STABILITY
There are just some times when you witness something that just messes with your brain. And that's when you make a Stability check!
The DN for a Stability check is 4, unless it's something you've seen before or something so horrifying it just blows your mind. Then it's a 3 or a 5, respectively. And like other skill checks, you can send Stability points to help pass the check. Just know that if you fail the check, you lose those points plus whatever the price of failing the check was.
Like Health, things happen if your Stability drops below 0.
Stability at 0 to -5 is SHAKEN: All DN's for checks increase by one and you can't spend investigative points.
Stability at -6 to -11 is BLASTED: You gain a mental illness! And it's permanent! You also lose 1 points from your Stability rating. You can always buy it back.
Stability at -12 and under is INSANE: You are officially cuckoo for cuckoo puffs. You got one chance to go out in a blaze of glory or you can consign yourself to a mental ward.
There are several ways to regain Stability. Stability points refresh after a adventure/session or the player can have the investigator follow their Drive.
And that's Stability.
The DN for a Stability check is 4, unless it's something you've seen before or something so horrifying it just blows your mind. Then it's a 3 or a 5, respectively. And like other skill checks, you can send Stability points to help pass the check. Just know that if you fail the check, you lose those points plus whatever the price of failing the check was.
Like Health, things happen if your Stability drops below 0.
Stability at 0 to -5 is SHAKEN: All DN's for checks increase by one and you can't spend investigative points.
Stability at -6 to -11 is BLASTED: You gain a mental illness! And it's permanent! You also lose 1 points from your Stability rating. You can always buy it back.
Stability at -12 and under is INSANE: You are officially cuckoo for cuckoo puffs. You got one chance to go out in a blaze of glory or you can consign yourself to a mental ward.
There are several ways to regain Stability. Stability points refresh after a adventure/session or the player can have the investigator follow their Drive.
And that's Stability.
SANITY
There's only two ways to lose Sanity. And the best way to say it is straight from the book!
What's a Mythos Shock? It's when the investigator witnesses a Mythos-related event and it drops the Stability score.
If the character is SHAKEN by the mythos, the Sanity raiting drops by 1 point.
If the character is BLASTED, the Sanity raiting drops by 2.
If both happen, you'll only suffer one of those losses during any given adventure. Yes, the more severe loss.
Now there are some ways to keep your Sanity and they're pretty awesome for roleplaying.
Denial - If no evidence exists at the end of the adventure, then it must have been all in your mind. At the Keeper's discretion, the player may be required to take on a mental illness or make up a story about what you think happened to what really happened. If the player ever uses info that he shouldn't remember, the Keeper can take a Sanity point from the player.
Fainting - Yup! If something so terrifying occurs and the investigator stands to lose more than 1 Sanity point, the player can declare that the investigator faints dead away and will only lose 1 Sanity point. They keep their Sanity but they're not allowed to participate for the rest of that particular scene.
But keep in mind that if the investigator faints and the team ends up running away, someone may be left behind...
And I believe that ends my Trail of Cthulhu blogs. I think it's time I start setting up for my online game!
- A Mythos shock drops your Stability pool to 0 or below.
- You use the Cthulhu Mythos.
What's a Mythos Shock? It's when the investigator witnesses a Mythos-related event and it drops the Stability score.
If the character is SHAKEN by the mythos, the Sanity raiting drops by 1 point.
If the character is BLASTED, the Sanity raiting drops by 2.
If both happen, you'll only suffer one of those losses during any given adventure. Yes, the more severe loss.
Now there are some ways to keep your Sanity and they're pretty awesome for roleplaying.
Denial - If no evidence exists at the end of the adventure, then it must have been all in your mind. At the Keeper's discretion, the player may be required to take on a mental illness or make up a story about what you think happened to what really happened. If the player ever uses info that he shouldn't remember, the Keeper can take a Sanity point from the player.
Fainting - Yup! If something so terrifying occurs and the investigator stands to lose more than 1 Sanity point, the player can declare that the investigator faints dead away and will only lose 1 Sanity point. They keep their Sanity but they're not allowed to participate for the rest of that particular scene.
But keep in mind that if the investigator faints and the team ends up running away, someone may be left behind...
And I believe that ends my Trail of Cthulhu blogs. I think it's time I start setting up for my online game!
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