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Sanity
Sanity measures a characters mental stability. Characters with low Sanity scores have little mental stability and characters with high scores are very stable. Unlike other ability scores, this score is represented by a percentile.
Sanity comes into play when a character encounters a horrible monster, suffers a loss, experiences a traumatic event, or encounters something so alien to his realm of experience that it has a chance of causing him to become temporarily or permanently insane. When a Sanity check is required, percentile dice are rolled. A roll equal to or less than the character’s Sanity score indicates that the character overcame his fear, dealt with the situation rationally and experienced no adverse effect. A failed roll indicates the situation in question affected the character and that Table 1.17: Sanity Check Failure must be consulted.

Table 1.16: Sanity check modifiers
Current Sanity
Modifier
Sanity below 20:
+20%
Sanity below 40:
+10%
Sanity 41-59:
0%
Sanity above 60:
-10%
Sanity above 80:
-20%
Sanity above 00:
-40%
Other Modifiers:
Previously encountered same creature or situation:
(20+1d20%)
Per experience level:
-1%

Each time a Sanity check is failed, the character looses a variable amount of percentile points from his Sanity score as indicated on Table 1.17. If a character’s Sanity is reduced to zero or less the character becomes hopelessly insane.
Some examples of when a Sanity check may be required are: an encounter with undead, the sight of a fiend, the traumatic death of a close friend, casting a spell of 10th level or higher, or a upon visiting the Abyss. The DM will tell you when a Sanity check is required. A character’s current Sanity, level, and previous experience may effect the results of a Sanity check failure as detailed on Table 1.16 below.
Calculating Sanity: Sanity is a percentile score equal to five times the average of a character’s Wisdom and Ego scores (round up). For example, Tren the Mage has a Wisdom of 15 and an Ego of 14, therefore his Sanity is score is 75.

Table: 1.17 Sanity Check Failure
% roll
effect
point loss
01-20
Dismayed and terrified: Suffer -4 to hit and AC until end of combat, spell casters have a 20% chance of spell failure, psionicists -4 to power score.
1d4
21-40
Flee in terror: Flee for 1d12 rounds, as if a fear spell had been cast.
1d6
41-60
Attack in a berserk rage: Attack the object or creature that required the character to make a Sanity check. Attacks are made at +2, AC is penalized by -4, and spell casting is impossible. When there is no creature or object to attack the character raves maniacally for 1d6 turns.
2d4
61-80
Paralyzed with fear, dread, etc.: Unable to take any action for 1d6 rounds, AC is penalized by -4.
2d6
81-90
Catatonic state: Unable to take any action for 1d6 rounds. If a 6 is rolled, roll again for the number of turns of catatonia. Successive 6’s indicate hours, days, weeks and years of catatonia. Any character who rolls more than six 6's will remain in a catatonic state until cured by a heal spell or similar magic.
4d4
91-00
Driven insane: Consult Player’s Option: Spells and Magic, Table 24: Random Insanity Chart on page 88 for type of insanity. If a monster caused the Insanity check, modify the percentile roll on Table 1.16 by +5% for every Hit Die beyond three that the monster has, to a maximum of +40%.
10d10

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