you do so at a -2 penalty. 2
86 – 90 Tension When you suffer 1 stress you become weakened for 1d4 rds. 2
91 – 95 Warped Self Image Every day you have a 1 in 1d6 chance of not being able to use your recoveries. 2
96 – 00 Weak Minded Your MD is randomly 1d4 lower at the start of each day. 2
Roll Type Effect Severity
01 – 10 Amnesia You forget everything about yourself and any skills related to your class. 3
11 – 20 Catatonia You retreat into yourself, shutting out the outside world.  If your stress level ever reaches 6, you become catatonic.  You stop what you are doing and become in effect helpless.  You will remain in this state for 1d4 days, after which you return to normal. 3
21 – 30 Delusional You believe you have abilities of a class that you do not.  (Ex. You are a fighter but believe you are a wizard).  You have a 1 in 6 chance of exhibiting these tendencies per encounter.  If you do, you must roleplay as a random class that you are not trained in for the duration of the encounter. 3
31 – 40 Extreme Condition Roll on the Severity 2 Table.  You acquire a new condition but at double the effects. 3
41 – 50 Fragile State Whenever you suffer a wound you also suffer 1 stress. 3
51 – 60 Hysteria You lose control of yourself due to excessive stress or fear.  Everytime you acquire stress or are subject to a successful fear effect you have a 1 in 1d4 chance of fleeing the encounter or area for 1d6+2 rounds. 3
61 – 70 Manic You believe you are unstoppable. Every day you have a 1 in 1d6 chance of becoming Manic and will go without rest or sleep for the next 24 hours.  You will not benefit from the effects of Resting or Recharging while you are Manic. 3
71 – 80 Psychopath In every encounter you have a 1 in 1d4 chance of becoming Psychopathic.  You must attack the nearest foe or ally in the most effective manner possible and make every effort to kill that target until the end of the encounter. 3
81 – 90 Suicidal In 1d4 days you make every effort to take your own life.  Prior to the attempt you should roleplay in a manner hinting at your intentions. 3
91 – 00 Unhinged You are inflicted with 3 Severity 2 Insanities. 3