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 Sanity Rules

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Keeper

Keeper


Posts : 634
Join date : 2019-03-04

Sanity Rules  Empty
PostSubject: Sanity Rules    Sanity Rules  EmptyTue Mar 05, 2019 12:17 am

Each character has 4 sanity trackers.
Players may often pick which track and direction their character processes what they have witnessed on but GM discretion applies.
Each step on the tracker is based on the total number of sanity points a character has.
When a character has run out of sanity they move up or down to the next step.
Sense of Self
Self measures how traumatized you are by your own reactions to those things.
Sense of Violence
Violence measures how the character handles violent episodes.
Sense of Unnatural
Unnatural stresses don’t just attack your idea of safety. They attack your idea of how the universe works.
Sense of Fate
Measures how in control of yourself you feel.  When you have been challenged by helplessness, you can lose your ability to gauge how “in control” of a situation you are.

All characters at the start are considered to be socially adapted, even if described as "crazy." (Apply some discretion) In other words, despite any quirks, they are able to deal with them in a socially acceptable manor. A character starting out described as having agoraphobia for example is still considered to be adapted enough to more or less fend for themselves. They are considered to have the ability to function in their state.  But if they lose enough Sense of Violence, though they may still maintain their agoraphobia, it is considered to be at a debilitated state where the character is no longer able to function successfully. Where before they may have felt safe in their home ordering food, then even their smallest closet is too big of an open space and presents too much danger.  


Example: Jill has 60 sanity points from character creation.
Her Sense of Self chart would look something like:
Sense of Self



-10-9-8-7-6-5-4-3-2-1012345678910
606060606060606060600606060606060606060

Jill sees herself as someone that would always stand up children and is against violence in general. She sees a woman strike a toddler in a park and turns around and acts like she didn't see anything. She makes a check against her Sense of Self and fails and loses 1d3 points and rolls a 3. At this point the player chooses, and Sense of Self and Sense of Violence seem the most appropriate. The player decides to lose the points from Sense of Self. The player then either moves to the left or right of the chart, and opts to move to the right. She is now at +1 with 57 more points to go. After she loses 57 more points she moves on to +2. If she continues to lose enough of her sense of self to reach +10 she will have completely detached from herself moving in and out of just watching herself do things.


Sense of Violence
10 Death has no intrinsic significance. Death, torture, and pain is meaningless
9
8
7
6
5
4 There might be something to this whole pleasure of pain thing.
3
2
1 You’ve seen some things.
0 Normal
-1 Sometimes you think twice about things.
-2
-3
-4
-5
-6
-7
-8
-9 You have given up even trying to warn loved ones of the dangers around them as simply calling them to do so might distract them and cause them to fall or be in a wreck.

-10 The world is an unpredictable place. Danger, pain, and suffering lurk everywhere. Just thinking of what might happen to you or others is debilitating. You’d look out the window but the glass might spontaneously shatter into your eyes. If you can find the courage you might walk to the kitchen carefully so as not to slip in order to get something to eat, it’s been days since you’ve eaten. You might bite your tongue if you do, the food might be spoiled and make you sick. Even online communication might unset someone and you can’t be responsible for any suffering.


Sense of Self
10 You have completely detached from yourself. Often you simply watch yourself moving around in the world, sometimes you drift away from even watching yourself. Your sense of self preservation is gone.
9 You’ve lost all opinions on everything.


-10 You feel everything in your environment. WiFi and electricity make you sick, your food is full of chemicals you can feel altering you. You can taste GMOs. Sounds, frequencies, vibrations are altering your DNA and making you ill.

Sense of Unnatural
10 Everything is true. Magic, demons, gods, the CIA funds the girl scouts for international espionage. The elite eat missing children imported from 3rd world countries in order to gain demonic powers.

-10 There is nothing science can not explain if we remove moral and ethical restrictions. Human brains could be translated into cows. High frequency radiation will speed our evolution into becoming beings of light. .

Sense of Fate
10 You have no control at all over yourself. They can and do change your thoughts. Your senses, memories, and feelings can’t be trusted.
9 They are relentlessly coming after you. You have been psychically raped on multiple occasions. Some nights they wipe your memory and change your diary notes. The new store is just a front for them to watch you. They are creating reality around you but you can now spot their agents everywhere.
8
7
6 They are constantly moving your things and then moving them back again
5 They have finally taken real notice of you and know you know they have.
4
3 There are an awful lot of coincidences.
2
1 Typical Monday. You just need some more coffee.
0
-1
-2
-3
-4 Why do you always self sabotage everything good in your life?
-5 There is no escaping yourself.
-6
-7
-8
-9
-10 You are a collection of divine gods. You control every aspect of yourself and what goes on around you. You are shaping and creating the world you see and interact with. When things don’t go your way, they really did, you chose to have them not to
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Keeper

Keeper


Posts : 634
Join date : 2019-03-04

Sanity Rules  Empty
PostSubject: Re: Sanity Rules    Sanity Rules  EmptyTue Mar 05, 2019 12:26 am

Sense of Unnatural

On one extreme the character is basically capable of multiple diametrically opposed views. Everything is simply as terrible as it seems to be and no one thing needs to be resolved against another. Of course the moon landings were faked, and of course the moon is fake, and of course there are secret bases on the moon. God is a construct to control the population and also sends angels to protect people.

The other extreme the character attempts to resolve science and magic. This is the "mad scientist" type of thinking where pseudo-science joins together the supernatural and the natural sciences.
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Percival

Percival


Posts : 818
Join date : 2019-03-04

Sanity Rules  Empty
PostSubject: Re: Sanity Rules    Sanity Rules  EmptyThu Dec 23, 2021 7:20 pm

Doug and I discussed some possible changes or I guess clarification as to how sanity works.

Saves vs sanity are rolled against your base sanity statistic. So if you have a sanity of 65 you always will save against 65.

Failure to save costs and minimum costs incurred for saving will be subtracted from the appropriate sanity sub stat.

Having a sanity sub stat go below zero and reset, will then lower your sanity base score (amount to be determined)

Raising a skill above 90 will add to your base sanity, as it acts a grounding effect.

Therapy and other aspects that can rebuild your sanity will only increase an appropriate sanity sub stat, but can not raise your sub state sanity above your base score.

Thoughts? Questions? Comments?
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Lucien

Lucien


Posts : 241
Join date : 2019-03-05

Sanity Rules  Empty
PostSubject: Re: Sanity Rules    Sanity Rules  EmptyTue Dec 28, 2021 1:06 am

Sounds good.

(Immediate enrolls Lucien in 4 therapy sessions.)
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