Sanity in Wake of the Watcher


Carrion Crown


If you use the optional Sanity system?

Be prepared for any character with a Will save under +6 or so to be a slobbering, giggling wreck by the final encounter.

I haven't tallied up the total, but I think there are something like six Sanity checks, all Will save DC 15, doing between 1d6 and 1d10 damage. The optional system gives you San points equal to level + Wisdom modifier, so most PCs will have 10-12, and so should be able to fail a couple of checks before going nuts.

But a character with a Will save under 5 is probably going to fail half of these -- meaning s/he will be barking mad before the final encounter even begins.

(Let's not even mention the final encounter. This is a Perception check you REALLY WANT TO FAIL -- but probably won't, because by this level most PCs will have at least +5 Perception, and many will have +12 or more. So you'll have to roll the save. Basically, you make that save or go nuts on the spot.)

N.B., I am not saying this is a bad thing! It's not Lovecraftian roleplaying without PCs going raving, shrieking mad at the sight of Things Man Was Not Meant To Know. Seriously, I think it's great. Just... be ready for it. If all of your PC fighter-types are curled up in fetal balls or singing nursery rhymes before the final fight, that's going to affect play a bit.

Doug M.

Grand Lodge

More details if you could...

ALSO

Does Bravery or Saves vs Fear assist in San Checks?

RPG Superstar 2011 Top 16

More details:

Spoiler:
Starting at the module's halfway point, the game introduces Sanity checks. They work exactly as the OP described. You get points. When you see bad stuff, you save or you lose points. There is no standard way to get them back, though a few (rare) plot events can restore them.

When you hit 0, you go insane, as per the GMG. At this point, the standard "high level cures" will fix you (Greater Resto, Wish, etc).

The rules are pretty light (it's a sidebar). There are no listed modifiers other than what's already been said. The rules don't say that Sanity is a Fear effect, so therefore the bonuses you mentioned wouldn't apply.

Paizo Employee Creative Director

The optional sanity system is optional for a reason.

It WILL reduce some PCs to gibbering wrecks. That's its entire point. It's there to introduce the feeling of helplessness and terror that your own mind can break or turn against you—that's a very strong element in Chaosium's Call of Cthulhu games, and it's not necessarily a great option for every group.

Handle with care, GMs, in other words!


I'm beginning to think my live choices might have been less than ideal. Wisdom is one of the things I don't have in abundance.

Bad enough that some people call me insane - it becoming true would prove those yokels right and that thought is just unbearable.

I shall go and research an extract that protects my mind.


James Jacobs wrote:

The optional sanity system is optional for a reason.

It WILL reduce some PCs to gibbering wrecks. That's its entire point. It's there to introduce the feeling of helplessness and terror that your own mind can break or turn against you—that's a very strong element in Chaosium's Call of Cthulhu games, and it's not necessarily a great option for every group.

Handle with care, GMs, in other words!

don't get me wrong...I like the idea a lot. But even the most sanity breaking destructive module had a mechanism to restore sanity. Usually you got it back at the end of a chapter, or at the end of the module when you defeated the big bad monster. the sidebar rules don't seem to allow for any kind of restoration.

so...i'm thinking that if I use them, i'll have to kludge together some sort of balance.

Grand Lodge

Mr. Quick wrote:
James Jacobs wrote:

The optional sanity system is optional for a reason.

It WILL reduce some PCs to gibbering wrecks. That's its entire point. It's there to introduce the feeling of helplessness and terror that your own mind can break or turn against you—that's a very strong element in Chaosium's Call of Cthulhu games, and it's not necessarily a great option for every group.

Handle with care, GMs, in other words!

don't get me wrong...I like the idea a lot. But even the most sanity breaking destructive module had a mechanism to restore sanity. Usually you got it back at the end of a chapter, or at the end of the module when you defeated the big bad monster. the sidebar rules don't seem to allow for any kind of restoration.

so...i'm thinking that if I use them, i'll have to kludge together some sort of balance.

check out the Mental Stability rules also on the Carrion Crown forums - a bit meatier than what it sounds like the APs optional system issue... if too meaty, maybe some concepts from one will help the other.


Helaman wrote:
Mr. Quick wrote:
James Jacobs wrote:

The optional sanity system is optional for a reason.

It WILL reduce some PCs to gibbering wrecks. That's its entire point. It's there to introduce the feeling of helplessness and terror that your own mind can break or turn against you—that's a very strong element in Chaosium's Call of Cthulhu games, and it's not necessarily a great option for every group.

Handle with care, GMs, in other words!

don't get me wrong...I like the idea a lot. But even the most sanity breaking destructive module had a mechanism to restore sanity. Usually you got it back at the end of a chapter, or at the end of the module when you defeated the big bad monster. the sidebar rules don't seem to allow for any kind of restoration.

so...i'm thinking that if I use them, i'll have to kludge together some sort of balance.

check out the Mental Stability rules also on the Carrion Crown forums - a bit meatier than what it sounds like the APs optional system issue... if too meaty, maybe some concepts from one will help the other.

