Madness

From Kronopolis and the Flat Plane
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  • You see everyone as enemies, at the start of your turn you must succeed with a Sanity check, or roll a d20 and on a 10 or less you act defensivly, on a 11 or higher you act aggressively until the start of your next turn. Movement and Actions should reflect this.
    • Defensive actions are those that do not harm others but bolster your character from harm, such as the Dodge action or the Brace maneuver.
    • Aggressive actions are those that attempt to harm or debilitating other creatures, such as the Attack action or the Power Attack maneuver.
    • Actions and maneuvers that have potential to be both harmful and defensive at the same time (i.e. Disarming Attack maneuver), can be weighted by how low or high the d20 roll were, a 1 should be strictly bolstering actions while a 6 could allow a Disarming Attack maneuver.
Roll Act Example
Actions
1-5 Strictly defensive Dodge
Brace
6-10 Defensive Disarming Attack
11-15 Offensive Menacing Attack
16-20 Strictly offensive Attack
Power Attack