SAN Checks:
When a SAN check is called for the player must have his/her character roll against the difficulty assigned by the GM for the sanity shattering
experience before them. They add their SAN score to the roll. If combined it meets or exceeds the difficulty requirement, then no SAN is lost
and no insanity is applied. [There are certain exceptions to this rule, based on encounters.]
If the roll and SAN combined do not meet the difficulty requirement, then the character will lose as much SAN as the (roll + SAN combined) failed by. Please note many Non-Human and Half-Human characters, as well as some character classes get bonuses which limit how much
SAN they can lose from failing a SAN check, due to their inhuman natures.
* Instead of leveling up with XP, a player can sacrifice XP to keep his/her character's SAN above zero, up to positive one SAN only via XP. This is done at the end of the session.
* Sometimes the GM will award SAN points at the end of sessions as well as XP.
* You CANNOT give your character extra SAN though XP, except to bring negative SAN up to one.
* Psionic, Sorcery and Miracle attacks sometimes bypass the standard SAN check system. They may inflict insanity without lowering your
overall SAN score or they may do both without a check but instead a WILL saving throw. This varies on the power.
* Class abilities, such as those of the Overseer have strong psychological effects upon targets. These will play out similar but with some
noted exceptions listed under those particular class abilities.
* If a character's SAN drops to a negative number than exceeds his/her WIS score, the character is considered permanently crazy and will become an NPC. In the case of some half human/half monster hybrids, they become their monster side. For non-humans, they become permanently feral and will no longer associate with the other player characters and may in fact become hostile against them.
At this point the character can only be redeemed if a Jester or other character with the ability to restore lost SAN is able to bring them
at least back above this threshold within 24 hours of them reaching this state. After that time there is no hope for them.
* Any character who loses all of their SAN during a game session is considered bat-shit crazy until he/she has sacrificed XP between
sessions to regain SAN. SAN is also a measure of the humanity left in the character as well. If a character's SAN drops to zero or less,
have them roll on the Sanity Corruption Chart:
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Sanity Corruption Chart: (Roll 1D20)
1) Develop weird off-color bulging veins visible in forehead. (Re-roll if Gaunt Man)
2) Hair falls out. If hairless, begins developing hair in unusual places.
3) Skin color takes on a strange hue and develop hives and rashes.
4) Hair turns white or grey or skin takes on a pale or grey-ish look to it.
5) Eyes develop double iris/pupil. (Gaunt Men or other eyeless creatures Re-Roll)
6) Develop nervous twitches and stutters. (-2 to any Craft/Art, Tech Op, Mechanisms, Influence, Stealth and -1 to all attack rolls.)
7) Cramps and Strange Pains and random times. (-1 DEX)
8) Severe Mental Trauma causes brain damage. (-1 INT, -1 WIS, -1 CHA)
9) Highly Vulnerable to Mind Control: -5 to any Will save vs mental control.
10) Seizures. At the beginning of any combat or highly emotional situation the character must make Fortitude save or go into a seizure for 1D6 actions.
11) Stress Blindness: At the beginning of any combat or highly emotional situation the character must make Fortitude save or go temporarily blind for 1D6 actions.
12) Mimicking Madness: Anytime someone shows obvious effects of an insanity within perception of the character, he/she must make a SAN check or develop the same insanity at a rating of 3D4, though loses no SAN if the check is failed.
13) Stigmata: Once per day the character might re-develop an old injury that had healed. Make save vs Fortitude to avoid. If failed the character will be at half their current hit points (round down) for that day and cannot be healed past that point until the next day if they make their Fortitude save.
14) Stress Sickness: At the beginning of any combat or highly emotional situation the character must make Fortitude save or start vomiting and coughing uncontrollably for 1D6 melee rounds.
15) Beserker: At the beginning of any combat or highly emotional situation the character must make Fortitude save or starts attacking ANYONE nearby including allies uncontrollably for 1D6 actions.
16) Psychic Distress: Due to your psychological damage you disrupt any psychic power within level x5 feet of you. This includes allies, enemies and yourself if you are psychic. Targets (including yourself), must make Will saves to avoid this affect when using any psychic power within range of you.
17) Develop 1D4 Mutations
18) Visions: Once per day your character receives visions that may or may not be about real events.
19) Gain insight into a Sorcerous spell or ritual. (Randomly determined by the GM.)
20) Develop 1D4 Psionics.
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Insanity:
*If your character has an insanity and the GM calls that it needs contested, you roll against the Difficulty Rating he/she assigns to that
contest, minus the level of the insanity. If you fail the roll, you are afflicted by it for a given amount of time.
