Generic Insanity

Other pages already discuss Insanity, but from the point of view of a magic rich campaign. A better way of approaching it might be to define Insanity from a more realistic viewpoint, then add the magic hooks in later. This allows us to use it in a Horror setting.

In game terms, Insanity is a measure of how much control the player has lost over their character. A truly insane character may be unplayable, or at least forced to play in a certain way.

Insanity ranges from 0 (sane, whatever that means), through 1 (very mild) to 5 (totally insane). A character with level 5 insanity is unplayable, and cannot function as an intelligent being. The table on the Insanity page is still applicable:

Insanity Description
0 Totally sane. Most of the population.
1 Mild insanity. Has very little effect on the character.
2 Moderate insanity. Effects the character in little ways.
3 High insanity. People will recognise the character as odd very quickly.
4 Severe insanity. The character cannot function in normal society.
5 Critical. The character has lost all their humanity.

Will is used to retain sanity. When making tests to retain control, Insanity reduces your Will. It may be possible to end up with effectively negative will.

 
yags/generic_insanity.txt · Last modified: 2008/06/14 13:25 by sam
 
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