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 Sanity Rules
Stoney
12:25pm, August 27, 2012
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Sanity System

Player characters may go insane from the horrifying creatures and situations they encounter aboard the Malevolence. This system is intended as an optional means of allowing GMs to give characters interesting (and usually very temporary) psychological disorders.
Starting Sanity Points: 50

A character subjected to a strange or horrifying creature, situation, or stressful event (as determined by the GM) must make a d% roll (/dice 1d100 in chat). Success is rolling anything below your character’s current Sanity Point total (starting at 50). Failure is rolling anything above.

Success on this first roll usually means negligible Sanity loss (0-1 points), as determined by the GM. Failure means potentially more Sanity loss, such as 1d4, 1d6, or more. Characters reduced to 0 Sanity Points go permanently insane (and are no longer playable except in limited circumstances).

If a character takes more than 5 points of Sanity loss from a single instance, the player must roll a d% again.

Rolling a 1-80 on this 2nd d% die causes a short-term insanity effect (only 1 minute). Rolling an 81 or above (on the 2nd d% die) causes a longer-term insanity effect, as determined by the GM. For shot-term insanity effects, characters may describe their insanity effect, but can take no other actions for the duration. For long-term insanity effects, the character may or may not be able to perform actions (GM’s discretion).

Temporary Insanity

d%Insanity EffectDuration
1-16Character faints.Short
17-24Character has a screaming fit.Short
25-32Character shows physical hysterics or emotional outburst (laughing, crying, and so on).Short
33-40Character babbles in incoherent rapid speech or in logorrhea (a torrent of coherent speech).Short
41-48Character gripped by intense phobia, perhaps rooting her to the spot.Short
49-56Character becomes homicidal, dealing harm to nearest person as efficiently as possible.Short
57-64Character has hallucinations or delusions (details at the discretion of the GM).Short
65-72Character gripped with echopraxia or echolalia (saying or doing whatever those nearby say or do).Short
73-80Character becomes catatonic (can stand but has no will or interest; may be led or forced to simple actions but takes no independent action).Short
81-82Character has hallucinations or delusions (details at the discretion of the GM).Long
83-84 Character performs compulsive rituals (washing hands constantly, praying, walking in a particular rhythm, never stepping on cracks, constantly checking to see if crossbow is loaded, and so on).Long
85-86Character becomes paranoid.Long
87-88Character gripped with severe phobia (refuses to approach object of phobia).Long
89-90Character has aberrant sexual desires (exhibitionism, nymphomania or satyriasis, teratophilia, necrophilia, and so on).Long
91-92Character develops an attachment to a “lucky charm” (embraces object, type of object, or person as a safety blanket) and cannot function without it.Long
93-94Character develops psychosomatic blindness, deafness, or the loss of the use of a limb or limbs.Long
95-96Character has amnesia (memories of intimates usually lost first; Knowledge skills useless).Long
97-98Character has bouts of reactive psychosis (incoherence, delusions, aberrant behavior, and/or hallucinations).Long
99 Character loses ability to communicate via speech or writing.Long
100 Character becomes catatonic (can stand but has no will or interest; may be led or forced into simple actions but takes no independent action). Long


Edited 12:32pm, August 27, 2012 by Stoney, author.
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