So, I’m still working on my Horror/Sanity/Eldritch Abomination goodness ruleset.
Right now I’m strongly considering supplying two frameworks for dealing with insanity, mutation, other Bad Things.
The first is entirely in-fiction, supplying extensive descriptions of what the effects of certain things might be on a character (for example, describing in detail what kleptomania actually does to a real person). This can be used straight up with any system really, but relies on the players being willing to actually roleplay their mental damage.
The second is a more mechanical approach, for those who enjoy a bit of “roll sanity” and madness points (and, optionally, Random Tables).
For the mechanical solution I think I’ll build an “appendix” sheet for use with any regular playbooks, where players can track all the bad things happening to them and their ever dwindling grasp on reality.
Corruption/Madness will work like a kind of “inverted” experience track.
You start out at full sanity, but if you accrue sanity level + X (to be playtested) corruption points, your sanity level will go down
Yes, that means that as your sanity erodes you will sink into madness faster and faster.
Once you pass the halfway point (sanity level 5) you will start drifting further and further from normal reality, allowing the DM many opportunities to Reveal an unwelcome truth or Show signs of an approaching threat. Also tentacles.
The core idea I’m going for here is that the more you are exposed to madness and corruption, your sanity erodes and your character becomes closer and closer to the eldritch horrors he is trying to combat.
Sorry to ramble on, I just wanted to idea-dump and see if people have input 🙂