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Moonstruck!
House Sanity Rules
...Based loosely on Cthulhu
rules, but modified for RQ playability...
Starting Sanity Rate
Losing Sanity
Typical Rates of SAN loss
Effects of Low Sanity
Valuing Insanity
Gaining Sanity
Curing Insanity
Later Rule Changes for Genest Campaign
Starting Sanity
Initial SAN is POW*5%. Max is 99%, min 0%
Losing Sanity
If you make your SAN roll you have absorbed the shock and lose little
or no SAN. If you roll above your current SAN, you lose the full amount.
You can lose Temporary Sanity from a shock, e.g. an unnerving
natural event such as a friend dying - regaining lost SAN in accordance
with the SAN/Duration table below; or you can lose Permanent
Sanity from an unnatural event which you cannot accept as a normal
occurrence, such as meeting your dead friend as a zombie.
Temporary Insanity: Whenever you lose 10% or more of your
SAN in one single experience, the shock may make you temporarily insane
unless you fail an Idea roll (INT on d20). If you make the Idea roll you
have realised the full significance of what you've seen and go insane for
rounds , turns or hours etc., in accordance with your starting level:
SAN/Duration
51+/d10 rounds
26-50/ d10 turns [ 1 turn = 25 rounds
]
11-25/ d10 hours
1-10/ d10 days
This experience may well result in a phobia later. If the PC
fails the Idea roll, they don't go mad but may not remember clearly what
they experienced.
Indefinite Insanity: If a PC loses 20% of their SAN in
one hour, they go insane until cured. The GM picks an appropriate insanity.
If some of the SAN loss was temporary, the PC may 'snap out of it' when
the temporary loss wears off.
Permanent Insanity: If a PC reaches 0 SAN or less, they
are permanently, incurably mad (barring Divine Intervention).
Typical SAN loss rates
Gorp: 0(roll made) / d6(roll
failed), depending on whether you make SAN roll or not;
Scorpionman: 1 / d6
Surprised by corpse or a mangled animal body: 0 / d2 (temporary)
Surprised by corpse fragment: 1 / d6
Skeletons, zombies: 1 /d6
Meeting someone you know is dead
witness bizarre occurrence: 0 / d8
Victim of Madness or Fear spell: 1 / d3 if spell worked, 0 / 1 if spell
was successfully resisted
Victim of Battle Magic: noloss
Crimson Bat attacks: d6 / d20.
Gloranthan characters are familiar with tales of broo & other
chaos creatures and only suffer permanent SAN losses on their first
such encounters.
Effects of low SAN
Here are some character traits you may wish to consider if your PC's
SAN is low - say, <25. They are not compulsory but I urge you to adapt
the character's behaviour to his SAN level. Try modeling them on someone
you know!
- - jittery; nervous and wild-eyed
- - talk too much about nothing
- - wild assumptions coupled with argumentative nature, unwillingness
to change world view after leaping to conclusion
- - fits of temper
- - minor neuroses such as compulsive behaviour, annoying habit of tapping
fingers
- - place undue significance on coincidences
- - use religion as an emotional crutch and justification for outrageous
behaviour
- - exaggerated mood swings.
Valuing Insanity
A madman may gain an unnatural insight into a situation if they fail
an Idea roll after going insane. Eg: realise that this monster doesn't
like fire.
Gaining Sanity
By spending time in normal surroundings, typ. 2 per season up to POW*5;
By defeating monsters. Eg: say you lose d6 SAN from an encounter, =4
SAN. If you overcome them easily you could regain d3 SAN (ie, d(SAN lost
minus 1)).
Increasing your skills etc so you feel more confident:
- +d6 SAN for mastery in a new category (Knowledge, Stealth, Manip, etc)
- + 2d6 SAN for achieving Rune level + d6 SAN for extra Rune levels
- + d4 for reaching initiate level
- + d6 for first spell
- + d6 per 6 points of spells thereafter (not matrices)
- + d6 per point of POW gained
- +1 per point of stat raised, or gift
- +d4 at 50%, 75% and 90% with your primary melee weapon
- +d4 at 100% with PMW (new ability - 2 attacks / round)
- +d6 at 90% with primary missile weapon
- +1 per new Mastery.
Curing Insanity
Psychoanalysis skill (shamanic speciality):
Takes 1 week - will not increase SAN above POW*5 . A successful roll gives
the patient 1 SAN; an Impale, d3; and a Critical, 3. A roll of 96-00 loses
d4 SAN. Indefinite Insanity can be treated - taking d6 months - and a successful
skill roll cures it .Here an Impale gets a patient d6 SAN; 96-00 loses
d4 SAN and means the patient cannot be cured by that "psychiatrist".
-4% modifier for every point of SAN below 15.
Spells :
- Calm Mind - Spirit Magic, duration 10 rounds, 3 points, range
40m, increases SAN by 1.5 to max.99% for duration. Can be cast on others.Cost
500L.
- Restore SAN: - specialist Rune Magic, restores permanent SAN
(about 1-3 points). Cost??
- Morale (Humakti Rune spell): - acts as a Calm Mind too,
for duration of spell. Cost??
