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Old 03-02-2013, 12:45 PM
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Sleep Deprivation



Sleep Deprivation

One aspect which might be interesting in the D&D world is the mental and physical damages of losing days of sleep. The hallucinations. The memory lapses. The severe head aches. Imagine a hero dealing with these very mortal short comings while in the middle of a high adventure. The players have the option of pressing on to cover more of the game- but it comes at a price.

I have come up with some house rules for sleep deprivation that come in six stages (each stage is a day with out sleep) and each effects three categories with in the character: Ability Damage, Side Effects, and the 'Slip'. Here in real life, people with out special conditions have been known to survive without sleep for more than eleven days, but I doubt a person can function with battling hordes of orcs and demons without collapsing from exhaustion from two weeks of not sleeping. That's why I kept it to six days.

Here are the three categorizes the character goes though in each stage:

A The Slip into Dream World

B Ability Damage

C Side Effects of Sleeplessness


and then Sleep Recovery comes last.

Sleep Deprivation only begins when a rested character goes without sleep for a full 24 hours at which point he or she goes into Stage One. The other stages follow every 24 hours after in order, though small snatches of sleep may vary the severity of the stage.

How to Recover from Sleep Deprivation:
Sleep Recovery: This is the only sure way of regaining all your faculties A-C.
Restoration Spell: Restoration will heal (B) Ability Damage but not the other categories.
Medical Help: Drugs will only help (A) The Slip and (B) Ability Damage


Complete Ability Loss (Knock Out)
The more sleep you lose the more ability damage that accumulates. If any one of your abilities is reduced to 0 then you will automatically fall into a deep dark sleep called a Knock Out.

Duration
The amount of time of Knock Out depends on what stage of sleep deprivation you are currently on:

Stage 1) d8 hours
Stage 2) d10 hours
Stage 3) 2d8 hours
Stage 4) 2d10 hours
Stage 5) 4d6 hours
Stage 6) 3d8 hours

Effect
Knock Out is near comatose with exhaustion. Your brain depletes certain functions of the body to heal mental and physical damage. Your digestive, growth, and reproduction systems shut down and your cardiovascular and respiratory systems are at minimal use. Vital signs are so feint they can barely be observed with the trained eye. A Heal Check (DC20) is made to determine that you are even still alive. A failed check means the observer thinks that you are dead.

You receive the benefits of Sleep Recovery if you are Knocked Out depending on the amount of hours rolled and the Stage you are in.

Twenty four hours after you wake up from a Knock Out and you still have not healed past 0 on your damaged ability you will again roll for a Knock Out of that same stage.

Additional Ability Damage
The ability damage from sleep deprivation stacks with other ability damages (magic, negative energy, disease, poison). If the two stack up enough to reduce one of your abilities to 0 then you suffer the effects stated above.

Ex: Slade the Warrior has a Base Wisdom of 8. He has been on the heels of an undead nemesis for three days now, trekking an endless forest, and has not slept as the undead also never sleep. He has taken 5 points of Wisdom damage from sleep deprecation and can barely keep his mind straight. He finally catches up with the undead nemesis only to be struck down by the monster's wisdom drain taking 4 damages to his wisdom. His Wisdom is below 0 now so he is Knocked Out since 5 of those damages is sleep deprivation, rendering him helpless.

However, it is important to note that if the normal ability damage exceeds the Base ability amount you will first Knock Out and then die in your sleep.

Ex: Taking Slade above as an example again, he is following the undead monster for three days and in addition to his other ability damages from sleep deprivation he receives one ability damage to his Constitution as his body begins to shut down from exhaustion. His Constitution base is 10 points so now he is down to a Constitution of 9. Before he reaches his undead nemesis, however, an evil ranger working for the creature is tracking Slade and slips Dark Reaver Powder into his drinking water as he sleeps. The warrior drinks the water the next morning, failing his Fort Save, and feels the Initial Damage right away in horrible cramps, giving him 9 Constitution Damages, bringing him down to 0. Slade is Knocked Out because the 9 damages does not beat Slade's base of 10. But then the Secondary Damage hits and Slade automatically fails his Fort Save for another 9 damages. He then dies in his sleep. He only dies when the Damage exceeds his Base.




[UNDER CONSTRUCTION]

List of Drugs
Irritation of the Stomach or Intestines Less Severe
Chronic Trouble Sleeping Less Severe
Over Excitement Less Severe
Infrequent side effects:
Dizzy Less Severe
Involuntary Quivering Less Severe
Fast Heartbeat Less Severe
Rare side effects:
Feel Like Throwing Up Less Severe
Throwing Up Less Severe
Diarrhea
Melatonin is a natural hormone from pineal gland (sits beneath the brain); it is normally secreted at night. Melatonin has sleep- promoting properties. Appears to be most effective when given 1 to 3 hours before bedtime. Typical doses are 0.3-5.0 mg. The drug is also commonly used to treat "jet lag syndrome."
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Old 03-02-2013, 12:52 PM
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~ Stage One ~


The First PhaseASlipping Away
Without sleep your mind tries to sneak a bit of rest throughout the day to make up, called micro-sleep (or the slip in this case). It only lasts for a few seconds and often time you won't even know that you've fallen asleep, even after waking. For that short amount of time you are technically dreaming and are unaware of the waking world.

