====== Sanity System ====== This module adds psychological pressure, horror, and mental instability to ODDS RPG. 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: 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. ---- ODDS RPG Sanity Module v1.0