Difference between revisions of "Sanity"

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Typically used with: '''Psyche'''.
 
Typically used with: '''Psyche'''.
  
In short: don't go crazy. There are those possessed of spiritual fortitude strong enough to shrug off the bizarre, grotesque, and unnatural as though commonplace; souls who have hardened their minds against the unspeakable aspects of the universe.
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In short: don't go crazy. There are those possessed of spiritual clarity strong enough to shrug off the bizarre, grotesque, and unnatural as though commonplace. These souls have hardened their minds against the unspeakable aspects of the universe.
  
The Sanity skill is a person's primary weapon against horrifying situations or unnerving supernatural oddities: extra-dimensional beings, mutilated corpses, visions of the end of the world, twisted scientific experiments, or reduced-calorie fast food.  Anything which threatens to break a character's understanding of reality calls for a [[Sanity]] check.
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{{section|Remain Sane|}}
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The Sanity skill is a person's primary weapon against horrifying situations or unnerving supernatural oddities: extra-dimensional beings, mutilated corpses, visions of the end of the world, twisted scientific experiments, or reduced-calorie fast food.  Anything which threatens to break a character's understanding of reality calls for a Sanity check. The more horrifying the phenomenon, the higher the DL.
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What happens when you fail a Sanity check? Well, that's as complicated as you and the GM want it to be. Perhaps a temporary penalty to certain rolls is enough. On the other hand, your mind could crumble under the pressure, granting you a brand new neurological condition, mental illness, or straight jacket.
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{{section|Resisting Spells|}}
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Some ''[[:Category:Compulsory-essence Spells|compulsory]]'' spells and ''[[:Category:Illusory-essence Spells|illusory]]'' spells can be avoided with a Sanity check, for instance [[Cacophony]] and [[Insanity]]. In this case, you may add any points in [[Magic Defense]] to this roll. The mage makes a [[Casting Roll]]. You make a Sanity check. If your result meets or exceeds the Casting Roll, you elude the effects of the spell.
  
{{section|Opposed Rolls|Sanity is sometimes rolled in response to spells and similar effects.}}
 
 
[[Category:Skills]]
 
[[Category:Skills]]
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Latest revision as of 01:10, 22 July 2019

Typically used with: Psyche.

In short: don't go crazy. There are those possessed of spiritual clarity strong enough to shrug off the bizarre, grotesque, and unnatural as though commonplace. These souls have hardened their minds against the unspeakable aspects of the universe.

Remain Sane

The Sanity skill is a person's primary weapon against horrifying situations or unnerving supernatural oddities: extra-dimensional beings, mutilated corpses, visions of the end of the world, twisted scientific experiments, or reduced-calorie fast food. Anything which threatens to break a character's understanding of reality calls for a Sanity check. The more horrifying the phenomenon, the higher the DL.

What happens when you fail a Sanity check? Well, that's as complicated as you and the GM want it to be. Perhaps a temporary penalty to certain rolls is enough. On the other hand, your mind could crumble under the pressure, granting you a brand new neurological condition, mental illness, or straight jacket.

Resisting Spells

Some compulsory spells and illusory spells can be avoided with a Sanity check, for instance Cacophony and Insanity. In this case, you may add any points in Magic Defense to this roll. The mage makes a Casting Roll. You make a Sanity check. If your result meets or exceeds the Casting Roll, you elude the effects of the spell.