*Insanity can be bought off with XP at the end of game sessions if there is actual down time for the characters. Please note that certain
insanities can not be bought off completely. Examples would be Class Indoctrination insanity, such as with Cultists and some other
types inflicted by certain Rituals or other abilities.
*Duration of an Insanity is decided by the GM on conditions/environment. In some cases a Will save may be allowed or required to break out of it.
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Insanity List:
This list includes ones related to Class Abilities, Sorcery Spells & Rituals, Miracles and Psionics as well as random ones.
This should be updated and cross link with the appropriate ability for easier reference.
* Insanity: Compulsion to Eat Dead Humanoids: (REFERENCE: Grave~Kin [Half Ghouls]) This insanity is caused by the biological needs and racial memory of the Grave-Kin's
Ghoul heritage. As you have continued your tranformation into a full fledge Ghoul, you now must eventually resort to consuming the
flesh of dead humanoids. The base penalty of this insanity is six. It increases by two each day you have not consumed the flesh of a
deceased humanoid, with a preference of 24 hours dead or more to effectively satiate your inhuman desires. The first week of this,
the difficulty rating is done at Difficulty of Tough, with difficulty level increasing each week as well as the daily penalty increasing until
the character eventually gives in to his/her urges. Each point that this particular insanity goes beyond twenty will reduce the characters
SAN score.
Insanity: Fear of Glass: (REFERENCE: Chxi'lu's Maelific Fusion of the Glass Flesh [Ritual] )
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Insanity: Fear of Glass Sculptures: (REFERENCE: Chxi'lu's Maelific Fusion of the Glass Flesh [Ritual] )
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Insanity: Fear of Exotic Sculptures: (REFERENCE: Chxi'lu's Maelific Fusion of the Glass Flesh [Ritual] )
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Insanity: Withdrawls from Betelgeuze: (REFERENCE: Intervention of They From Betelgueze [Spell] )
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Insanity: Murder Compulsion: (REFERENCE: Supernatural Background: Murder Addiction)
This is a conditional insanity from the Supernatural Background section of character creation. Such characters who have gone a full
day without murdering make an easy difficulty (5+) SAN check to avoid compulsion. Each day the difficulty level increases by one
level and penalty to Will saves to avoid acting upon desires increases by one.
At the beginning of each day the check is made. If it fails they DO NOT lose any SAN, however must then make a Will check any time
an easy target comes along or until a sentient creature is killed in combat. They receive a +3 to Will saves to avoid harming allies
they actually like. Such characters will generally be hermits or at least active Warriors or Mauraders if in a community.
Insanity: Cannibalistic Urges: (REFERENCE: Malediction of the Cannibalistic Desideratum [Ritual] )
You feel the need to consume humanoid flesh, your own particular race is preferred. It does not have to be fresh and a stockpile of
preserved flesh of the appropriate type will satiate your urges. Any day you do not have your needs met, you must make an easy
difficulty (5+) check to avoid hunting down an easy target to feast upon. If this check fails, you do gain an increase in this insanity
by the amount you failed your check by however do not lose SAN. In addition if this check failed, you must make a Will save when
presented with an easy kill of a sentient humanoid target, with double any applied Will save penalties for targets who are of your
specific race. Each day of no satiation of your cannibalistic urges causes this difficulty level increases by one and any Will saves
to resist your urges increase by one.
Insanity: Phobia: Falling Apart: (REFERENCE: Fall to Pieces [Spell] )
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Insanity: Delusion: Body Parts Have Own Will: (REFERENCE: Fall to Pieces [Spell] )
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Insanity: Phobia: Dismembered Bodies & Amputees: (REFERENCE: Fall to Pieces [Spell] )
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Insanity: Obsession: Finding Your Missing Parts: (REFERENCE: Fall to Pieces [Spell] )
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Insanity: Elder God Idealogy : (REFERENCE: Healing the Repentant [Lawful Only] )
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Insanity: Loyalty to [Programmer]: (REFERENCE: Rogue Robot Character Class)
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Insanity: Euphoric Bliss Addiction: (REFERENCE: Euphoric Bliss [Psionic])
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Insanity: Irrationalist Ideals: (REFERENCE: Alien Hybrid Character Class)
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Insanity: Indoctrination (God/Cult): (REFERENCE: Cultist of Chaos Character Class)
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Insanity: Subservient to [Insert Overlords Name]: (REFERENCE: Overseer Character Class)
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Insanity: Fear to confront [Insert name of Overlord]: (REFERENCE: Overseer Character Class)
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