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Sanity

An Extension to the Action Rules

All characters have a Derived Attribute called Sanity (SAN). Sanity scores range from 1 to 100. A character's starting score in Sanity is equal to (WIL x 10) + PRE. So, for example, a character with a PRE 5 and WIL 6 would have a starting SAN of 65.

Option: Starting SAN is reduced by 5 points for each Psychological Disadvantage (or other Disadvantage deemed appropriate by the GM) the character possesses at Hardship level and 10 points for each one possessed at Peril level.

SAN can be reduced by exposure to particularly gruesome, violent, disturbing or mind-shattering events. Any time a character is exposed to something that could conceivably affect his Sanity, the player makes a WIL + PRE attribute roll (3d6 + WIL + PRE) against a Target Number based on the severity of the event:

Difficulty Example TN SAN loss from failed roll Duration of Psych. Disad.
Average/Easy A good scare 12 Lose 1 point of SAN Minute
Tricky A graphically gory movie 15 Lose 2 points of SAN Hour
Challenging An indescribable horror 18 Lose 1d6 points of SAN Day
Difficult Witnessing an impossible event 21 Lose 3d6 points of SAN Week
Demanding Witnessing an inconceivable event 24 Lose 5d6 points of SAN Month
Extreme Witness a mind-altering event 27 Lose 1d6x10 points of SAN Year
Legendary See a Great Old One up close 30 Lose 2d6x10 points of SAN Decade

If the character fails the WIL roll. he loses the noted amount of Sanity.

The loss of 5 points of Sanity at one time indicates the character has acquired a Hardship-level Psychological Disadvantage relating to the experience, which last for 3d6 time periods with each "time period" indicated on the Difficulty Table). A loss of 10 or more points of Sanity at one time indicates the character has acquired a Peril-level Psychological Disadvantage relating to the experience, which last for 3d6 time periods.