Post by logan9a on Dec 31, 2018 4:10:44 GMT
New guys - does this make sense? Old guys - did I miss anything?
No sanity bonus (COC) for getting a skill high. You’ll just have to be content with your high skill and being crazy.
LOSING SANITY
There are bunches of ways to lose sanity. Doing horrific acts, witnessing scary monsters, going to war, etc all cause people to lose sanity.
Sometimes, people will lose sanity based on what their party members do - whether they witness or condone it or not.
“Well, I’m going to go out and gather firewood because I suspect you might torture this guy for information…”
Yeah - you’re losing sanity toward ‘torture’ either way. Ways of trying to get around it don’t work.
Although in this game, PVP is strongly discouraged, we don’t have any players who are completely selfish dicks. Those sort of people don’t tend to last. Hence, if you want to try to talk someone out of an action that causes sanity loss, you generally can do it.
GAINING SANITY
Generally, doing actual ‘good guy’ stuff will help the PC’s gain sanity. Also, things like defeating the kind of monsters that cause you to lose sanity will gain some sanity back. (Defeating a bear won’t gain you sanity but killing a ghoul will.)
GETTING USE TO IT
When someone takes sanity loss, they can record it on their character sheet. Once they hit the ‘max’ number, they no longer lose sanity toward that specific thing, though they may still toward other related things until they max that out as well.
Example: A certain young lady likes to torture victims. They just wish she’d ask questions. Eventually, she and her companions lose enough sanity (20) to max that out. Unfortunately, she is super messy with the victims as they are being tortured, hence, everyone gets to work on maxing out their ‘human gore’ (20), maybe ‘gross out’ (20) and because she doesn’t like to leave any witnesses, ‘cold blooded killing/guilt’ (60).
THE SPECIAL NUMBERS
40, 30, 20. Once your sanity gets down to - or below - any of those numbers, you pick up a new ‘permanent’ insanity. Some examples - won’t use firearms, won’t use currency, beat anyone who screams, etc.
For new players, it is vital to talk to the GM and other players and bounce ideas off of them about what is and is not a good insanity.
Remember, your insanity should - in some way - fuck you at least once per session. If it doesn’t, you will get assigned a new insanity. Your insanity should not fuck the other characters.
A good way of ‘testing’ out insanities before you are stuck with them is to give your character ‘quirks’. These are not mandatory and are much less severe than insanities. Examples - dislikes using guns, doesn’t like to buy anything unless they have to (or always ‘forgets’ wallet at home), screams at people who are screaming to ‘be quiet’. You can pick these up and drop them as desired.
CURING YOUR CRAZY
If your sanity had dipped down to 38 (gaining you the insanity at 40) then risen back up over 40, it is possible to get psychoanalysis (skill) to move the insanity down to a ‘strong quirk’. Not nearly as severe. If you dip down again, you can pick it back up as an insanity. If your sanity has gotten high enough you don’t think you will be in danger of getting the insanity back, you can get more psychoanalysis and move it to a mild quirk or even remove it altogether. Then, if your insanity goes back down, you can either pick back up the same thing (relapse) or go for a new insanity.
MAKING SANITY ROLLS
Sanity is a slippery slope. The more sanity you have, the slower you lose it. The less you have, the quicker it goes. All creatures/actions/things that make you crazy have two different numbers. The first is if you succeed in your sanity roll, the second if you fail your sanity roll.
Example: Fred is forced to kill a guard, not in the heat of combat. He was just standing there. The GM asks for a sanity roll, 1/d6. That means if Fred’s character makes his sanity roll, he loses one point (probably toward cold blooded killing - the GM will let you know) but if he fails his sanity (see stat - sanity) he loses d6 sanity. If Fred fails his sanity roll and loses five or more sanity at once (or in a short time), he may ‘lose his shit’.
LOSING YOUR SHIT
Sometimes, you lose a bunch of sanity at once. The GM will ask for some sort of willpower roll to avoid ‘going crazy’. Generally, willpower x3. If this is failed, roll d20. That’s how many rounds you are not in much control (if any) of your character. Then, roll a d4: fight, flight, freak, freeze.
Fight: If there are bad guys around, you will go after them whether you want to or not. No bad guys? Someone else. Maybe the GM will roll at random, maybe you will attack a bystander, someone’s horse (you always hated that horse) or another PC. You don’t have to spend any Hero Points during the combat but you will use (at minimum) whatever weapon is in hand. If you have a loaded pistol in hand, you are going to start shooting - not try to knock someone out with your fist because it’s a PC. You’ve gone berserk.
Flight: You run. So long as it is ‘away’ from whatever made you crazy, the GM usually lets you pick your route.
Freak: You don’t get to do anything useful. You are freaking out. You can go at walk speed where ever you want, usually ranting about how the ‘lib dems are responsible for the flat earth’ and so on.
Freeze: You’re just fucked. You will stand there like a statue until your d20 rounds are done. If you were hiding when you saw whatever made you crazy this is the best possible result. Otherwise, not so good.
RUNNING OUT OF SANITY
If your character ever reaches zero sanity, they instantly, immediately and irrevocably become an NPC. Make a new character.
SANITY THOUGHTS
It all depends on play style. Some people always seem to be between 90-99 sanity; others under 40. Figure out what is right for you.
