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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!


    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:

  • 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 :


    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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