Every 4 Hours you will slip and you are Helpless for one round and then awake. There is a 30% chance that you won't even know that you've fallen asleep once you awake.

Immediate physical danger automatically prevents a slip (fighting, falling, etc.). Otherwise, a Will Save (DC12) is made to avoid a slip. The environment you are in at that moment can help or hinder your chances:


Light Activity +3 (walking, talking, carrying medium load)
Heavy Activity +5 (climbing, swimming, carrying heavy load)
Lightly Active Environment +1 (outside on the street)
Heavily Active Environment +2 (busy tavern with loud music)
Sweets +1 (crash -2)
Caffeine +2 (crash -4)
Drug (varies kinds) +1-+20

Inactivity -4
Silence -4
Darkness or shaded -4
Soothing music or voice -2


The Second PhaseBAbility Damage
As the days slide by your mind begins to fail without sleep. You are not as sharp, as fast, as sure of your self. As the brain faculties breaks down the body will eventually follow, sapping health and strength.

Roll a Will Check (DC15). If you fail then you receive 1 temporary ability damage to Dexterity, Intelligence, Wisdom, and Charisma.



The Third PhaseCSide Effects of Sleeplessness
There is something in us that magic or medicine can not heal. Something deep in our sanity and self that balances our mind and soul. The only thing that keeps you from spiraling out of control is true sleep. Otherwise you suffer the consequences.

Roll a Will Check (DC16) d2 times. Each one you fail you must roll a d6 from Light Side Effects. The effects stack if the same number is rolled more than once over the period of days.



Final Phase if ChoseSleep Recovery
The ability for the mind to recover is remarkable. In the first stages it only takes a full day's sleep to recover. In the later stages, however, it will take more than a day of sleep to recover.

If you sleep a 4 hour sleep you are still at Stage One but you:
Remove 1 Light Side Effect

If you sleep a 6 hour sleep you are still at Stage One but you:
Remove 1 Light Side Effect + You heal 1 Ability Damage in all categories

If you sleep a full 8 hour sleep you are completely rested and you are no longer in any of the Stages. You are still sleepy but there are no longer any ill effects.

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Old 03-02-2013, 12:52 PM
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~ Stage Two ~


The First PhaseASlipping Away
Without sleep your mind tries to sneak a bit of rest throughout the day to make up, called micro-sleep (or the slip in this case). It only lasts for a few seconds and often time you won't even know that you've fallen asleep, even after waking. For that short amount of time you are technically dreaming and are unaware of the waking world.

Every 2 Hours you will slip and you are Helpless for one round and then awake. There is a 30% chance that you won't even know that you've fallen asleep once you awake.

Immediate physical danger automatically prevents a slip (fighting, falling, etc.). Otherwise, a Will Save (DC18) is made to avoid a slip. The environment you are in at that moment can help or hinder your chances:


Light Activity +3 (walking, talking, carrying medium load)
Heavy Activity +5 (climbing, swimming, carrying heavy load)
Lightly Active Environment +1 (outside on the street)
Heavily Active Environment +2 (busy tavern with loud music)
Sweets +1 (crash -2)
Caffeine +2 (crash -4)
Drug (varies kinds) +1-+20

Inactivity -4
Silence -4
Darkness or shaded -4
Soothing music or voice -2


The Second PhaseBAbility Damage
As the days slide by your mind begins to fail without sleep. You are not as sharp, as fast, as sure of your self. As the brain faculties breaks down the body will eventually follow, sapping health and strength.

Roll a Will Check (DC20). If you fail then you receive 1d2 temporary ability damage to Dexterity, Intelligence, Wisdom, and Charisma.



The Third PhaseCSide Effects of Sleeplessness
There is something in us that magic or medicine can not heal. Something deep in our sanity and self that balances our mind and soul. The only thing that keeps you from spiraling out of control is true sleep. Otherwise you suffer the consequences.

Roll a Will Check (DC16) d2 times. Each one you fail you must roll a d6 from Light Side Effects. The effects stack if the same number is rolled more than once over the period of days.

Then Roll a Will Check (DC20) once. If you fail this one roll you must roll a d6 from Moderate Side Effects.



Final Phase if ChoseSleep Recovery
The ability for the mind to recover is remarkable. In the first stages it only takes a full day's sleep to recover. In the later stages, however, it will take more than a day of sleep to recover.

If you sleep a 4 hour sleep you are still at Stage Two but you:
Remove 1 Light Side Effect

If you sleep a 6 hour sleep you are still at Stage Two but you:
Remove 1 Light Side Effect + You heal 1 Ability Damage in all categories

If you sleep a 8 hour sleep you are still at Stage Two but you:
Remove d2 Light Side Effects + Remove 1 Moderate Side Effect + You heal 1 Ability Damages in all categories

If you sleep a full 10 hour sleep you are completely rested and you are no longer in any of the Stages. You are still sleepy but there are no longer any ill effects.

