This document introduces the Sanity (SAN) mechanic in the Hero System roleplaying game. SAN represents a character's mental health and grip on reality. It is calculated using attributes and can be increased at character creation. Lower SAN scores indicate slipping sanity and gaining psychological limitations. Encounters with otherworldly horrors can drain SAN. Psychotherapy can help restore drained SAN over time. The document provides thresholds for SAN scores and the effects of draining SAN.
This document introduces the Sanity (SAN) mechanic in the Hero System roleplaying game. SAN represents a character's mental health and grip on reality. It is calculated using attributes and can be increased at character creation. Lower SAN scores indicate slipping sanity and gaining psychological limitations. Encounters with otherworldly horrors can drain SAN. Psychotherapy can help restore drained SAN over time. The document provides thresholds for SAN scores and the effects of draining SAN.
This document introduces the Sanity (SAN) mechanic in the Hero System roleplaying game. SAN represents a character's mental health and grip on reality. It is calculated using attributes and can be increased at character creation. Lower SAN scores indicate slipping sanity and gaining psychological limitations. Encounters with otherworldly horrors can drain SAN. Psychotherapy can help restore drained SAN over time. The document provides thresholds for SAN scores and the effects of draining SAN.
might occur are unpleasant and likely fraught with
other damaging effects).
SANITY In the Hero System, Sanity (SAN) becomes a SAN Thresholds new characteristic that represents a character's Here are what various SAN levels mean: mental health and grip on reality; more specifi- 20-30 (or above) SAN is complete sanity; full cally, the mundane reality that allows most of us to psychological health. live comfortable lives in blissful ignorance of the cosmic terrors that impinge upon our world. 10-19 SAN means a character is beginning to slip mentally and lose his grip on reality; characters SAN (Sanity) Characteristic involuntarily obtain a new 5-pt Psychological Base Sanity is: INT + (EGO x 2) Limitation (Uncommon, Moderate) each time their SAN goes from above 19 to below 20. Extra Sanity can be purchased at the cost of 1 point of Sanity per 1 Character Point, and may 1-9 SAN means a character is becoming com- only be purchased at character creation time. Extra pletely unhinged and is barely functional; one ex- Sanity may not be purchased once the character isting Psychological Limitation is made worse (by enters play. 5 points) each time his SAN goes from above 9 to below 10, which means its Situational frequency A character's total effective SAN score is cal- OR its Intensity worsens by one level. culated as: 0 SAN (or below) means a character is stark- raving mad and beyond help; simply retire the SAN = Base Sanity + Extra Sanity - character (it effectively becomes an NPC). Forbidden Knowledge - Drains Note that a character with a SAN score above 30 isn't really "more sane" than a character with a SAN score of 20. The extra Sanity points merely Forbidden Knowledge provide a buffer, forestalling the consequences of Forbidden Knowledge is a virtual stat that is losing SAN to Forbidden Knowledge and Other- only calculated and tracked for the purposes of worldly Horror. determining a character's SAN score. A character's Forbidden Knowledge score is the cumulative sum Otherworldly Horror of all Character Points in the KS: Forbidden Lore Most monsters have an extreme form of Dis- skill category and in Arcane Languages. tinctive Feature (Not concealable, Extreme reac- Forbidden Lore knowledge skills and Arcane tion) called Otherworldly Horror. Any character Languages are acquired by characters who that encounters such a creature for the first time is read/study/learn such knowledge from dark tomes immediately subjected to a Presence Attack based of eldritch lore, arcane spellbooks, and mind- on the monster's PRE score. The attack will typi- altering artifacts. The GM will state when a book cally get bonus dice due to violent and horrifying or artifact contains Forbidden Lore and/or is writ- actions by the creature. In addition to the normal ten in an Arcane Language. Players are, of course, effects of the Presence Attack, all victims are sub- free to take any Forbidden Lore knowledge skills or jected to 1d6 of SAN Drain for every 10 full Arcane Languages they wish up front as part of points that the Presence Attack exceeds a charac- their character concept, and those Character Points ters' PRE or EGO (Power Defense applies nor- subtract