TEXT: Madness meters come to WFRP 
  Intensity of 
  situation 
  Self 
  Helplessness 
  Violence 
  Unnatural 
   
  Test 
   
  Will Power + Cool 
  Fellowship + Cool 
  Initiative + Cool 
  Intelligence + Cool 
  1 
  Lying to your best friend 
  Getting locked up 
  in the stocks for a night 
  The sight of blood 
  Witnessing a cantrip 
  2 
  Stealing 
  Being mugged or 
  being shot at 
  Shooting at somebody 
  Hearing disembodied voices  
  3 
  Stealing from your family 
  Being locked up 
  for long periods 
  Beating someone 
  Witnessing manifest magic 
  4 
  Cheating on your wife 
  with her best friend 
  Being violently kidnapped 
  and held for ransom 
  Discovering a dead body 
  Witnessing an unattended 
  object moving by itself 
  5 
  Defrauding everyone you know 
  Finding out you’re suffering 
  from a fatal illness 
  Killing someone in defence 
  Watching the dead rise 
  6 
  Murdering a loved one 
  Realising you have hours to live if 
  unless you pull off a specific task 
  Killing someone in cold blood 
  Being attacked by the undead 
  7 
  Killing a child 
  Waiting on death row for your 
  sentence to be executed 
  Discovering a mutilated corpse  
  Being struck by 
  an invisible attacker 
  8 
  Mass murder 
  Being herded to your death 
  Torturing someone 
  Witnessing a Minor 
  Daemon/Elemental 
  9 
  Betraying humanity itself 
  Confirming the Chaos lurks behind 
  everything after years of study 
  Being shelled by artillery 
  Witnessing a Greater 
  Daemon/Elemental 
  10 
   
  ? 
   
  ? 
  ? 
  ? 
  Tendency 
  Lying (criminally insane) 
  Shirk (paranoid) 
  Intimidate (psychotic) 
  Occult (obsessive “truth” seeker) 
   
  On each occasion that a character encounters a traumatic situation, roll against the appropriate test: 
   
  Incredible success = resolute = increase by 1 notch (strikeout cell with “X”) 
   
  Stunning success = inured = increase by 1 notch + role-play cynicism with regard to this aspect 
   
  Definite success = hardened = increase by 1 notch + gain 1 Insanity Point 
   
  Lucky success = anxious = coping but unsure you’ll manage next time 
   
  Unlucky failure = affected = notch is failed (highlight cell with “!”), i.e. that situation is now deeply uncomfortable 
   
  Terrible failure = terribly affected = as above + gain 1 Insanity Point 
   
  Disastrous failure = deeply affected = as above + immediate reaction (flight, flight or freeze) 
   
  Horrific failure = horribly affected = as above + long-term trauma, i.e. minor insanity, e.g. phobia, depression, dependence, fugues, etc. 
  
SOURCE: textdata/thevault/Warhammer/Fantasy Roleplay/4e (C7)/Cato Contribution/Warhammer Fantasy Roleplay/2nd Edition/Homebrew & Fan Material/Domukan/Madness meters come to WFRP1x.pdf