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WHAT IS SANITY
score in some ways, but it has its own
unique mechanics that represent the
character’s descent from a stable and
healthy mental state into confusion, de-
mentia, and mental instability. As a
character encounters monsters, witnesses
horrible acts, master forbidden knowl-
edge, or cast spells, his Sanity score, and
his corresponding ability to function as a
normal member of his race, deteriorates.
This gradual descent is balanced in part
by the powers that characters gain each
time they overcome a horrific foe or grow
in skill and expertise, but even as those
characters grow in power, they know or
fear that an even greater peril lays ahead:
the threat of becoming permanently in-
sane.
WHAT IS SANITY?
Sanity is the natural state of ordinary life.
Normal mental balance is endangered
when characters confront horrors, enti-
ties, or activities that are shocking, un-
natural, and bewildering. Such encoun-
ters cause a character to lose points from
his Sanity score, which in turn risks tem-
porary, indefinite, or permanent insanity.
Mental stability and lost Sanity points
can be restored, up to a point, but psy-
chological scars remain.
Insanity occurs if too many Sanity
points are lost in too short a time. Insan-
ity does not necessarily occur if Sanity
points are low, but a lower Sanity score
makes some forms of insanity more
likely to occur after a character experi-
ences an emotional shock. The charac-
ter’s Sanity may be regained after a few
minutes, recovered after a few months,
or lost forever.
Making a Sanity Check: When a character en- the Heal Skill and Mental Treatment below for de-
counters a gruesome, unnatural, or supernatural tails. A GM’s description of a Sanity-shaking situa-
situation, the GM may require the player to make a tion should always justify the threat to a character’s
Sanity check using percentile dice (d%). The check well-being. Thus, a horde of frothing rats is horrify-
succeeds if the result is equal to or less than the ing, while a single ordinary rat usually is not (unless
TYPES OF INSANITY
hension of these hidden truths increases.
A character’s current Sanity can never be higher 0/1d6 Witnessing a friend’s violent death.
1/1d6 Seeing a ghoul.
than 99 minus the character’s ranks in the Knowl-
1/1d6+1 Meeting someone you know to be dead.
edge (forbidden lore) skill. This number (99 minus
0/1d10 Undergoing severe torture.
Know edge [forbidden lore] ranks) is the character’s
1/1d10 Seeing a corpse rise from its grave.
maximum Sanity.
2/2d10+1 Seeing a gigantic severed head fall from
the sky.
LOSS OF SANITY 1d10/d% Seeing an evil deity.
Characters ordinarily lose Sanity in a few types of ¹ Loss on a successful check/loss on a failed check.
circumstances: when encountering something uni-
maginable, when suffering a severe shock, after cast- Table 1-2: Duration of Temporary Insanity
ing a spell or when learning a new spell, when being d% Temporary Insanity Duration
affected by a certain type of magic or particular spell, Type
or when reading a forbidden tome. 01-80 Short-term 1d10+4 rounds
81-100 Long-term 1d10x10 hours
SEVERE SHOCKS
exactly what happened.
A shocking sight of a more mundane nature can cost This type of insanity may last for a few minutes
Sanity points. Severe shocks include witnessing an or perhaps even a few days. The character may ac-
untimely or violent death, experiencing personal quire a phobia relevant to the situation, faint, or even
mutilation, losing social position, being the victim of suffer a minor nervous breakdown. Regardless what
treachery, or whatever else the GM decides is suffi- happens, he is able to run and hide from the imme-
ciently extreme. The following list gives some exam- diate threat.
ples of severe shocks, and the Sanity loss each one A character suffering from temporary insanity
provokes. remains in this state for either a number of rounds or
a number of hours; roll d% and consult Table 1-2:
TYPES OF INSANITY Duration of Temporary Insanity to determine
There are three types of insanity: temporary, indefi- whether the insanity is short-term or long-term. Af-
nite, and permanent. It is possible to cure the first ter concluding the duration of the insanity, roll d%
two types of insanity, however the third type of in- and consult either Table 1-3 or 1-4 to identify the
sanity, permanent insanity, cannot be cured. Perma- specific effect of the insanity.
nent insanity occurs when characters’ Sanity points In order for the player to role-play the situation
are reduced to –10 or lower. accordingly, the GM is encouraged to describe the
effect to the inflicted character. The Heal skill may
TEMPORARY INSANITY alleviate or erase temporary insanity (see below)
Temporary insanity ends when the duration has
Whenever a character loses Sanity points equal to
elapsed or earlier should the GM decide it appropri-
one half his Wisdom score from a single occurrence
ate to do so.
of Sanity loss, the character has suffered a significant
shock that the GM must ask for an additional Sanity
check. If the check fails, the experience proves too INDEFINITE INSANITY
much for the character to comprehend and goes tem- Should a character suffer a loss of 20% (one-fifth) of
porarily insane. If the check is successful, the charac- their Sanity score or more in the space of 1 hour, he
ter does not go insane, but he may not remember goes indefinitely insane. An episode of indefinite
insanity lasts for 1d6 game months (or as the GM effects of the indefinite insanity, the experience has
dictates) and the symptoms may not be immediately changed the character forever.
apparent.
