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22:35, 2nd May 2024 (GMT+0)

Variant Rule: Sanity as Courage.

Posted by KeeperFor group 0
Keeper
GM, 2 posts
Fri 17 Jun 2022
at 21:30
  • msg #1

Variant Rule: Sanity as Courage

This is a variant rule that changes how Sanity impacts the character, though the majority of its rules remain unchanged.

Specifically, the stages of sanity loss are dramatically changed: they both rise and fall faster, with less severe impacts in the short term. (Investigators who survive the adventure might "transition" back to normal sanity rules afterwards, though impacted by the events they witnessed!)

The major changes are:
Temporary Insanity no longer applies when a character loses 5 or more sanity. Instead, Temporary Insanity applies when a character loses one-fifth or more of their maximum sanity in one ten minute span.

The effects are largely unchanged: investigators might faint, flee, scream, or otherwise lose self-control for a period of seconds to minutes, depending on the situation. (Classically 1d10+4 rounds, though this can vary)

Indefinite Insanity only applies if the character reaches 0 sanity. The character breaks down and becomes inconsolable for at least an hour. They might sob, become aggressive, or simply catatonic. It is possible they can be gently sheperded along by others, provided they are supportive and nonthreatening--or conversely, very threatening!

After some time has passed, the character regains some self-control and returns to one-fifth of their maximum sanity.

Permanent insanity does not appear in this variant.

Sanity recovery occcurs when the investigators are not being actively frightened or pursued. Generally, it occurs when they accomplish goals--they are flooded with hope--or slowly over time--they collect their wits and steel their nerves, knowing survival is on the line.

Completing major objectives that unlock the castle's secrets put the investigators at full sanity. Completing minor tasks that progress them forwards--opening a door, activating a strange, alien mechanism, or cleverly trapping a foe--earns them less, though it likely is the main way they will regain their courage.

At the keeper's discretion, actions that display admirable teamwork earn a bonus on sanity regained, as the investigators draw on their new friends' support.

Investigators also regain sanity over time. When under half their maximum sanity, they reach that number if they have a roughly 10-minute opportunity to rest and recover. Beyond that, any time they are not being actively threatened they regain 1 sanity every 10 minutes.

A succesful psychology roll from a fellow investigator, made when they have at least 1 round to encourage one another, can boost an investigator from under-half to one-half of their maximum sanity--ideal for moments of crisis when action is vital. If done, this cannot be attempted again for at least an hour, and if pushed can cause sanity loss on a failure.

This campaign takes place over the course of hours, instead of days, so the slow sanity regain is fairly subtle.

Sanity Loss occurs in the traditional ways, but it can also decrease when investigators are in certain situations for prolonged periods of time, such as complete blackness or in the presence of a monstrous creation.

Sanity checks are often called for if investigators are attempting certain actions, such as willingly approaching an unaware monster or maintaining silence while it searches for them just on the other side of a cabinet door.
This message was last edited by the GM at 21:40, Fri 17 June 2022.
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