Wednesday, June 16, 2021

Sanity

Sanity


Abominations from deep dimensions. Vile undead fiends. Knowledge that man was not meant to know. These are all things that can cause a normally well-adjusted individual to lose their grip on reality. The following rules assist in utilizing sanity in D&D games.

Sanity Score

Characters start with a number of Sanity points equal to five times their Wisdom score.

Whenever a character is exposed to something that could affect their sanity, roll 1d100 against their current Sanity score:

  • If the roll is equal to or less than the score, the character is unaffected

  • If the roll is higher than the score, the character is affected as follows:

Missed Roll By → Effect

  • 1–10: Stunned

  • 11–20: Sickened

  • 21–30: Nauseated

  • 31–40: Shaken

  • 41–50: Frightened

  • 51–60: Panicked

  • 61–70: Cowering

  • 71–80: Paralyzed

  • 81–90: Helpless

  • 91–100: Dead (Fortitude DC 20 negates; on success, becomes Helpless)

Sanity Modifiers

Aberrations, Oozes, and Undead make the Sanity roll more difficult:

  • Add (Creature CR – Character Level) to the roll (minimum +0)

Characters must also make a Sanity check when using the Forbidden Knowledge skill:

  • Add ½ the DC of the check to the Sanity roll

Fear Immunity

Paladins and characters immune to fear must still check:

  • Roll 1d20 + character level vs DC 15

  • Success: No Sanity check required

  • Failure: Make the Sanity check as normal

Insanity (0 Sanity)

When a character reaches 0 Sanity, they are driven insane. The DM selects one of the following effects based on the cause.

Insanity Effects

  • Autonomic Hyperactivity - Sweating, racing heart, dizziness, clammy hands, flushed or pallid face, rapid pulse and respiration even when at rest. All attack rolls, saves, and checks take a -2 penalty.

  • Bipolar Mood Disorder - The character oscillates between mood states, sometimes staying in one mood for weeks at a time, sometimes rapidly switching between them.

  • Compulsions - The character insists on performing ritual actions (such as touching doorways in a specific pattern). This behavior lasts 1d10 rounds and may override survival instincts.

  • Depression - Persistent fatigue, hopelessness, and possible hallucinations. All attack rolls, saves, and checks take a -4 morale penalty. The character may withdraw entirely from activity.

  • Dissociative Amnesia (Psychogenic Amnesia) - The character cannot recall important personal information. DC 20 Will save required to remember. Optional: reset Forbidden Knowledge to +0 and max SAN to 99.

  • Dissociative Fugue - The character abandons their identity and assumes a new one.

  • Dissociative Identity Disorder - Multiple personalities with distinct behaviors and outlooks. Same stats, different roles.

  • Expectations of Doom - Constant dread and anticipation of disaster. All attack rolls, saves, and checks take a -2 morale penalty.

  • Intermittent Explosive Disorder - Sudden violent outbursts and destructive behavior.

  • Mania - Hyperactivity, delusions, reckless behavior. All attack rolls, saves, and checks take a -4 morale penalty.

  • Motor Tension - Restlessness and instability. –2 penalty on attack rolls, Fortitude & Reflex saves, and Str/Dex/Con checks.

  • Obsessions - Intrusive thoughts dominate attention, especially under stress, interfering with concentration.

  • Obsessive-Compulsive Disorder - Obsessive thoughts and/or compulsive behaviors.

  • Panic Disorder - Sudden episodes of intense fear with physical symptoms such as trembling, sweating, and breathlessness.

  • Personality Disorders - Long-term behavioral dysfunction. –4 penalty on Charisma-based checks; NPC attitudes shift negatively.

    Types include:

    • Antisocial

    • Avoidant

    • Borderline

    • Compulsive

    • Dependent

    • Histrionic

    • Narcissistic

    • Passive-Aggressive

    • Paranoid

    • Schizoid

  • Phobia - Irrational fear of a specific object or situation. DC 15 Will save to confront; –2 morale penalty while exposed.

  • Post-Traumatic Stress Disorder - Recurring flashbacks, emotional withdrawal, and reliving trauma.

  • Vigilance - Insomnia, irritability, and inability to focus. –4 morale penalty on Will saves and Int/Wis/Cha checks.

Healing Sanity

  • Characters regain Sanity equal to level + CHA modifier per session

  • Characters suffering from insanity do not regain Sanity

Recovering from Insanity

  • Once per session, a character may attempt a Will save (DC 25)

  • Success removes the insanity

  • The character may then begin recovering Sanity normally

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