Post by Cpt Micha on Oct 21, 2008 9:01:55 GMT -5
A character's Sanity is the natural mental state of ordinary life. Normal mental balance is endangered when characters confront horrors, entities or activities that are shocking, unnatural and bewildering. Such encounters can damage a character's sanity reducing them possibly to a gibbering incoherent helpless sack of flesh. Sanity can be restored up to a point but mental scars may remain. Insanity results from too many sanity points lost at any single point in time.
Sanity points measure the stability of a character's mind. This is measured by a Starting Sanity score, and Current Sanity.
Starting Sanity[/u]
Starting Sanity, equals your Wisdom score multiplied by Five. Note that your Sanity can not be restored above this number. Over time, characters gain a certain amount of resistance to the horrors that they see on a fairly regular basis. Add Sanity points of a rate equal to 1/2 your current level. (rounded down)
Current Sanity[/u]
When a character sees or encounters a gruesome or unnatural situation, the Dm may require a Sanity check using a percentile dice. The check succeeds if the result is equal to or less than the character's current Sanity. Success means either the minimum or no Sanity Points are lost. Potential lost points is usually shown as two numbers or die rolls by a slash such as 0/d4. The number infront of the slash is if the check succeeds. The number after the slash is for a failed check. Sanity also comes and goes when the character reads certain books, or uses certain rituals. These losses are automatic with no check.
Current Sanity, is your starting Sanity score, minus the Sanity Points lost. This number is used in place of your Starting Sanity for Sanity checks, if the numbers are different.
Types of Sanity[/u] There are three kinds of Insanity, temporary, indefinite and permanent insanity. The first two types can be cured, permanent insanity however can not be cured. When a character's Sanity score is reduced to -10 or less the character becomes Permanently Insane.
Temporary Insanity When a character loses one half of his or her Wis score in Sanity points in a single episode he or she goes either long term or short term temporarily insane. Roll a % dice. 1-80 it is Short Term Insanity, which has a duration of d10+4 Rounds if not healed. 81-100 is long term insanity which has a duration of d10X10 hours if not healed.
Characters that are temporarily Insane suffer a -5 penalty to Initiative, and a -2 to Perception and Insight Checks. Characters that are Temporarily Insane, are also Dazed until they make a Saving Throw.
Indefinite Insanity If a character loses 50% of their Current Sanity in the space of 1 hour, the character goes Indefinitely Insane. The Dm Judges when the impact of events call for such a measure. An episode of indefinite Insanity if not treated lasts for 4 months. (or as the dm dictates). Some effects may not be readily apparent.
Characters that are Indefinitely Insane suffer a -10 Penalty to Initiative and a -5 to Perception and Insight Checks. Characters which are Indefinitely Insane are considered Slowed and Dazed until they make a Saving throw (Save ends both)
Restoring Sanity Points A character may recover one half his or her level of Sanity points when they take an Extended Rest. Healing abilties also restore Sanity points equal to 1/4th of the amount of hp they would heal.
Forbidden Lore[/u]
Training in the Forbidden Lore skill affects your Starting Sanity. Lose five Sanity Points. Forbidden Lore, grants you access to special Rituals. However Forbidden Lore, also decreases the amount of Sanity lost by casting rituals that do not have the Forbidden Lore skill in their activation, by 2 points.
Sanity points measure the stability of a character's mind. This is measured by a Starting Sanity score, and Current Sanity.
Starting Sanity[/u]
Starting Sanity, equals your Wisdom score multiplied by Five. Note that your Sanity can not be restored above this number. Over time, characters gain a certain amount of resistance to the horrors that they see on a fairly regular basis. Add Sanity points of a rate equal to 1/2 your current level. (rounded down)
Current Sanity[/u]
When a character sees or encounters a gruesome or unnatural situation, the Dm may require a Sanity check using a percentile dice. The check succeeds if the result is equal to or less than the character's current Sanity. Success means either the minimum or no Sanity Points are lost. Potential lost points is usually shown as two numbers or die rolls by a slash such as 0/d4. The number infront of the slash is if the check succeeds. The number after the slash is for a failed check. Sanity also comes and goes when the character reads certain books, or uses certain rituals. These losses are automatic with no check.
Current Sanity, is your starting Sanity score, minus the Sanity Points lost. This number is used in place of your Starting Sanity for Sanity checks, if the numbers are different.
Types of Sanity[/u] There are three kinds of Insanity, temporary, indefinite and permanent insanity. The first two types can be cured, permanent insanity however can not be cured. When a character's Sanity score is reduced to -10 or less the character becomes Permanently Insane.
Temporary Insanity When a character loses one half of his or her Wis score in Sanity points in a single episode he or she goes either long term or short term temporarily insane. Roll a % dice. 1-80 it is Short Term Insanity, which has a duration of d10+4 Rounds if not healed. 81-100 is long term insanity which has a duration of d10X10 hours if not healed.
Characters that are temporarily Insane suffer a -5 penalty to Initiative, and a -2 to Perception and Insight Checks. Characters that are Temporarily Insane, are also Dazed until they make a Saving Throw.
Indefinite Insanity If a character loses 50% of their Current Sanity in the space of 1 hour, the character goes Indefinitely Insane. The Dm Judges when the impact of events call for such a measure. An episode of indefinite Insanity if not treated lasts for 4 months. (or as the dm dictates). Some effects may not be readily apparent.
Characters that are Indefinitely Insane suffer a -10 Penalty to Initiative and a -5 to Perception and Insight Checks. Characters which are Indefinitely Insane are considered Slowed and Dazed until they make a Saving throw (Save ends both)
Restoring Sanity Points A character may recover one half his or her level of Sanity points when they take an Extended Rest. Healing abilties also restore Sanity points equal to 1/4th of the amount of hp they would heal.
Forbidden Lore[/u]
Training in the Forbidden Lore skill affects your Starting Sanity. Lose five Sanity Points. Forbidden Lore, grants you access to special Rituals. However Forbidden Lore, also decreases the amount of Sanity lost by casting rituals that do not have the Forbidden Lore skill in their activation, by 2 points.