projects:odds_rpg:modules:sanity
Differences
This shows you the differences between two versions of the page.
| projects:odds_rpg:modules:sanity [2026/02/17 20:26] – created freedomotter | projects:odds_rpg:modules:sanity [2026/02/17 21:04] (current) – freedomotter | ||
|---|---|---|---|
| Line 1: | Line 1: | ||
| ====== Sanity System ====== | ====== Sanity System ====== | ||
| - | When facing | + | This module adds psychological pressure, horror, and mental instability to ODDS RPG. |
| - | 1d20 + Presence | + | |
| + | 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 | ||
| + | * Disturbing revelation | ||
| + | * Psychological trauma | ||
| + | * Mind-warping magic | ||
| + | * Extreme violence | ||
| + | |||
| + | Roll: | ||
| + | |||
| + | | ||
| + | |||
| + | TN guidelines: | ||
| + | |||
| + | Unsettling → 12 | ||
| + | Horrific → 15 | ||
| + | Mind-shattering → 18 | ||
| + | Reality-breaking → 22 | ||
| Failure: | Failure: | ||
| - | 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. | ||
| + | |||
| + | ---- | ||
| - | 0 Sanity: | + | ODDS RPG Sanity |
| - | Psychological break. | + | |
projects/odds_rpg/modules/sanity.1771359999.txt.gz · Last modified: by freedomotter
