

The Sanity rules assume that some knowledge is so alien to human understanding that simply learning of its existence can shatter the psyche. However, increasing a character’s ranks in the Knowledge (forbidden lore) skill always lowers her maximum Sanity by an equal amount. The character’s Sanity may be regained after a few minutes, recovered after a few months, or lost forever.Ī character may regain Sanity points, and even increase her Sanity point maximum. Insanity 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 experiences an emotional shock. Insanity occurs if too many Sanity points are lost in too short a time. Mental stability and lost Sanity points can be restored, up to a point, but psychological scars may remain. Such encounters cause a character to lose points from his Sanity score, which in turn risks temporary, indefinite, or permanent insanity. Normal mental balance is endangered when characters confront horrors, entities, or activities that are shocking, unnatural, and bewildering. Sanity is the natural mental state of ordinary life. And yet, with such dark challenges come the opportunities for greater heroism. (In those games that use the Cthulhu Mythos, religion seldom provides any succor at all.) Characters are suspicious, even paranoid, for a seemingly innocent commoner could secretly serve a cult. Religion is not only a source of comfort or succor, but also a dangerous enemy.

If you adopt this variant in your campaign, the largest change will most likely be one of tone (this applies to an even greater extent if you adopt the entire Cthulhu Mythos that the variant is based on).Īs in the Call of Cthulhu Roleplaying Game, characters feel more vulnerable, for no matter how powerful they become, the dark gods are always greater. 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 lies ahead-the threat of becoming permanently insane.īecause it affects the way that characters interact with the creatures and objects that they encounter on their adventures in many different and profound ways, this variant, perhaps more than any other in Unearthed Arcana, can alter the entire feel of a campaign.

As a character encounters monsters, witnesses horrible acts, masters forbidden knowledge, or casts spells, his Sanity score, and his corresponding ability to function as a normal member of his race, deteriorates. This statistic functions like an ability 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, dementia, and mental instability. In campaigns using these rules, characters gain a new attribute called Sanity. I find BM more efficient at making info of what survivors do, than from BBQ, but I do play non Billy/Nurse killers when I run it :D maybe that's why.This variant system allows you to introduce an element of dark horror into your d20 game. Actually, I meant that info from BM is indeed good. BBQ can be easily countered, but I still find the info you get out of it better than bitter murmer. Also, I expected them to rush to gen to finish it, and once they did, they could not escape with UE when I was on almost on top of them My point exactly. I had won games against SWF by utilizing the info, catching two doing gen (one with double hit, other leading into a trap).

On practice, survs may be solo, duo or triple the gen, knowing that, also "where" they went, i.e., to which gen, is a massive amount of info. Walls in a way, gens, 36 meters distance, sole survivor (cuts off reading if you near enough), etc.Ģ) you already get notification of which gen is done, once it's completed. It's not even joke how much counter it has. 引用自 My Name is Just Numbers:On mobile killers like nurse and billy, I'll agree that bitter murmer can be strong, but I still think BBQ is stronger in most ways, unless bitter murmer is combined with other perks like tinkerer or noed 2 things:ġ) BBQ can be EASILY blocked.
