Visions of Vyr

Welcome to the Visions of Vyr, or Vyr's visions, where I, Vyr, the Seer of the Spire, detail the strange, yet hopefully interesting, changes to the laws of the universe that Myrex Anatornis is subject to.

To begin with, the question on everyone's minds, Sanity: How does it work?

### Sanity: How does it work?

*The world of Myrex Anatornis is rife with dangers, many of which are beyond mortal comprehension. When face to face with these dangers, some mortals find themselves standing strong in defiance, while others succumb to the madness that has damned so many.*

Sanity is an additional statistic, just like wisdom or dexterity. A character's starting sanity score is decided by their background. Did they have a horrible home life with no friends, and as such, already find themselves teetering on the brink of madness? Or did they have a proper martial upbringing, which has steeled them in the face of the world? Decided by the Dungeon Master and negotiated by the player, a starting score will range from 8 to 12, applying the same bonuses or detriments for every two score, the same as a normal statistic. A sanity score is modified by a character's Wisdom and Intelligence bonus, even if it is negative. Perhaps the character's rational thought gives them the power to prevail over the mind-wrenching abominations that stalk the land, or their utter lack of intelligence makes it harder for them to comprehend what they face, therefore instilling a deep fear of the unknown. Whatever the case, these bonuses apply to the Sanity **score**, not the sanity bonus.

This is all fairly similar to the optional rule included in a certain guidebook, but a large difference is that the only Sanity Saving Throws or checks that a character will make will determine whether or not their score increases or decreases. For the most part, most things that a character runs across in the world will rely on their passive Sanity, or rather, their score itself, rather than the bonus that it gives. Another odd change is that when a character makes a saving throw against fears, charms, or illusions, the saving throw will be modified by their sanity bonus.

Another interesting feature is that a character will receive extra bonuses for high sanity, and different bonuses for low sanity. Everyone has at least seen an utterly unhinged person once in their life, right? That disconnect from reality gave them a certain danger, did it not?

I have written the powers in a table below.

An Analytic Character is automatically succeeds on saving throws against fear, charm, and illusion effects. As an bonus action, an Analytic Character can allow an ally to automatically succeed on the next intelligence or wisdom saving throw that they themselves have already succeeded on. An Analytic Character also automatically succeeds on any sanity check, passive or otherwise, though their score may not exceed 20.
 16
 12
 10
 8
A disturbed character will likely speak to themselves as if they were speaking to someone else, and will likely not trust anyone.
 4
Whenever someone speaks to an unhinged character, the talking character must make a Persuasion Check in which the DC is equal to {10 + the reverse value of the unhinged character's sanity bonus} (*So a -3 bonus makes a DC of 13)*. If a character fails this check, whatever they are trying to say is completely missed by the Unhinged Character, and will likely need to be repeated. This check is automatically succeeded if the talking character is the subject of the Unhinged Character's obsessions or paranoia.
 0
In combat, an Insane character will attack random targets, unless one of their foes holds their attention for whatever reason. Some insane characters can differentiate between friend and foe, but most cannot, attacking anything that moves once they have been unleashed. An insane character will always act on initiative count 30, regardless of any bonuses, and they gain a bonus to weapon attack and damage rolls equal to the reverse value of their sanity bonus. An insane character also gains a bonus to their spellsave DC and spell modifier equal to the reverse value of their sanity bonus.
An insane character automatically succeeds on saving throws against charms and fears. They automatically fail sanity checks, passive or otherwise, but their score cannot drop below 0.
An utterly insane character is immune to psychic damage, as their mind is already torn beyond belief.

A character gains one type of madness each time their sanity score reaches one of the tiers below 10. That madness lasts until their score rises above that tier again.

A maddened character can have their sanity score increased by 2 when effected by a Greater Restoration Spell, however this increase may only happen once per day.

So, sanity. It can be very strong, but good luck progressing in the table. Your score is only really likely to increase when facing something you cannot comprehend, and it is just as likely to decrease instead!

### Languages: Lets complicate relations

On to the next question, Languages! "Wait, Languages? How many more languages could be added to the extremely comprehensive system in D&D already, Vyr?" Well, I hear you, but for whatever reason I can't understand you. Maybe we speak different dialects?

In all seriousness, many of the fantasy races normally found in D&D settings are either gone are rarely seen in Mundus, so to spice human relations up a little, some extra languages have been added.

The Difficulty to learn section is in relation to the Astyrian Tongue, since the campaign will be starting in that region.

 Clirite
 Memorian
 Talorish
 Divine Cypher