Fear and Madness

Prime_Evil said:
It's worth noting that Super Genius Games produced a Taint and Sanity sourcebook for MRQ I that is still available on RPGNow:

Taint and Sanity

All of the new rules and statblocks in this book appear to be designated as Open Game Content.
I forgot about this. I picked it up back when the author was working on Chill 3rd Edition, bringing out the support...I bought it sight unseen. That's when I realized RuneQuest was in print again.

It's largely a re-skin of the Call of Cthulhu sanity system. It does have some advice on using Magic, Alchemy and the Healing Skill to restore Sanity loss. As well as drugs, a few sample herbs provided. A couple paragraphs on Sanity Resistance. The last 10 pages are a who's who of disorders. It is OGL.

I like it but If you already own a copy of Call of Cthulhu you could probably pass on this one.
 
I use the sanity rules in my Elric game and don't have a problem.

I informed the PC's that they would gain an insanity option after they did something stupid and with no valid reason other than they wanted too. After we rolled for them randomly I asked them if they wanted to keep their characters, or as some new players were joining, if they wanted a fresh a character. One or two wanted new characters the rest were happy to roleplay out their insanity. Under stress or whatever, they make a persistence roll or suffer the consequences of their insanity. I treated the insanities a lot like the "compulsions' of Cultists, using the Persistence Skill rather than a Pact Skill.

It's a moot point now anyhow, as after a confrontation with Prince Gaynor, they realised they were carrying a symbol of the balance and have all sworn to the balance, which along with 1 gift and compulsion alleviated them of their insanities.
 
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