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Old 03-02-2013, 12:55 PM
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~ Stage Three ~


The First PhaseASlipping Away
Without sleep your mind tries to sneak a bit of rest throughout the day to make up, called micro-sleep (or the slip in this case). It only lasts for a few seconds and often time you won't even know that you've fallen asleep, even after waking. For that short amount of time you are technically dreaming and are unaware of the waking world.

Every Hour you will slip and you are Helpless for 1d2 rounds and then awake. There is a 30% chance that you won't even know that you've fallen asleep once you awake.

Immediate physical danger automatically prevents a slip (fighting, falling, etc.). Otherwise, a Will Save (DC12) is made to avoid a slip. The environment you are in at that moment can help or hinder your chances:


Light Activity +3 (walking, talking, carrying medium load)
Heavy Activity +5 (climbing, swimming, carrying heavy load)
Lightly Active Environment +1 (outside on the street)
Heavily Active Environment +2 (busy tavern with loud music)
Sweets +1 (crash -2)
Caffeine +2 (crash -4)
Drug (varies kinds) +1-+20

Inactivity -4
Silence -4
Darkness or shaded -4
Soothing music or voice -2


The Second PhaseBAbility Damage
As the days slide by your mind begins to fail without sleep. You are not as sharp, as fast, as sure of your self. As the brain faculties breaks down the body will eventually follow, sapping health and strength.

Roll a Will Check (DC25). If you fail then you receive 1d2 temporary ability damage to Dexterity, Intelligence, Wisdom, and Charisma.

Roll a Fort Check (DC15). If you fail then you receive 1 temporary ability damage to Strength and Constitution.



The Third PhaseCSide Effects of Sleeplessness
There is something in us that magic or medicine can not heal. Something deep in our sanity and self that balances our mind and soul. The only thing that keeps you from spiraling out of control is true sleep. Otherwise you suffer the consequences.

Roll a Will Check (DC18) d3 times. Each one you fail you must roll a d6 from Light Side Effects. The effects stack if the same number is rolled more than once over the period of days.

Then Roll a Will Check (DC22) d2 times. Each one you fail you must roll a d6 from Moderate Side Effects. The effects stack if the same number is rolled more than once over the period of days.



Final Phase if ChoseSleep Recovery
The ability for the mind to recover is remarkable. In the first stages it only takes a full day's sleep to recover. In the later stages, however, it will take more than a day of sleep to recover.

If you sleep a 2 hour sleep you are still at Stage Three but you:
Remove 1 Light Side Effect

If you sleep a 4 hour sleep you are still at Stage Three but you:
Remove 1 Light Side Effect + You heal 1 Ability Damage in all categories

If you sleep a 6 hour sleep you are still at Stage Three but you:
Remove d2 Light Side Effects + Remove 1 Moderate Side Effect + You heal 2 Ability Damages in all categories

If you sleep a 8 hour sleep you are still at Stage Three but you:
Remove d3 Light Side Effects + d2 Moderate Side Effects + You heal 2 Ability Damages in all categories

If you sleep a 10 hour sleep you are still at Stage Three but you:
Remove d3 Light Side Effects + d2 Moderate Side Effects + You heal 3 Ability Damages in all categories

If you sleep a 12 hour sleep you fall back to Stage Two and suffer it's effects instead at the next point and you:
Remove d3 Light Side Effects + d2 Moderate Side Effects + You heal 3 Ability Damages in all categories

If you sleep a 14 hour sleep you fall back to Stage One and suffer it's effects instead at the next point and you:
Remove d3 Light Side Effects + d2 Moderate Side Effects + You heal 3 Ability Damages in all categories

If you sleep a full 16 hour sleep you are completely rested and you are no longer in any of the Stages. You are still sleepy but there are no longer any ill effects.

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Old 03-02-2013, 12:55 PM
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~ Stage Three ~


The First PhaseASlipping Away
Without sleep your mind tries to sneak a bit of rest throughout the day to make up, called micro-sleep (or the slip in this case). It only lasts for a few seconds and often time you won't even know that you've fallen asleep, even after waking. For that short amount of time you are technically dreaming and are unaware of the waking world.

Every Hour you will slip and you are Helpless for 1d2 rounds and then awake. There is a 30% chance that you won't even know that you've fallen asleep once you awake.

Immediate physical danger automatically prevents a slip (fighting, falling, etc.). Otherwise, a Will Save (DC12) is made to avoid a slip. The environment you are in at that moment can help or hinder your chances:


Light Activity +3 (walking, talking, carrying medium load)
Heavy Activity +5 (climbing, swimming, carrying heavy load)
Lightly Active Environment +1 (outside on the street)
Heavily Active Environment +2 (busy tavern with loud music)
Sweets +1 (crash -2)
Caffeine +2 (crash -4)
Drug (varies kinds) +1-+20

Inactivity -4
Silence -4
Darkness or shaded -4
Soothing music or voice -2


The Second PhaseBAbility Damage
As the days slide by your mind begins to fail without sleep. You are not as sharp, as fast, as sure of your self. As the brain faculties breaks down the body will eventually follow, sapping health and strength.

Roll a Will Check (DC25). If you fail then you receive 1d2 temporary ability damage to Dexterity, Intelligence, Wisdom, and Charisma.

