[Runequest] List description
Paul Cardwell
carpgachair at yahoo.com
Mon Apr 7 17:59:49 UTC 2008
--- Styopa <styopa1 at gmail.com> wrote:
> FWIW I've long toyed with the idea of a SAN score
> for RQ. I *liked* the
> atmosphere of vulnerability that gave players when
> facing unholy
> monstrosities. Even the most grizzled adventurer
> who'd faced legions of
> byakhee would blanch at the idea of even seeing an
> Old One, knowing that
> likely as not end up curled into a foetal ball in
> the corner, piddling
> himself in fear. Anyone work out a mechanic for
> this? Clearly in
> Glorantha, for example, it would be reserved for the
> truly chaotic
> encounters, so less frequently used.
Mythworld has SAN as a primary (3D6 rolled)
characteristic - STR, CON, SIZ, INT, MNA (mana), DEX,
TRU (trustworthiness), and SAN. It comes up rarely,
but is quite significant when it occurs. This is from
the rule book on the subject.
We are still considering whether post traumatic stress
syndrome should be considered separately from those on
the chart (nightmares and flashbacks being the major
form) or, since we try to view these things from the
point of that more primative culture, assume those on
the chart are the manifestations. After all, the
Pentagon denies PTSD even exists and under their
pressure, the VA tries not to deal with it even though
under pressure from veterans, they will admit it is
real - as one of our testplayers can personally
document!
III B 8 Sanity (SAN). It should be obvious that the
adventurer's life is not conducive to a life of calm
repose. SAN indicates the ability to keep functioning
in psychologically stressful circumstances.
III B 8 a Increasing and Reducing. There is a
possibility of changing the characteristic after
certain stressful events. Unlike learning situations
or MNA changes, this is rolled immediately after the
event rather than five days later. The basic roll is
SANx5. If made, there is a potential increase; if
failed, a decrease. After the determining roll, roll
on D10 for the amount of change: 1 gives two levels
change, 2 or 3 changes it one level, while 4-10
produces no change at all.
SAN can also be increased by a shaman (for cultures
with these people) or by a healer or bard. However,
this method has a limit of the original SAN roll and
cannot be used to buy one's way to species maximum. A
SAN of 19 or over will generally protect one from loss
of SAN in that only a 96-00 roll on the SANx5 attempt
will result in a potential loss.
SAN cannot exceed the species maximum nor can it drop
to 0 without the character becoming incurably insane.
SAN levels of 1-2 are insane, but curable; and 3-4
must make the SANx5 roll (but without a subsequent
change roll) each day to avoid lapsing into the
symptoms for that day.
III B 8 b Affected Secondary Characteristics.
Changes in SAN affect Teach Skill ability.
EVENTS REQUIRING SAN ROLLS
A SAN roll is required immediately after coming out
of each of the following events:
1. A battle in which at least half the group or at
least two knights and/or priests were killed
permanently (no, or failed, resurrection).
2. A melee (as opposed to missile battle) with
chaotics in which the band is outnumbered at the start
of the first melee action.
3. Surviving an attack by lunes (moon elementals using
madness as a weapon) or shades (darkness elementals
using fear) in which the character has actually been
engulfed by the elemental.
4. Having been possessed (as in the low-magic spell).
5. A berserker spell from which the character could
not emerge voluntarily.
6. Resurrection by any means.
VARIETIES OF INSANITY [chart]
D100 Form
01-10 Amnesia; forgets identity of self and group,
and purpose of adventure, but not skills
11-20 Hypochondria, roll illness; not treatable with
Treat Disease or potions
21-25 Loss of sense: D6: 1 sight, 2 hearing, 3 smell,
4 touch (including Temperature skill), 5 taste, 6
balance (requires support and total concentration to
avoid falling)
26-30 Loss of ability to speak or even utter vocal
sounds
31-35 Loss of use of limb (roll location)
36-38 Abnormal body perception: arm not own, three
legs, nose growing longer, etc.
39-45 Glossalalia: generally cannot explain meaning
of "words", and usually ignores requests to explain
46-48 Mimics words and actions of others in a mocking
way, particularly of authority figures
49-50 Believes an encountered character is really a
double or imposter rather than that character
51-55 Impulsive behavior: illogical actions at
illogical times
56-60 Stereotyped behavior: repeating endlessly the
same act, often the one engaged in at the time of the
illness
61-65 Panic: flees in no particular direction; will
run a mount to death; allied mounts will resist, but
victim may harm them or merely dismount and flee on
foot
66-70 Hallucinations: various sensory effects without
actual causes, convinced others are wrong about it not
being real.
71-74 Hebephrenia: everything is uproariously funny
75-80 Depression: -3 DEX, half ability at skills;
blames self for all problems befalling the group, 20%
chance suicidal
81-85 Bipolar, manic-depressive on D8 day
alternation: manic as with Fanaticism spell;
depressive as with Depression in 75-80 insanity roll;
one day change from one extreme to the other
86-90 Confused as in spell
91-92 Catatonia: waxy flexibility
93 Catatonia: full-fetal position
94-95 Paranoia: delusions of persecution, but won't
attack
96-97 Paranoia: delusions of grandeur
98-99 Paranoia: attacks friends on D6: 1-2 at half
effect, 3-6 at double ability
00 Multiple personality: 10% chance of change of
personalities, roll every hour. Personalities are
often extreme, but not apparently insane; but some may
be rather normal types, D8+1 types. Difficult to play
properly. [end chart]
Paul Cardwell
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