Sanity System 1.0.1
Sanity is the level of control and health of one's mind.
In the game, there are many things which the mortal mind may not be able to handle. Without coming to these realizations post-events, characters may begin to lose control or change their values, or even pick up psychotic issues that will need treatment or therapeutic action. If no actions are taken, the mind will deteriorate, and cause the player's character to slowly go insane, eventually losing possession of themselves.
Each character will start out with a baseline of 75% sanity, adding 1d10 additional to begin with in-game.
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Sanity = [75] + [1d10] => [76-85] pts
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Events which a character's mind may not be able to grasp may require the player to make a Sanity check, rolling 1d100, with the goal of rolling below or equal to their current sanity maximum in order to pass. If they roll above their current maximum Sanity score, the GM will give a total to subtract from their maximum sanity depending both on the severity of the failure (perhaps rolling a 100) or the intensity of the events. Depending on what domain of reality the event was spawned by, the players will make a roll in that domain's stat to attempt to successfully subtract from the sanity loss.
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Sanity [82] => 1d100 roll
99 failure; resulting in {[82] - 1d4 = 80} as new total sanity 65 success; resulting in non sanity loss depending on severity |
For a character to regain points of sanity up to the maximum of [90], they may spend time conversing with others who may have witnessed the events which caused their loss in sanity. They may also seek services specifically for those struggling with stability. The player may ask the GM for resources the character may know about for this purpose and instruction for regaining lost stats in sanity.