No sanity bonus (COC) for getting a skill high. You’ll just have to be content with your high skill and being crazy.
LOSING SANITY
There are bunches of ways to lose sanity. Doing horrific acts, witnessing scary monsters, going to war, etc all cause people to lose sanity.
Sometimes, people will lose sanity based on what their party members do - whether they witness or condone it or not.
“Well, I’m going to go out and gather firewood because I suspect you might torture this guy for information…”
Yeah - you’re losing sanity toward ‘torture’ either way. Ways of trying to get around it don’t work.
Although in this game, PVP is strongly discouraged, we don’t have any players who are completely selfish dicks. Those sort of people don’t tend to last. Hence, if you want to try to talk someone out of an action that causes sanity loss, you generally can do it.
GAINING SANITY
Generally, doing actual ‘good guy’ stuff will help the PC’s gain sanity. Also, things like defeating the kind of monsters that cause you to lose sanity will gain some sanity back. (Defeating a bear won’t gain you sanity but killing a ghoul will.)
GETTING USE TO IT
When someone takes sanity loss, they can record it on their character sheet. Once they hit the ‘max’ number, they no longer lose sanity toward that specific thing, though they may still toward other related things until they max that out as well.
Example: A certain young lady likes to torture victims. They just wish she’d ask questions. Eventually, she and her companions lose enough sanity (20) to max that out. Unfortunately, she is super messy with the victims as they are being tortured, hence, everyone gets to work on maxing out their ‘human gore’ (20), maybe ‘gross out’ (20) and because she doesn’t like to leave any witnesses, ‘cold blooded killing/guilt’ (60).
THE SPECIAL NUMBERS
40, 30, 20. Once your sanity gets down to - or below - any of those numbers, you pick up a new ‘permanent’ insanity. Some examples - won’t use firearms, won’t use currency, beat anyone who screams, etc.
For new players, it is vital to talk to the GM and other players and bounce ideas off of them about what is and is not a good insanity.
Remember, your insanity should - in some way - fuck you at least once per session. If it doesn’t, you will get assigned a new insanity. Your insanity should not fuck the other characters.
A good way of ‘testing’ out insanities before you are stuck with them is to give your character ‘quirks’. These are not mandatory and are much less severe than insanities. Examples - dislikes using guns, doesn’t like to buy anything unless they have to (or always ‘forgets’ wallet at home), screams at people who are screaming to ‘be quiet’. You can pick these up and drop them as desired.
CURING YOUR CRAZY
If your sanity had dipped down to 38 (gaining you the insanity at 40) then risen back up over 40, it is possible to get psychoanalysis (skill) to move the insanity down to a ‘strong quirk’. Not nearly as severe. If you dip down again, you can pick it back up as an insanity. If your sanity has gotten high enough you don’t think you will be in danger of getting the insanity back, you can get more psychoanalysis and move it to a mild quirk or even remove it altogether. Then, if your insanity goes back down, you can either pick back up the same thing (relapse) or go for a new insanity.
MAKING SANITY ROLLS
Sanity is a slippery slope. The more sanity you have, the slower you lose it. The less you have, the quicker it goes. All creatures/actions/things that make you crazy have two different numbers. The first is if you succeed in your sanity roll, the second if you fail your sanity roll.
Example: Fred is forced to kill a guard, not in the heat of combat. He was just standing there. The GM asks for a sanity roll, 1/d6. That means if Fred’s character makes his sanity roll, he loses one point (probably toward cold blooded killing - the GM will let you know) but if he fails his sanity (see stat - sanity) he loses d6 sanity. If Fred fails his sanity roll and loses five or more sanity at once (or in a short time), he may ‘lose his shit’.
LOSING YOUR SHIT
Sometimes, you lose a bunch of sanity at once. The GM will ask for some sort of willpower roll to avoid ‘going crazy’. Generally, willpower x3. If this is failed, roll d20. That’s how many rounds you are not in much control (if any) of your character. Then, roll a d4: fight, flight, freak, freeze.
Fight: If there are bad guys around, you will go after them whether you want to or not. No bad guys? Someone else. Maybe the GM will roll at random, maybe you will attack a bystander, someone’s horse (you always hated that horse) or another PC. You don’t have to spend any Hero Points during the combat but you will use (at minimum) whatever weapon is in hand. If you have a loaded pistol in hand, you are going to start shooting - not try to knock someone out with your fist because it’s a PC. You’ve gone berserk.
Flight: You run. So long as it is ‘away’ from whatever made you crazy, the GM usually lets you pick your route.
Freak: You don’t get to do anything useful. You are freaking out. You can go at walk speed where ever you want, usually ranting about how the ‘lib dems are responsible for the flat earth’ and so on.
Freeze: You’re just fucked. You will stand there like a statue until your d20 rounds are done. If you were hiding when you saw whatever made you crazy this is the best possible result. Otherwise, not so good.
RUNNING OUT OF SANITY
If your character ever reaches zero sanity, they instantly, immediately and irrevocably become an NPC. Make a new character.
SANITY THOUGHTS
It all depends on play style. Some people always seem to be between 90-99 sanity; others under 40. Figure out what is right for you.