Roll a Fort Check (DC15). If you fail then you receive 1 temporary ability damage to Strength and Constitution.



The Third PhaseCSide Effects of Sleeplessness
There is something in us that magic or medicine can not heal. Something deep in our sanity and self that balances our mind and soul. The only thing that keeps you from spiraling out of control is true sleep. Otherwise you suffer the consequences.

Roll a Will Check (DC18) d3 times. Each one you fail you must roll a d6 from Light Side Effects. The effects stack if the same number is rolled more than once over the period of days.

Then Roll a Will Check (DC22) d2 times. Each one you fail you must roll a d6 from Moderate Side Effects. The effects stack if the same number is rolled more than once over the period of days.



Final Phase if ChoseSleep Recovery
The ability for the mind to recover is remarkable. In the first stages it only takes a full day's sleep to recover. In the later stages, however, it will take more than a day of sleep to recover.

If you sleep a 2 hour sleep you are still at Stage Three but you:
Remove 1 Light Side Effect

If you sleep a 4 hour sleep you are still at Stage Three but you:
Remove 1 Light Side Effect + You heal 1 Ability Damage in all categories

If you sleep a 6 hour sleep you are still at Stage Three but you:
Remove d2 Light Side Effects + Remove 1 Moderate Side Effect + You heal 2 Ability Damages in all categories

If you sleep a 8 hour sleep you are still at Stage Three but you:
Remove d3 Light Side Effects + d2 Moderate Side Effects + You heal 2 Ability Damages in all categories

If you sleep a 10 hour sleep you are still at Stage Three but you:
Remove d3 Light Side Effects + d2 Moderate Side Effects + You heal 3 Ability Damages in all categories

If you sleep a 12 hour sleep you fall back to Stage Two and suffer it's effects instead at the next point and you:
Remove d3 Light Side Effects + d2 Moderate Side Effects + You heal 3 Ability Damages in all categories

If you sleep a 14 hour sleep you fall back to Stage One and suffer it's effects instead at the next point and you:
Remove d3 Light Side Effects + d2 Moderate Side Effects + You heal 3 Ability Damages in all categories

If you sleep a full 16 hour sleep you are completely rested and you are no longer in any of the Stages. You are still sleepy but there are no longer any ill effects.

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Old 03-02-2013, 12:56 PM
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~ Stage Four ~


The First PhaseASlipping Away
Without sleep your mind tries to sneak a bit of rest throughout the day to make up, called micro-sleep (or the slip in this case). It only lasts for a few seconds and often time you won't even know that you've fallen asleep, even after waking. For that short amount of time you are technically dreaming and are unaware of the waking world.

Every Half Hour you will slip and you are Helpless for 1d2 rounds and then awake. There is a 40% chance that you won't even know that you've fallen asleep once you awake.

Immediate physical danger automatically prevents a slip (fighting, falling, etc.). Otherwise, a Will Save (DC22) is made to avoid a slip. The environment you are in at that moment can help or hinder your chances:


Light Activity +3 (walking, talking, carrying medium load)
Heavy Activity +5 (climbing, swimming, carrying heavy load)
Lightly Active Environment +1 (outside on the street)
Heavily Active Environment +2 (busy tavern with loud music)
Sweets +1 (crash -2)
Caffeine +2 (crash -4)
Drug (varies kinds) +1-+20

Inactivity -4
Silence -4
Darkness or shaded -4
Soothing music or voice -2


The Second PhaseBAbility Damage
As the days slide by your mind begins to fail without sleep. You are not as sharp, as fast, as sure of your self. As the brain faculties breaks down the body will eventually follow, sapping health and strength.

Roll a Will Check (DC30). If you fail then you receive 1d2 temporary ability damage to Dexterity, Intelligence, Wisdom, and Charisma.

Roll a Fort Check (DC15). If you fail then you receive 1d2 temporary ability damage to Strength and Constitution.



The Third PhaseCSide Effects of Sleeplessness
There is something in us that magic or medicine can not heal. Something deep in our sanity and self that balances our mind and soul. The only thing that keeps you from spiraling out of control is true sleep. Otherwise you suffer the consequences.

Roll a Will Check (DC20) d3 times. Each one you fail you must roll a d6 from Light Side Effects. The effects stack if the same number is rolled more than once over the period of days.

Then Roll a Will Check (DC24) d2 times. Each one you fail you must roll a d6 from Moderate Side Effects. The effects stack if the same number is rolled more than once over the period of days.

Then Roll a Will Check (DC28) just once. Each one you fail you must roll a d6 from Severe Side Effects.



Final Phase if ChoseSleep Recovery
The ability for the mind to recover is remarkable. In the first stages it only takes a full day's sleep to recover. In the later stages, however, it will take more than a day of sleep to recover.