from their SAN score just like Forbidden mally, if a character has any).The recovery rate of Knowledge acquired during play. this Drain will be specified in the creature write- up. It is important to track all SAN Drain points Many encounters with Otherworldly Horror separately according to their recovery rate. Note produce a SAN Drain with very long recovery that if more than one monster is part of an en- times (SAN Aid/Healing in the form of psycho- counter, only the single highest Presence Attack therapy can help speed up recovery; see section among them is applied. later), temporarily lowering a character's SAN score. Forbidden Knowledge is not a Drain, but rather a permanent by-product of having knowl- Power Defense edge Man Was Not Meant to Have. The only way As a general rule, Power Defense is not avail- to eliminate its negative impact on Sanity is to able except in some very rare forms. There might remove it from one's character sheet, something be a spell of protection, or an amulet of warding that can only really occur as a result of amnesia that offers some small amount of Power Defense (the knowledge must literally be stripped from the against Otherworldly Horror (the Drain compo- character's mind, though most of the ways this nent of it). Certain powerful psychotropic drugs might also have a similar effect. It is up to the GM to decide to what extent Power Defense against Limitation: Substance Abuse to "suppress" an Otherworldly Horror exists in his game. equal number of points of SAN-induced Psycho- logical Limitations. Players may add no more than Psychotherapy 5 points of Substance Abuse to his character at the Psychotherapy is a SAN Aid tied to a PS: Psy- end of any given game session. A particular sub- chotherapist roll that restores Drained SAN points. stance (alcohol, heroin, etc.) must be chosen, and The amount of time required for each SAN Aid over time, different Substance Abuse Limitations effect roll depends on which "pool" of drained based on different substances can be taken (though points the player chooses to treat (SAN Drains characters can quickly become useless if this is with a given recovery period are in the same pool). taken to an extreme). To make things interesting, A therapist may attempt their PS roll once per players are encouraged to re-arrange the way in time period that is one level quicker on the Time which the Substance Abuse points are allocated Chart than the normal recovery rate for that pool. towards suppression from game session to game If the roll is successful, the Aid dice are rolled and session. applied to the drained points for that pool. A criti- Note that this mechanic is based on Physical cal failure on the PS roll pushes that pool of points Limitation rather than Dependency because the down one level on the Time Chart, possibly merg- latter is extremely debilitating, and the idea is to ing them with other drained points already in that provide role-playing fodder, not kill player charac- pool. ters. Example: Joe Adventurer encounters a Tomb Gaunt in Egypt. The Otherworldly Horror Pres- ence Attack exceeds Joe's PRE by 21, and the re- sulting 2d6 SAN Drain drains 8 points of Joe's SAN with a 5pts/month recovery rate. Joe visits a psychotherapist who may attempt a PS: Psycho- therapy roll once per week (1 Week being one level quicker on the Time Chart than the 1 Month recovery time period of the Drain). Upon making a successfull roll, the therapist rolls the Aid dice and restores that many SAN points, up to the 8 that were drained. If there are drained points still left to be restored in that pool, therapy can continue, and further PS rolls attempted each week. The character being treated must spend the entire therapy period in a sanitarium under close supervision of the therapist.
Long-term Benefits of Therapy
Each time a therapist makes a successful PS roll, the treated character earns 1 Character Point of Long-term Therapy which can be used to re- duce Psychological Limitations acquired from loss of Sanity (these points are discarded if the charac- ter has no such Limitations; they can't be saved for a rainy day). These points may be spent at a rate no faster than 5 per month, and no Limitation may be reduced by more than 5 points at a time. A 5-pt Psychological Limitation (Uncommon, Mod- erate) can be removed by spending 5 Long-term Therapy points, and is replaced by a lingering remnant of it that haunts the character forever, though never in a debilitating way.
Coping By Self Medicating
Once a character has accumulated 25 or more points worth of Psychological Limitations due to Sanity loss, he may elect to take points in Physical