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projects:odds_rpg:modules:sanity

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

projects/odds_rpg/modules/sanity.txt · Last modified: by freedomotter

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