Yeah my system is certainly meatier than the one found in the AP, but stripped to it's core it's quite simple actually. I've just included a lot of options to make the system somewhat modular so that you can customize and make the system more dangerous and complex or tone it down to get a more of a heroic feel.


Part of me was wondering -- would seasoned adventurers genuinely go mad / lose sanity points simply as a result of seeing some of these critters, especially things like dimensional shamblers and the colour?

I could see the sanity loss for things like the gestation of the moit from stage one to stage two; the results of the mi-gos' surgeries; and the manifestation of Somebody; but I should think that adventurers would be made of slightly sterner stuff than the usual Lovecraftian protagonist... ;-)

Cheers, JohnH / Wanda

P.S.: What other types of monsters would result in sanity loss? I'm thinking qlippoth at the very least -- any other candidates?? %-)


Wanda V'orcus wrote:

Part of me was wondering -- would seasoned adventurers genuinely go mad / lose sanity points simply as a result of seeing some of these critters, especially things like dimensional shamblers and the colour?

I could see the sanity loss for things like the gestation of the moit from stage one to stage two; the results of the mi-gos' surgeries; and the manifestation of Somebody; but I should think that adventurers would be made of slightly sterner stuff than the usual Lovecraftian protagonist... ;-)

Cheers, JohnH / Wanda

P.S.: What other types of monsters would result in sanity loss? I'm thinking qlippoth at the very least -- any other candidates?? %-)

It's a matter of playstyles really. If you want for a really gritty game everything that is remotely scary could potentially cause sanity loss, while a more heroic game could remove the system altogether.

My stability system is more forgiving since it allows for a buffer before their is even a chance for insanity. In addition i have made loads of feats and traits to improve a pc's stability.

One could say that the default style of Pathfinder is that of heroic fantasy, although I can't see any reason why even a seasoned adventurer would buckle under the influence of utterly alien and unforgiving forces.

A lot of monsters have an ability to cause fear in someone, frightening presence, spell-like abilities etc. I don't see any difference in a creature causing insanity and one causing fear. Both affects those who fail a saving throw with a disadvantageous condition. I would actually claim that an experienced adventurer fleeing in terror is even more non-heroic than one going psychotic or being paranoid.


Wanda V'orcus wrote:

Part of me was wondering -- would seasoned adventurers genuinely go mad / lose sanity points simply as a result of seeing some of these critters, especially things like dimensional shamblers and the colour?

I could see the sanity loss for things like the gestation of the moit from stage one to stage two; the results of the mi-gos' surgeries; and the manifestation of Somebody; but I should think that adventurers would be made of slightly sterner stuff than the usual Lovecraftian protagonist... ;-)

Cheers, JohnH / Wanda

P.S.: What other types of monsters would result in sanity loss? I'm thinking qlippoth at the very least -- any other candidates?? %-)

The sidebar in Wake of the Watcher discussing the sanity points system basically makes an argument for "it's one thing for adventurers to deal with werewolves and ghosts, but these sorts of critters are just a different kettle of fish altogether."

See, personally, I'd be more curious as to what sort of Sanity loss should be assigned to the final fight from Carrion Hill.

Grand Lodge

MythicFox wrote:
Wanda V'orcus wrote:

Part of me was wondering -- would seasoned adventurers genuinely go mad / lose sanity points simply as a result of seeing some of these critters, especially things like dimensional shamblers and the colour?

I could see the sanity loss for things like the gestation of the moit from stage one to stage two; the results of the mi-gos' surgeries; and the manifestation of Somebody; but I should think that adventurers would be made of slightly sterner stuff than the usual Lovecraftian protagonist... ;-)

Cheers, JohnH / Wanda

P.S.: What other types of monsters would result in sanity loss? I'm thinking qlippoth at the very least -- any other candidates?? %-)

The sidebar in Wake of the Watcher discussing the sanity points system basically makes an argument for "it's one thing for adventurers to deal with werewolves and ghosts, but these sorts of critters are just a different kettle of fish altogether."

See, personally, I'd be more curious as to what sort of Sanity loss should be assigned to the final fight from Carrion Hill.

2D6 seems to meet with other equivilent threats.

The San for Monster stuff can also be pushed on for stuff they may have dealt with before... A hound of Tindalos or a Dimensional Shambler should scare the crap out of them but seeing someones head explode from a moit is an optional extra if you figure extremes of voilence/gore are not gonna bother the party

Grand Lodge

Douglas Muir 406 wrote:


If you use the optional Sanity system?

Be prepared for any character with a Will save under +6 or so to be a slobbering, giggling wreck by the final encounter.

Its brutal :)

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