Tables don't like to transfer over from my current word processor so I apologize about that. On a final side note, typing with one hand is hard!
Sanity
Sanity is derived from the combination of the player's intelligence and wisdom scores. The base sanity of a player can never exceed this score and the score does not increase with time or level. When a player is confronted by something that could cause his or her sanity to waver the Game Master will ask for the player to roll a Wisdom SR of determined by the Game Master. Should the player fail the Wisdom Check he or she loses sanity equal to the level of event that has occurred (see table below). When the player reaches half of their sanity he or she can start to experience delusions and breaks from reality. These episodes are the realm of the Game Master and should be handled delicately.Sanity can be recouped by either extended rest or psychological aid over a period time at a rate of 1d6 per week of rest or psychological session. Should the player reach a sanity of zero he or she is hopelessly insane and cannot recover from the psychological damage and is removed from play as a PC.
[Sanity Event][][Sanity Lost]
[Nil Event ] [ ] [1d4]
[Minor Event] [] [1d6]
[Major Event] [] [1d8]
[Epic Event] [] [1d10]
If a character is brought under half of their Sanity more than three times they are inflicted with a permanent insanity marker and take an insane condition as listed on the table below. If a player acquires more than 3 permanent insanity markers then he or she is considered hopelessly insane and removed from play as a PC.
[Roll 20 ] [Permanent Insanity]
[1 to 2 ] [Sociopathic]
[3 to 4 ] [Paranoia]
[5 to 6 ] [Night Terrors]
[7 to 8] [Delusions]
[9 to 10 ] [Impulse Control]
[11 to 12] [ Extreme Phobia]
[13 to 14] [Dissociative]
[15 to 16] [Manic/Depressive]
[17 to 18] [Quixotic]
[19 to 20 ] [Magalomania]
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