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In most campaigns players routinely see and combat evil. But not specifically serial killers or murder cults like in these scenarios. Given my love of "broken detective who has seen too much" noir, i am thinking of playing up that aspect and adding some light rules approximating ptsd.
I also sent this to the players to get their feedback before we start.
1. Firstly they are pretty inconsequential like "if fail Will save then Staggered 1d2 rounds", or Confused for 1 round, immune to beneficial or harmful mental and emotional effects for 1d4 rounds, etc. I have a short list of such effects.
2. I'd also follow the insanity rules allowing players to roll a weekly Will save to lower the DC until it goes away.
3. What I'm struggling with is how to determine initial triggering events. when the player acquires this disorder, for lack of a better word. I figure an initial Will save to see if it happens, and a few ideas for initial triggers I have are:
when reduced to 0 hp,
when they see what happens at the Dreaming Palace.
when they encounter the evils of the Skinsaw Cult.
what other places in the AP seem traumatic enough to trigger some reaction?
what should the will save DC even be?
4. finally I struggle with what triggers these small temporary debuffs.
Every time they enter combat?
when encountering a specific creature type that killed them?
when they see an npc die?
when they see x?
5. also i want to be careful to be sensitive in how it's presented. any tips for this is appreciated. I decided against adding anything re: alcoholism or drug use since some of us have that in our families. And even though half the group are vets they won't have a problem with the basic idea but more how it's treated. (We've played together for decades).
thanks.

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Just spitballing.
Players accrue "Stress" via various triggers, characters can accrue a number of points of Stress equal to the highest Mental Ability Score Modifier without consequence.
If they accrue stress above this threshold they need to make an average Will save for their level:
Critical Success - You don't have time for this, remove a stress point.
Success - You grit your teeth, but you'll pay for this later, you're sure of it.
Failure - You gain a [minor condition] for 1 minute.
Critical Failure - You gain a [minor condition] until you can take 10-minutes to stop and calm down.
You can reduce stress via the following means with a downtime action:
Indulge a vice, pray at your deity's temple, receive counselling
You also reduce stress if you close a case and bring the guilty party to justice.