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projects:odds_rpg:modules:sanity [2026/02/17 20:26] – created freedomotterprojects:odds_rpg:modules:sanity [2026/02/17 21:04] (current) freedomotter
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 ====== Sanity System ====== ====== Sanity System ======
  
-When facing horror: +This module adds psychological pressure, horror, and mental instability to ODDS RPG. 
-1d20 + Presence vs TN 1218+ 
 +Use this in: 
 + 
 +  * Horror campaigns 
 +  * Cosmic or eldritch settings 
 +  * Psychological thrillers 
 +  * Dark fantasy 
 +  * Trauma-focused stories 
 + 
 +If not using horror themes, this module is optional. 
 + 
 +---- 
 + 
 +===== Sanity vs Resolve ===== 
 + 
 +The GM chooses one approach: 
 + 
 +Option 1: 
 +  Replace Resolve with Sanity. 
 + 
 +Option 2: 
 +  Keep Resolve for morale and add Sanity as a separate track. 
 + 
 +Recommended for horror: 
 +  Separate Sanity track. 
 + 
 +If separate: 
 + 
 +Sanity = 10 + Presence 
 + 
 +---- 
 + 
 +===== Sanity Checks ===== 
 + 
 +When a character encounters: 
 + 
 +  * Eldritch horror 
 +  * Disturbing revelation 
 +  * Psychological trauma 
 +  * Mind-warping magic 
 +  * Extreme violence 
 + 
 +Roll
 + 
 +  1d20 + Presence 
 + 
 +TN guidelines: 
 + 
 +Unsettling → 12   
 +Horrific → 15   
 +Mind-shattering → 18   
 +Reality-breaking → 22  
  
 Failure: Failure:
-Lose 2d10 Sanity.+  Lose 2d10 Sanity. 
 + 
 +Strong Failure (miss by 5+): 
 +  Lose 2d10 Sanity and gain a Condition. 
 + 
 +---- 
 + 
 +===== Sanity Conditions ===== 
 + 
 +At 50% Sanity: 
 + 
 +  Gain one Minor Instability. 
 + 
 +At 0 Sanity: 
 + 
 +  Character Breaks. 
 + 
 +Broken state: 
 + 
 +  * Cannot act rationally. 
 +  * GM may temporarily control actions. 
 +  * Character collapses, flees, or dissociates. 
 + 
 +Recovery requires: 
 + 
 +  * Safety 
 +  * Time 
 +  * Meaningful emotional support 
 + 
 +---- 
 + 
 +===== Minor Instabilities ===== 
 + 
 +Roll 1d8 or choose: 
 + 
 +1 Paranoia (-2 Insight-based rolls)   
 +2 Tremors (-2 ranged attacks)   
 +3 Nightmares (no Resolve recovery on short rest)   
 +4 Phobia (GM-defined trigger)   
 +5 Obsession (fixate on clue or object)   
 +6 Emotional detachment (-2 social rolls)   
 +7 Hallucinations (minor distortions)   
 +8 Compulsive behavior 
 + 
 +Instabilities persist until treated. 
 + 
 +---- 
 + 
 +===== Treatment & Recovery ===== 
 + 
 +After major rest or downtime: 
 + 
 +Roll 1d20 + Mind vs TN 15. 
 + 
 +On success: 
 +  Recover 1d10 Sanity. 
 + 
 +Professional therapy, magical cleansing, or advanced tech may grant Advantage. 
 + 
 +Sanity should recover slowly to maintain tone. 
 + 
 +---- 
 + 
 +===== Short-Term Shock (Optional Rule) ===== 
 + 
 +On failing a Sanity roll by 10+: 
 + 
 +Roll 1d6: 
 + 
 +1 Freeze (lose next Action)   
 +2 Flee immediately   
 +3 Drop held item   
 +4 Attack nearest target   
 +5 Collapse prone   
 +6 Catatonic for one round   
 + 
 +This adds horror unpredictability. 
 + 
 +---- 
 + 
 +===== Long-Term Effects (Optional Rule) ===== 
 + 
 +If a character reaches 0 Sanity twice: 
 + 
 +  Gain a Permanent Scar. 
 + 
 +Examples: 
 + 
 +  * Chronic paranoia 
 +  * Night terrors 
 +  * Emotional numbness 
 +  * Addiction coping mechanism 
 +  * Delusion 
 + 
 +Permanent Scars are roleplay-driven and may impose -1 to a relevant area. 
 + 
 +---- 
 + 
 +===== Design Principles ===== 
 + 
 +Sanity should: 
 + 
 +  * Increase tension 
 +  * Reinforce horror tone 
 +  * Encourage caution 
 +  * Create psychological consequences 
 + 
 +Do not use it to punish normal combat stress. 
 + 
 +Reserve it for true horror elements. 
 + 
 +----
  
-Sanity+ODDS RPG Sanity Module v1.0
-Psychological break.+
  
projects/odds_rpg/modules/sanity.1771359999.txt.gz · Last modified: by freedomotter

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