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- Sanity measures a characters mental stability. Characters with
low Sanity scores have little mental stability and characters
with high scores are very stable. Unlike other ability scores,
this score is represented by a percentile.
- Sanity comes into play when a character encounters a horrible
monster, suffers a loss, experiences a traumatic event, or encounters
something so alien to his realm of experience that it has a chance
of causing him to become temporarily or permanently insane. When
a Sanity check is required, percentile dice are rolled. A roll
equal to or less than the characters Sanity score indicates that
the character overcame his fear, dealt with the situation rationally
and experienced no adverse effect. A failed roll indicates the
situation in question affected the character and that Table 1.17:
Sanity Check Failure must be consulted.
Table 1.16: Sanity check modifiers
Current Sanity
|
Modifier
|
Sanity below 20: |
+20%
|
Sanity below 40: |
+10%
|
Sanity 41-59: |
0%
|
Sanity above 60: |
-10%
|
Sanity above 80: |
-20%
|
Sanity above 00: |
-40%
|
Other Modifiers: |
|
Previously encountered same creature or situation: |
(20+1d20%)
|
Per experience level: |
-1%
|
- Each time a Sanity check is failed, the character looses a variable
amount of percentile points from his Sanity score as indicated
on Table 1.17. If a characters Sanity is reduced to zero or less
the character becomes hopelessly insane.
- Some examples of when a Sanity check may be required are: an encounter with undead, the sight of a fiend, the traumatic death of a close friend, casting a spell of 10th level or higher, or a upon visiting the Abyss. The DM will tell you when a Sanity check is required. A characters current Sanity, level, and previous experience may effect the results of a Sanity check failure as detailed on Table 1.16 below.
- Calculating Sanity: Sanity is a percentile score equal to five times the average of a characters Wisdom and Ego scores (round up). For example, Tren the Mage has a Wisdom of 15 and an Ego of 14, therefore his Sanity is score is 75.
Table: 1.17 Sanity Check Failure
% roll
|
effect |
point loss
|
01-20
|
Dismayed and terrified: Suffer -4 to hit and AC until end of combat, spell casters have
a 20% chance of spell failure, psionicists -4 to power score. |
1d4
|
21-40
|
Flee in terror: Flee for 1d12 rounds, as if a fear spell had been cast. |
1d6
|
41-60
|
Attack in a berserk rage: Attack the object or creature that required the character to
make a Sanity check. Attacks are made at +2, AC is penalized by
-4, and spell casting is impossible. When there is no creature
or object to attack the character raves maniacally for 1d6 turns. |
2d4
|
61-80
|
Paralyzed with fear, dread, etc.: Unable to take any action for 1d6 rounds, AC is penalized by
-4. |
2d6
|
81-90
|
Catatonic state: Unable to take any action for 1d6 rounds. If a 6 is rolled, roll
again for the number of turns of catatonia. Successive 6s indicate
hours, days, weeks and years of catatonia. Any character who rolls
more than six 6's will remain in a catatonic state until cured
by a heal spell or similar magic. |
4d4
|
91-00
|
Driven insane: Consult Players Option: Spells and Magic, Table 24: Random Insanity Chart on page 88 for type of insanity.
If a monster caused the Insanity check, modify the percentile
roll on Table 1.16 by +5% for every Hit Die beyond three that
the monster has, to a maximum of +40%. |
10d10
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