If you sleep a 4 hour sleep you are still at Stage Four but you:
Remove 1 Light Side Effect + You heal 1 Ability Damage in all categories

If you sleep a 6 hour sleep you are still at Stage Four but you:
Remove d2 Light Side Effects + You heal 1 Ability Damage in all categories

If you sleep a 8 hour sleep you are still at Stage Four but you:
Remove d2 Light Side Effects + Remove 1 Moderate Side Effect + You heal 2 Ability Damages in all categories

If you sleep a 10 hour sleep you are still at Stage Four but you:
Remove d3 Light Side Effects + d2 Moderate Side Effects + You heal 2 Ability Damages in all categories

If you sleep a 12 hour sleep you are still at Stage Four but you:
Remove d3 Light Side Effects + d2 Moderate Side Effects + You heal 3 Ability Damages in all categories

If you sleep a 14 hour sleep you fall back to Stage Three and suffer it's effects instead at the next point and you:
Remove d3 Light Side Effects + d2 Moderate Side Effects + You heal 3 Ability Damages in all categories

If you sleep a 16 hour sleep you fall back to Stage Two and suffer it's effects instead at the next point and you:
Remove d3 Light Side Effects + d2 Moderate Side Effects + You heal 3 Ability Damages in all categories

If you sleep a 18 hour sleep you fall back to Stage One and suffer it's effects instead at the next point and you:
Remove d3 Light Side Effects + d2 Moderate Side Effects + You heal 3 Ability Damages in all categories

If you sleep a full 20 hour sleep you are completely rested and you are no longer in any of the Stages. You are still sleepy but there are no longer any ill effects.

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Old 03-02-2013, 12:57 PM
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~ Stage Five ~


The First PhaseASlipping Away
Without sleep your mind tries to sneak a bit of rest throughout the day to make up, called micro-sleep (or the slip in this case). It only lasts for a few seconds and often time you won't even know that you've fallen asleep, even after waking. For that short amount of time you are technically dreaming and are unaware of the waking world.

Every 15 Minutes you will slip and you are Helpless for 1d3 rounds and then awake. There is a 40% chance that you won't even know that you've fallen asleep once you awake.

Immediate physical danger automatically prevents a slip (fighting, falling, etc.). Otherwise, a Will Save (DC25) is made to avoid a slip. The environment you are in at that moment can help or hinder your chances:


Light Activity +3 (walking, talking, carrying medium load)
Heavy Activity +5 (climbing, swimming, carrying heavy load)
Lightly Active Environment +1 (outside on the street)
Heavily Active Environment +2 (busy tavern with loud music)
Sweets +1 (crash -2)
Caffeine +2 (crash -4)
Drug (varies kinds) +1-+20

Inactivity -4
Silence -4
Darkness or shaded -4
Soothing music or voice -2


The Second PhaseBAbility Damage
As the days slide by your mind begins to fail without sleep. You are not as sharp, as fast, as sure of your self. As the brain faculties breaks down the body will eventually follow, sapping health and strength.

Roll a Will Check (DC35). If you fail then you receive 1d2+1 temporary ability damage to Dexterity, Intelligence, Wisdom, and Charisma.

Roll a Fort Check (DC20). If you fail then you receive 1d2+1 temporary ability damage to Strength and Constitution.



The Third PhaseCSide Effects of Sleeplessness
There is something in us that magic or medicine can not heal. Something deep in our sanity and self that balances our mind and soul. The only thing that keeps you from spiraling out of control is true sleep. Otherwise you suffer the consequences.

Roll a Will Check (DC24) d2+1 times. Each one you fail you must roll a d6 from Light Side Effects. The effects stack if the same number is rolled more than once over the period of days.

Then Roll a Will Check (DC28) d2 times. Each one you fail you must roll a d6 from Moderate Side Effects. The effects stack if the same number is rolled more than once over the period of days.

Then Roll a Will Check (DC32) just once. Each one you fail you must roll a d6 from Severe Side Effects. The effects stack if the same number is rolled more than once over the period of days.



Final Phase if ChoseSleep Recovery
The ability for the mind to recover is remarkable. In the first stages it only takes a full day's sleep to recover. In the later stages, however, it will take more than a day of sleep to recover.

If you sleep a 4 hour sleep you are still at Stage Five but you:
Remove 1 Light Side Effect + You heal 1 Ability Damage in all categories

If you sleep a 6 hour sleep you are still at Stage Five but you:
Remove d2 Light Side Effects + You heal 1 Ability Damage in all categories

If you sleep a 8 hour sleep you are still at Stage Five but you:
Remove d2 Light Side Effects + Remove 1 Moderate Side Effect + You heal 2 Ability Damages in all categories

If you sleep a 10 hour sleep you are still at Stage Five but you:
Remove d3 Light Side Effects + d2 Moderate Side Effects + You heal 2 Ability Damages in all categories

If you sleep a 12 hour sleep you are still at Stage Five but you:
Remove d3 Light Side Effects + d2 Moderate Side Effects + You heal 3 Ability Damages in all categories

If you sleep a 16 hour sleep you fall back to Stage Four and suffer it's effects instead at the next point and you:
Remove d3 Light Side Effects + d2 Moderate Side Effects + You heal 3 Ability Damages in all categories

If you sleep a 18 hour sleep you fall back to Stage Three and suffer it's effects instead at the next point and you:
Remove d3 Light Side Effects + d2 Moderate Side Effects + You heal 3 Ability Damages in all categories

If you sleep a 20 hour sleep you fall back to Stage Two and suffer it's effects instead at the next point and you:
Remove d3 Light Side Effects + d2 Moderate Side Effects + You heal 3 Ability Damages in all categories

If you sleep a 22 hour sleep you fall back to Stage One and suffer it's effects instead at the next point and you:
Remove d3 Light Side Effects + d2 Moderate Side Effects + You heal 3 Ability Damages in all categories

If you sleep a full 24 hour sleep you are completely rested and you are no longer in any of the Stages. You are still sleepy but there are no longer any ill effects.

