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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