Sanity RulesBeginning Sanity All PC's start with a beginning Sanity equal to their lowest mental stat times 5. They take damage to this score from committing acts they find difficult to deal with, seeing things they were not meant to see, encountering things from other worlds, etc.
Losing Sanity Whenever a PC encounters a difficult event, he or she must make a Willpower Save (DC is given below) or take the appropriate amount of Sanity loss. Once Sanity reaches 0, that character becomes incurably insane, and is retired from the game as they are effectively dead. Their mind is a shattered wreck and they are incapable of doing much of anything but scream, and fight. Should a PC roll a Natural 1 on a Willpower Save to avoid Sanity damage, or take more than 20% of their current Sanity all at once (or within 1 hour), they will develop a temporary form of insanity detailed below. Temporary is a bit of a misnomer, as unless they are cured it won't really go away for 1d6 months, and cures are difficult to come by (though they can regain some Sanity by successfully defeating Things From Outside). If during Temporary Insanity the PC loses up to 20% of their current Sanity again, their Insanity is permanent, rendering them incapable of functioning for (20 minus Wisdom Score weeks) and providing permanent symptoms thereafter. Sanity Loss for Monsters is listed in their description. For other events consult the chart below (Sanity damage listed before the slash is for a successful Save, damage listed after is for an unsuccessful Save):
Regaining SanityThere are several ways to regain Sanity damage:
Defeating Things from Outside: If the PC's can defeat a monster they regain sanity equla to the maximum Sanity lost encountering one. Choose the monster doing the worst Sanity damage from the encounter, and the players receive Sanity equal to the max they would lose for a failed Willpower Save encountering the beast (for example if a Ghoul does 0/1d6 damage, and the PC's defeat/capture/murder the Ghoul, they can regain 6 Sanity). If the PC's can defeat a cult without encountering monsters they can regain 3 Sanity. If the PC's can put down the summoning of a God they regain 20 Sanity.
By increasing their mental stats: If the stat their Sanity is based on increases, so does their Sanity. For every permanent +1 to that mental stat they gain +5 Sanity.
Maxing out ranks in a skill: The first time a PC maxes out ranks in a particular skill, they gain 2d6 Sanity due to increased confidence. This can only be done once per skill.
Psychotherapy and Psychiatric medications are, alas, not available in this time period.
It is also possible to 'get used' to seeing monsters. Once the player has lost the maximum possible Sanity done by a particular monster (i.e. if it does 1d6 Sanity damage on a failed Willpower Save, and you've taken a total of 6 Sanity in one or multiple encounters) you stop losing Sanity for a reasonable period of time. Reasonable being defined by the DM. One never gets used to seeing Gods or spellcasting (with the possible exception of Class Features). Eventually after enough time has passed you will take mental damage again.
Event San Loss
Surprised to find mutilated animal carcass or a human corpse/body part (DC 13) 0/1d2
See a river flow with blood or other unexplainable phenomena (DC 14) 0/1d3
Find a mutilated human corpse, Perform an objectionable act (varies by persons beliefs, but would be things like hiding among corpses or mutilating a corpse) (DC 15) 0/1d4
Awake in a coffin, witness a friend's violent death, see a minor monster (DC 16) 0/1d6
Meet someone you know to be dead (DC 17), seeing most monsters 0/1d8
Undergo severe torture, Perform a very objectionable act (Forced to commit rape/incest/necrophagy/necrophilia, murder a friend, etc), See corpse rise from the grave or another event you know to be impossible, see powerful monster (DC 20) 0/1d10
See a gigantic alien head fall from the sky or other completely unexplainable alien event or witness the end of a civilization (DC 22), see very powerful monster 2/2d10
Confront a deity (DC equals 10 plus Deities Hit Dice plus Charisma Modifier i.e. you aren't making it) 1d10/1d100
InsanityIf the PC goes temporarily or permanently insane they may suffer from one of the following disorders (Note: I do not believe in randomly rolling for insanities gained by an encounter. Pick one appropriate to the situation.):
Acute Stress Disorder:
Amnesia:
Anorexia:
Anxiety Disorder:
Brief Psychotic Disorder:
Catatonic Scizophrenia:
Conversion Disorder:
Depression:
Megalomania:
Nightmare Disorder:
Obsessive-compulsive Disorder:
Pain Disorder:
Paranoia:
Phobia:
Pica:
Post Traumatic Stress Disorder:
Pyromania:
Extremely powerful entities such as Gods or the most powerful monsters can cause minor strokes or other physical damage which may result in the following insanities (It should be noted these are not common and usually only result as permanent as opposed to temporary insanities):
Autophagia:
Body Dysmorphic Disorder:
Psychopathy:
Psychosis:
Scizophrenia:
work in progress.