Stoney 12:25pm, August 27, 2012 [Edit] [Delete] | 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 Effect | Duration | | 1-16 | Character faints. | Short | | 17-24 | Character has a screaming fit. | Short | | 25-32 | Character shows physical hysterics or emotional outburst (laughing, crying, and so on). | Short | | 33-40 | Character babbles in incoherent rapid speech or in logorrhea (a torrent of coherent speech). | Short | | 41-48 | Character gripped by intense phobia, perhaps rooting her to the spot. | Short | | 49-56 | Character becomes homicidal, dealing harm to nearest person as efficiently as possible. | Short | | 57-64 | Character has hallucinations or delusions (details at the discretion of the GM). | Short | | 65-72 | Character gripped with echopraxia or echolalia (saying or doing whatever those nearby say or do). | Short | | 73-80 | Character becomes catatonic (can stand but has no will or interest; may be led or forced to simple actions but takes no independent action). | Short | | 81-82 | Character 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 | | 85-86 | Character becomes paranoid. | Long | | 87-88 | Character gripped with severe phobia (refuses to approach object of phobia). | Long | | 89-90 | Character has aberrant sexual desires (exhibitionism, nymphomania or satyriasis, teratophilia, necrophilia, and so on). | Long | | 91-92 | Character develops an attachment to a “lucky charm” (embraces object, type of object, or person as a safety blanket) and cannot function without it. | Long | | 93-94 | Character develops psychosomatic blindness, deafness, or the loss of the use of a limb or limbs. | Long | | 95-96 | Character has amnesia (memories of intimates usually lost first; Knowledge skills useless). | Long | | 97-98 | Character 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. |