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Old 03-02-2013, 12:59 PM
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~ Stage Six ~


The First PhaseASlipping Away
Without sleep your mind tries to sneak a bit of rest throughout the day to make up, called micro-sleep (or the slip in this case). It only lasts for a few seconds and often time you won't even know that you've fallen asleep, even after waking. For that short amount of time you are technically dreaming and are unaware of the waking world.

Every 15 Minutes you will slip and you are Helpless for 1d3 rounds and then awake. There is a 50% chance that you won't even know that you've fallen asleep once you awake.

In this case immediate physical danger (fighting, falling, etc.) will not help you at Stage 6. A Will Save (DC30) is made to avoid a slip. The environment you are in at that moment can help or hinder your chances:


Light Activity +3 (walking, talking, carrying medium load)
Heavy Activity +5 (climbing, swimming, carrying heavy load)
Lightly Active Environment +1 (outside on the street)
Heavily Active Environment +2 (busy tavern with loud music)
Sweets +1 (crash -2)
Caffeine +2 (crash -4)
Drug (varies kinds) +1-+20

Inactivity -4
Silence -4
Darkness or shaded -4
Soothing music or voice -2


The Second PhaseBAbility Damage
As the days slide by your mind begins to fail without sleep. You are not as sharp, as fast, as sure of your self. As the brain faculties breaks down the body will eventually follow, sapping health and strength.

Roll a Will Check (DC40). If you fail then you receive 2d4 temporary ability damage to Dexterity, Intelligence, Wisdom, and Charisma.

Roll a Fort Check (DC30). If you fail then you receive 1d3 temporary ability damage to Strength and Constitution.



The Third PhaseCSide Effects of Sleeplessness
There is something in us that magic or medicine can not heal. Something deep in our sanity and self that balances our mind and soul. The only thing that keeps you from spiraling out of control is true sleep. Otherwise you suffer the consequences.

Roll a Will Check (DC28) 2d2 times. Each one you fail you must roll a d6 from Light Side Effects. The effects stack if the same number is rolled more than once over the period of days.

Then Roll a Will Check (DC32) d2+1 times. Each one you fail you must roll a d6 from Moderate Side Effects. The effects stack if the same number is rolled more than once over the period of days.

Then Roll a Will Check (DC35) d2 times. Each one you fail you must roll a d6 from Severe Side Effects. The effects stack if the same number is rolled more than once over the period of days.



Final Phase if ChoseSleep Recovery
The ability for the mind to recover is remarkable. In the first stages it only takes a full day's sleep to recover. In the later stages, however, it will take more than a day of sleep to recover.

If you sleep a 4 hour sleep you are still at Stage Six but you:
Remove 1 Light Side Effect + You heal 1 Ability Damage in all categories

If you sleep a 6 hour sleep you are still at Stage Six but you:
Remove d2 Light Side Effects + You heal 1 Ability Damage in all categories

If you sleep a 8 hour sleep you are still at Stage Six but you:
Remove d2 Light Side Effects + Remove 1 Moderate Side Effect + You heal 2 Ability Damages in all categories

If you sleep a 10 hour sleep you are still at Stage Six but you:
Remove d3 Light Side Effects + d2 Moderate Side Effects + You heal 2 Ability Damages in all categories

If you sleep a 12 hour sleep you are still at Stage Six but you:
Remove d3 Light Side Effects + d2 Moderate Side Effects + You heal 3 Ability Damages in all categories

If you sleep a 16 hour sleep you fall back to Stage Five and suffer it's effects instead at the next point and you:
Remove d3 Light Side Effects + d2 Moderate Side Effects + You heal 3 Ability Damages in all categories

If you sleep a 18 hour sleep you fall back to Stage Four and suffer it's effects instead at the next point and you:
Remove d3 Light Side Effects + d2 Moderate Side Effects + You heal 3 Ability Damages in all categories

If you sleep a 20 hour sleep you fall back to Stage Three and suffer it's effects instead at the next point and you:
Remove d3 Light Side Effects + d2 Moderate Side Effects + You heal 3 Ability Damages in all categories

If you sleep a 22 hour sleep you fall back to Stage Two and suffer it's effects instead at the next point and you:
Remove d3 Light Side Effects + d2 Moderate Side Effects + You heal 3 Ability Damages in all categories

If you sleep a 24 hour sleep you fall back to Stage One and suffer it's effects instead at the next point and you:
Remove d3 Light Side Effects + d2 Moderate Side Effects + You heal 3 Ability Damages in all categories

If you sleep a full 28 hour sleep you are completely rested and you are no longer in any of the Stages. You are still sleepy but there are no longer any ill effects.

