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 1 | Mac 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 2 | Halo, 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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