I got a hold of Call of Cthulhu d20 and found that the sanity system is amazingly complex. Being that I dislike complex things and knowing that my previous sanity system was a tad bit broken I decided to go back to the drawing board as it were.
Sanity is derived from the the combination of the player’s intelligence and wisdom scores. The base sanity of a player can never exceed this score and the score does not increase with time or level. When a player is confronted by something that could cause his or her sanity to waver the the Game Master will ask for the player to roll a Wisdom Check with an SR of determined by the Game Master. Should the player fail the Wisdom Check he or she loses sanity equal to the level of event that has occurred (see table below). When the player reaches half of their sanity he or she can start to experience delusions and breaks from reality. These episodes are the realm of the Game Master and should be handled delicately.
Sanity can be recouped by either extended rest or psychological aid over a period time at a rate of 1d6 per week of rest or psychological session. Should the player reach a sanity of zero he or she is hopelessly insane and cannot recover from the psychological damage and is removed from play as a PC.
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Sanity EventsSuccess RatingSanity LossNil Event06 – 101d4Minor Event11 – 151d6Major Event16 – 201d8Epic Event21+1d10
D20 | Permanent Insanity |
1 – 2 | Sociopathic |
3 – 4 | Paranoia |
5 – 6 | Night Terrors |
7 – 8 | Delusions |
9 – 10 | Impulse Control |
11 – 12 | Extreme Phobia |
13 – 14 | Dissociative |
15 – 16 | Manic/Depressive |
17 – 18 | Quixtism |
19 – 20 | Megalomania |