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Old 03-02-2013, 12:59 PM
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~ Light Effects (Roll d6) ~


1) Irritability
You are quicker to anger and easily annoyed by trivial matters. If you get this category again the frustration accumulates and people begin to see the obvious difference in your attitude.

2) Aching Muscles
Aching heat creeps up your limbs, chest, back, and neck. It's harder to do the most basic activities like swimming, walking, and sitting. If you get this category again then the pain increases and has more of a burning sensation, like your muscles are on fire.

3) Dizziness and Nausea
The world begins to tilt and spin. It's hard to coordinate. If you get this category again then the side effects are almost sickening. Motion or even conversations become unbearable.

4) Dry Mouth
Your mouth feels like it's stuffed with cotton and your tongue is swollen. Finding words might be harder, you constantly want water to wet your tongue, and food isn't as good as it used to be. If you get this category again then your mouth becomes as dry as a steel drum, the lips crack and peel, and you are constantly smacking your tongue to the roof of your mouth to peel the two apart.

5) Constant Yawning
You just can't stop yawning. Your body keeps insisting that you stop and take a rest, even during dire moments. If you get this category again it becomes very distracting and you feel your mouth yawn at the most inappropriate times, say- hiding behind a rock while a looming troll is listening for the slightest stir.

6) Slowed Word Recall
Your mind draws a blank when it comes to complex words, phrases, or names. People who are quick to judge make you out to be a fool or daft. If you get this category again even simple words or names of your friends become hard to recall.
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Old 03-02-2013, 01:15 PM
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~ Moderate Effects (Roll d6) ~


1) Occasional Hallucinations
You're sipping ale in the tavern you keep seeing cob webs in the corners of the room, fluttering in the air when ever someone goes through the front door. You turn to look and there are no webs. Strange. Suddenly you think you glimpse spiders scurrying in the shadows below the table that no else sees. They climb up your legs in the dozens. You stand up, knocking over the drinks and making more than a few people angry, but there no spiders either...
Every hour there is 20% chance that you will have a hallucination of some sort that lasts for 1d6 rounds. DC15 to disbelieve the hallucination. If successful it has a 50% chance of remaining there, but disbelieved. Roll below to determine which hallucination haunts them:

1 A Person (d2: 1 a stranger, 2 someone known)
2 Small creatures (d4: 1 wild animal, 2 domestic animal, 3 supernatural animal, 4 small monster)
3 Something creepy (d4: 1 paranoia, 2 shadowy figures, 3 crawling creatures, 4 demonic)
4 Objects (d3: 1 speaks, 2 becomes animated, 3 both)
Every time you get this category again the percentage increases by 20%.

2) Hand Tremors
Your hands shake uncontrollably, whether writing a letter, holding a sword, or carving a key. You hold them together or hide them in your cloak but still they shake. It's hard even drinking a cup of water without the mug tattering against your teeth.
-1 penalty to attacks and any skill check that has to do with your hands
Every time you get this category again the penalty increases by 1.

3) Headaches
Horrible and wrenching pain bolts through your head making it hard to think straight. The pain is etched onto your face as you constantly rubs your temples, the eyes becoming watery and strained.
You take a -1 penalty to Will Saves
Every time you get this category again the penalty increases by 1.

4) Memory lapses or loss
Your fellow adventurer is suddenly next to you talking to you urgently when she was not there a moment ago, surprising the hell out of you. She's been talking to you for the last minute but do not remember a thing.
Every hour there is 20% chance that you will lose memory of the last 2d6 rounds. A successful Will Check (DC20) will give some feint memory of what just happened.
Every time you get this category again the percentage increases by 20%.

5) Nystagmus: rapid involuntary rhythmic eye movement
Everything's normal and then your eyes begin to flutter and move side to side on their own accord. Left to right, right to left, skips around a beat, then moves back to the left. You rub your eyes but it won't stop. It make it hard to focus on any one thing.
You take a -2 penalty to spot and search checks. Reading takes twice as long.
Every time you get this category again the penalty increases by 2.

6) Chronic Depression
The world is glum and pointless to you. The things and people you once liked or loved seem not to matter as much. Your self and goals don't even matter so much. No matter how much you tell your self that it's just a passing emotion it does not relieve the pain you are experiencing.
You take a -2 penalty to diplomacy and gather information check.
Every time you get this category again the penalty increases by 2.
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Old 03-02-2013, 01:16 PM
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~ Severe Effects (Roll d4) ~



symptoms similar to:

1) Attention-deficit hyperactivity disorder (Hyperactivity/Impulsive)
"What are you doing?" The group is searching for traps and you are picking the lock to the room you just came from. "The lock is already picked, what are you doing?" But you can not answer, you just feel like you have to make completely certain that the door is unlocked. Thinking about it, you find your hands reaching for the lock again.
Every hour there is a 60% chance that you will be overtaken by the need to do some sort of action that has nothing to do with the current situation. This will last 3d6 rounds. Roll a Will Save (DC20) to bring your mind back to the case at hand, success cuts the time in half while failure means that you suffer the impulsive emotions for the full amount of time.