This allows the GM to determine exactly the PERMANENT INSANITY
nature of the Indefinite Insanity. Table 1-5: Random A character whose Sanity score falls to –10 goes per-
Indefinite Insanity offers the GM an aid in choosing manently insane. The character becomes an NPC
what particular form a character’s indefinite insanity under the control of the GM. A character who has
takes. gone permanently insane can never be normal again.
Though many of the indefinite insanity results He is forever lost in his own world and from the real-
seem deliberating, it is still possible for players to ity of the environment that surrounds him. The
continue playing these characters. The character character may be a ravening lunatic or outwardly
may stumble madly through the rest of the adven- indistinguishable from a normal person; however,
ture, but with a weakened grasp of reality, such a the character has fallen into a deep, internal corrup-
character can pose a danger to himself and others. tion by searching forbidden knowledge.
The Heal skill can be used to restore Sanity A GM may use Table 1-5: Random Indefinite
points during this period, however the underlying Insanity to outline the disorder a permanently insane
insanity remains. Even if the character is cured of character suffers.
TREATMENT OF INSANITY
only decide how easily he wants characters to over-
In a traditional fantasy campaign based on a medie- come Sanity loss and insanity effects. Once the de-
val setting—or prior—adequate treatment for those sired tone of the campaign is known, the Game Mas-
suffering from mental illness looks bleak. They are ter can determine whether alchemical treatment is
essentially two venues a character has available in available. You may decide that the Sanity variant
getting treatment: go to a monastery or wander. assumes that skilled alchemists can create sub-
A monastery is a refuge away from the stances that offer the same bene-
world and is a place where a character can fits that psychiatric drugs can
peacefully collect their thoughts. provide. However, you may feel
Some monasteries dedicated that, like real world history, very
themselves wholly to this few alchemists bothered brew-
cause. In order to enter into a ing poultices for curing the
monastery, one mentally ill, but instead
must give the tried to create a formula
Abbot all of his of turning lead into
or her posses- gold for their rich pa-
sions. This is trons.
used to support As long as a char-
the monastery and acter can afford the cor-
the new addition. rect herbs and alchemi-
Roll d% for cal substances and is
each game month able to ingest them,
a character is in the symptoms of indefinite
the care of a mon- insanity can be ignored. In-
astery. A result of 0 1 - gesting these alchemical substances and drugs does
05 is a success: add 1d3 Sanity points if therapy with not make a character immune or even particularly
the Heal skill was available, or 1 Sanity point if no resistant to further Sanity losses. A DC 25 Craft
treatment was present. (alchemy) check is needed to accurately prepare the
On the result of 06-95, no Sanity is gained. On correct herbs and substances and administer the cor-
the result of 96-100, the character rebels against the rect dosage.
environment. He or she loses 1d6 Sanity points, and Long-term alchemical treatment can restores
no progress can be made that month. lost Sanity points, just as use of the Heal skill can.
Another method is to continue wandering about For each month the character takes an accurately
the countryside and hope that the companionship prescribed psychiatric medication, the character re-
with friends pulls the character through. As long as gains 1d3 Sanity points. As with treatment through
the group the character continues to travel with at the Heal skill, long-term drug therapy can never
least one companion of a good alignment, the charac- raise a character’s current Sanity score above her
ter recovers 1 Sanity point per game month thereaf- starting Sanity.
ter. Otherwise, a character may make a DC 15 Cha- A character cannot regain Sanity from both
risma check once each game month to recover 1 San- treatment with the Heal skill and alchemical treat-
Gustave Dore
ity point. Also, while traveling with a group that ment in the same month.
does not have at least someone with a good align-
ment, the character is considered to be derelict. Restoring Sanity with Magic
If the character is without a traveling group, The way Sanity loss and magic healing interact can
then use the “Wandering and Homeless” treatment greatly affect the feel of your game. At one extreme,
On the result of 16-90, no Sanity is gained. On trinsically discomforting and repellent. We never
the result of 91-100, the character rebels against the lose awareness of their slimy, fetid, alien nature.
¹ Only animals or humanoids of truly bizarre or ferocious appearance force such a check.