- Creating a Lune:
- The Lunar cults can suck the madness out of a permanently insane sufferer
to form a Lune. This is not a trivial ritual. In effect, the priest sacrifices
POW to create the Lune: where an Orlanthi priest might decide to use his
spare POW to sacrifice for the ability to summon a Sylph, and go to a windy
mountaintop to pray to his god, the priest will find someone who has been
Moonstruck and attempt to separate the purity of the Goddess from the blessed
Chosen One.
This is a controversial ritual within the Lunar cults, some holding
that one should not strip the touch of the Goddess from such a holy person,
and not all priests will do it. Even those that do will study the lunatic
carefully: the most profoundly touched ones are saved as valuable members
of society and cared for in special sanctuaries where they utter prophecies
on Lunar holy days. Lesser lunatics may be considered as not worth sacrificing
for as they would not give rise to a sufficiently powerful Lune to make
the priest's sacrifice worthwhile.
The priest must make a POW vs POW (not MP) roll against the lunatic.
A Moonstruck one who is so cured loses all permanent insanities (the
more he had, the better the Lune, goes the doctrine) and gains +1d5 SAN
per insanity cured.
This process will not work if your SAN is below zero. It must be in
the range 1-9.
Later Rule changes for
Genest Campaign
If a character loses 10% of his current sanity in one go, or 20% in
the space of 1 hour, he goes temporarily insane. This lasts for:
If your sanity drops below 10, you are classifyably insane until it
rises to 10 again.
If your sanity drops below 1, the only thing that will cure you is DI
(which will bring you back to 1 SAN)
Extra ways of increasing SAN:
- having a child: +2d4 for first child, +d4 for 2nd sprog, +1 / sprog
thereafter (line continues)
- marriage: +d6 for first wife, but -d4 per subsequent wife (due to
increased stress)
- lovers: +d3 make you feel good, but possible extra stress (what if
the wife / my other lovers find out?), so if more than one or otherwise
married no net gain.
- attending temple services: +1 SAN per 10 normal services, +0.5 SAN
per seasonal holy day service, +1 SAN per high holy day and Sacred Time
holy day service: ie max 4 + 2 + 2 = 8 SAN / year (assuming there are 5
normal services in Sacred Time).
- having a steady job: +5 SAN whilst it lasts. 'Steady' means, it is
a contract lasting at least a year with a good chance of renewal next year.
- belonging to a group of like minded people that you meet regularly
and socialise with: +d3 SAN. Maximum: +3d3. Examples: being in the
militia; a group of hobbyists like the local Hunt; possibly the North Bindle
Trading Company, if you lot can ever convince me you meet more than once
a week and get on well together; a choir; the village lacrosse team. Basically,
a circle of friends whom you feel you are part of. The village lacrosse
team and the cock fighting enthusiasts of Genest tend to be essentially
the same people, so they wouldn't count twice; but the cock fighting crowd
in Reventon would be another circle, if you met them regularly. The army
could count twice as that would already be counted under 'steady job',
and if you feel happy & integrated in your unit, feel that you can
trust the other soldiers, that is a circle. A cult can count as a circle,
even though you get SAN from joining anyway: because you gain SAN both
from the attachment to the god and the peace of mind you get from this,
and also the circle of friends you make in the cult - if you socialise
with them.
- Money: +1SAN per 100L aquired in a year, up to a maximum of 500L
whereupon you begin losing SAN at a rate of -1 SAN per 200L up to 1900L.
At this point (-2 SAN) you stabilise as a rich but slightly greedier, more
neurotic git than you started out as. Reasoning: to a peasant, 100L is
several years' cash income and promises financial security for the immediate
future. But as income increases to dizzying heights, paranoia and stress
creep into your mind concerning tax, robbers, tax, interest rates, tax,
keeping up with the nobs, tax etc. Obviously the cash amounts would be
different for characters from richer backgrounds.
- Pets: +3 SAN for first one, +2 for 2nd, +1 for 3rd, none thereafter.
- Undergoing religious rituals with yourself as the focus: +d3 SAN.
If you are chosen as the Corn Maiden, or to play the part of Yanafil Tarnils
at his high holy day ceremony, your self-esteem is boosted. Priests and
Lords normally have very high Sanities. Even if you fail your part in the
ceremony you're still considered important. Fumbling your Rituals, though,
results in the loss of d2 SAN from embarrassment.
- Promotion in a job: +d3 SAN. So far, this has only applied to Pan
who became a lance-corporal, but it could also apply to Marcus if he were
made a senior forester in charge of his brother; Kyrolan, if he were put
in charge of the guards of a merchant caravan; and so on. This is a permanent
increase even if you leave the job, because you know that people trusted
you enough to promote you. Being put in charge of two caravans' defense,
each with 5 guards, at different times would be the same level of responsibility
and you wouldn't get the increase twice; but if you then got put in charge
of 15 men instead of 5, that would be a 'promotion' and you would get another
+d3.
- Owning own house or land: +d6 SAN (reflecting added security).
- Losing (own) virginity: +d4 SAN.
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last updated 31-8-96 by LCH
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