Roll d2 to determine which you are effected by:

1 Hyperactive: You can not stop moving and must move from one action to another every d10 rounds until your anointed amount of rounds ends. You randomly perform a skill by rolling d12 and counting down from the list of skills on your character sheet that you have ranks in and resting on that number, rolling d10 see how long you perform the action. When that skill's amount of rounds ends roll d12 again starting from that same skill and do the same process, cycling back to the beginning once you reach the end.

2 Impulsive: You have the sudden urge to act upon a skill you excel at. If you fail your will save choose a skill with the highest ranks and begin performing that action unless you are in immediate danger. If you have more than one skill that has the same amount of high ranks, then the player or DM chooses which skill is impulsively performed.
Every time you get this category again the chance percentage rises 20% and the Will Save's DC goes up by 5 points.

2) Attention-deficit hyperactivity disorder (Distracting/Day Dreams)
You finally have the wizard's tomb you have been searching for while dungeon crawling for countless sleepless nights. It's imperative that you learn as much as possible tonight so that you can break the curse on this land before daybreak. You stare at the words, your mind in a fog. You can't focus. You keep thinking about the chair you sitting on, the fire place and if it has enough timber. Dawn is approaching! Dawn is approaching!
Every hour there is a 60% chance that you will be overcome by a shortness of attention span, either by distraction to a whole new matter or to stare blankly at nothing and day dream. This will last 2d10 rounds. Roll a Will Save (DC18) to bring your mind back to the case at hand, success cuts the time in half while failure means that you suffer the distraction or day dream for the full amount of time.

Roll d2 to determine which you are effected by:

1 Distracting: you pay attention to something unimportant or unrelated to the situation that you were paying attention to just a moment ago. You are attracted to the location of this distracting matter instantly. An attack, tap on the shoulder, or loud sound brings you from distraction automatically, otherwise you are absorbed by the distracting subject until the rolled amount of rounds ends.

2 Day dreams: you take no action for the rolled amount of rounds and take –4 penalty on skill checks made as reactions, such as Listen and Spot checks. An attack, tap on the shoulder, or loud sound brings you out of day dreaming automatically.
Every time you get this category again the chance percentage rises 20% and the Will Save's DC goes up by 5 points.

3) Psychosis (Severe Hallucinations)
"There are no spiders! Just get off me!" someone pushes you aside. The whole tavern is silent and staring at you. Slowly the crowds begin to chatter again and then a laugh breaks out and conversation goes back to normal. Shaking your head you go outside to get some fresh air, your mind dizzy from lack of sleep. It feels better outside in the night, the air is so cold it stings the nose and the stars shine brightly. A ranger who you did not know was there in the shadows offers you a smoke. You gratefully accept and begin chatting to him about the road ahead. One of your friends comes out of the tavern to see how you are doing. "Who are you talking to?" You look over to point to the ranger but there is no ranger. There is no pipe in your hand either. Shakened, you go back into the tavern, the world beginning to spin out of control.
Every hour there is 60% chance that you will have a hallucination of some sort that lasts for 2d6 rounds. Roll a Will Save (DC20) to disbelieve the hallucination, success cuts the time in half while failure means that you suffer the emotion for the full amount of time. If successful it has a 50% chance of remaining there, but disbelieved. Roll below to determine which hallucination haunts them:

Roll d4 to determine which you are effected by:

1 A Person (d2: 1 a stranger, 2 someone known)
2 Small creatures (d4: 1 wild animal, 2 domestic animal, 3 supernatural animal, 4 small monster)
3 Something creepy (d4: 1 paranoia, 2 shadowy figures, 3 crawling creatures, 4 demonic)
4 Objects (d3: 1 speaks, 2 becomes animated, 3 both)
Every time you get this category again the chance percentage rises 20% and the Will Save's DC goes up by 5 points.

4) Psychosis (Strong illogical emotional reactions)
The adventurers bow to the king in the court, the stern man staring down at you and your friends from down his nose. The leader of the group, the mage, pleas to the king to release the town leader that they have been searching for all these months when you break out into giggles. The king's nose is so long! The king stares at you, shocked beyond words, which sends you laughing. "Guards! Guards! Throw them into the dungeon!!"
Every hour there is a 60% that you will have an irrational reaction to either something you are paying attention to at the moment or towards nothing at all if you are doing nothing in particular. The emotion lasts for 2d6 rounds. Roll a Will Save (DC20) to fight off the emotion, success cuts the time in half while failure means that you suffer the emotion for the full amount of time.

Roll d4 to determine which you are effected by:

1 Giddy Happiness: you take a –2 penalty to Armor Class and lose your Dexterity bonus (if any)
2 Fear: you are shaken and take a –2 penalty on attack rolls, saving throws, skill checks, and ability checks
3 Sadness: you take a –1 penalty on attack rolls, Search checks, and Perception checks.
4 Rage: you are subject to the barbarian's rage except that it expires in the duration listed above.
Every time you get this category again the chance percentage rises 20% and the Will Save's DC goes up by 5 points.


Last edited by PIG; 07-16-2015 at 07:30 PM.
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