Restoring Sanity with Magic character can be allowed to have Sanity resistance equal
The Sanity mechanic was originally created to mimic the to his Wisdom modifier. (Obviously, the second alter-
effect of unspeakable horrors would have on normal native will produce lower Sanity resistance figures in
folk from a world much like our own. Since d20 fantasy most cases.) This number is the amount of Sanity loss a
characters live in a world of magic and monsters, how- character can ignore when he encounters a creature
ever, the Game Master might want to make them less that requires a Sanity check.
susceptible to Sanity loss caused by encountering The Game Master may decide that Sanity resis-
strange creatures (see Table 1-7: Sanity Loss From tance also applies to certain kinds of severe shocks
Creatures) by allowing them to have a measure of San- (although it might not apply to personally horrific ex-
ity resistance, which is tied to one of two attributes. periences, such as seeing a close friend die) and to the
Each character can be allowed to have Sanity re- casting or learning of spells.
sistance equal to his character level. Alternatively, each
nonhuman races form an everyday part of a adven- and a character’s current Sanity can never be higher
turer’s life, even a seasoned character cannot conquer than 99 minus the modifier that character has in the
or understand some things. Knowledge of these se- Knowledge (forbidden lore) skill. This number (99 mi-
crets and creatures is represented by a new skill that nus Knowledge [forbidden lore] ranks) is the charac-
ter’s maximum Sanity.
FORDBIDDEN TOMES
Commune: When using the Sanity rules, re- for casting the spell and must also make a Sanity
place this spell’s XP cost with a Sanity check check because of the monster’s presence.
(1d6/3d6), made as a free action immediately after Symbol of Insanity: Instead of experiencing
the spell’s duration expires. this spell’s normal effect, characters who fail the sav-
Insanity: Instead of experiencing this spell’s ing throw to resist the symbol become permanently
normal effect, characters who fail the saving throw to insane as described in this variant (but suffer no San-
resist the spell become permanently insane as de- ity loss).
scribed in this variant (but suffer no Sanity loss).
FORBIDDEN TOMES
Moment of Prescience: In addtion to the spell’s
normal benefits, a character with an active moment
of prescience effect can make one Sanity check as if Obscure tomes add ranks to a character’s Knowledge
her current Sanity equaled her maximum Sanity. (forbidden lore) skill and teach arcane spells. Study-
The character need not use the effect on the first ing and comprehending these books causes all that
Sanity check she is required to make, but must we know to become like shadows. The burning
choose whether or not to use this benefit before power of a greater reality seizes the soul. Whenever
KNOWLEDGE (FORBIDDEN LORE) (NONE) skills described in the Pathfinder Roleplaying Game.
You know That Which Should Not Be Known. You Action: Usually none. In most cases, making a
have had horrible supernatural experiences and read Knowledge check doesn’t take an action—you simply
forbidden tomes, learning truly dark secrets that have know the answer or you don’t.
challenged everything you thought you knew. Since Try Again: No. The check represents what you
these revelations defy logic or commonly accepted fact, know, and thinking about a topic a second time doesn’t
it does not matter how intelligent or wise you are when let you know something that you never learned in the
using this skill—only how much exposure to these dark first place.
secrets themselves you have experienced. Special: You cannot gain ranks in this skill by
Check: Answering a question about the horrible spending skill points. You can only gain ranks by read-
deities and secrets that lurk at the edges of reality has a ing forbidden tomes or having experiences with horri-
DC of 10 (for really easy questions), 15 (for elementary ble creatures. Each rank you gain in this skill perma-
questions), or 20 to 30 (for difficult or really tough nently reduces your maximum Sanity by 1 point: the
questions). Unlike in other fields of study, there are more you know about the horrible truths underlying
almost no really easy questions associated with this reality, the less capable you are of leading a normal life.
dark knowledge. A character’s first episode of insanity (that is, an
You can use this skill to identify monsters and occurrence of temporary or indefinite insanity) bestows
their special powers or vulnerabilities. In general, the 2 ranks in the Knowledge (forbidden lore) skill, thereby
DC of such a check equals 10 + the monster’s HD. A lowering his maximum Sanity by 2 points. Each time a
successful check allows you to remember a bit of useful character fails a Sanity check and endures another epi-
information about that monster. For every 5 points by sode of insanity, he gains an additional rank in Knowl-
which your check result exceeds the DC, the Game edge (forbidden lore).
Master can give another piece of useful information. You cannot take the Knowledge (forbidden lore)
The Game Master can decide which monsters are skill during character creation. However, the skill has
subject to the Knowledge (forbidden lore) skill and no maximum rank; your level does not limit the number
which monsters are subject to one of the Knowledge of ranks in Knowledge (forbidden lore) that you can
acquire.
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