Adding The Sanity Characteristic

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Due to the popularity of the "CthulhuPunk" style of playing, and since I'll be running such a campaign this semester, I have taken information from Chaosium's Call Of Cthulhu and from the latest and last Interface magazine and compiled them here. These rules are for personal use and not intended to infringe on anyone's & copy.

With these rules, players in CyberPunk 2020 not only have to worry about their health and humanity, but also their tenuous grip on reality itself. Sanity can be used in any campaign, not just a CthulhuPunk one. It adds a consequence to player's actions and reactions.
 

The Sanity Characteristic Goto Top

Sanity is related to Humanity, but in many ways it is different. Whereas Humanity is directly related to Empathy, Sanity is a combination of many stats. According to the rules, a character suffers little effects (other than a low EMP) for low Humanity until the character reaches zero and becomes Cyberpsycho. For Sanity a character may have any number of Sanity points and still be insane, albeit temporarily. In similarity to Humanity, once Sanity reaches zero the character becomes permanently insane and for all purposes removed from the game.

To calculate Sanity, add the character's current EMP, COOL, and LUCK together then multiply the sum by three. This represents the Sanity characteristic as a percentile.

Sanity Characteristic
SAN=(EMP + COOL + LUCK) x3

Example 1Mac Daknife is your average PC solo, having a high COOL of 9. His EMP is only 3 due to the horrendous amounts of cyberwear and his LUCK is an average 5 since he put most into REF.

(3+9+5) x3 = 17 x3 = 61%

Example 2Halo, the fixer, has a high EMP of 8 to better his interactions with customers. His COOL and LUCK are above average at 10 and 9 repectively.

(8+10+9) x3 = 27 x3 = 81%

Your SAN stat represents the highest level of sanity for that character. SAN may never go above this amount under normal circumstances.

A note on SAN, EMP, and cyberwear. You may have noticed Mac had a relatively low SAN stat because of his EMP score. It is up to the GM to decide if EMP loss through cybernetics should affect SAN. Personally I calculate SAN after EMP has changed due to initial cybernetics and then reduce the SAN stat by 3% for every EMP point lost thereafter.


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