INSANITY Insanity is measured as Light, Moderate, Serious, or Deadly. The penalty to target numbers is the same as for normal damage, and is cumulative with physical or stun damage. There is no penalty for deadly insanity, but such a character can only be a non-player character. When in a situation where insanity may occur, resistance will be rolled with Willpower. Insanity helps keep a character sane: if an already insane character makes a willpower test vs. further insanity, the insanity penalties are applied as a bonus instead of a penalty. Insanity heals in a manner similar to mental damage, although rest is not required. A Charisma test is rolled. Insanity damage does not apply penalties to this roll, but mental or physical damage does. Divide the duration by the number of successes. This is the amount of time it takes for insanity to drop one level. If there are no successes, the level does not drop, and the duration is doubled for the next roll. Insanity Duration Target Number Deadly 10 days 6 Serious 6 days 5 Moderate 3 days 4 Light 1 day 3 EFFECTS The exact effects of insanity are left up to the player and referee. The style of the game and the situation that caused the insanity should dictate how insanity is treated. Light insanity should involve minor distractions or compulsions. Moderate insanity should involve definite compulsions and/or a twisted world-view. Serious insanity will involve occasional hallucinations, paranoia, and/or very strange compulsions. Deadly insanity indicates that the character is completely insane. Most of the character's time is spent with hallucinations. It might involve paranoid delusions and schizophrenia, or a complete, non-stable personality switch. Insanity is not cumulative. However, characters can have multiple insanities. Only the penalty for the most serious insanity modifies success tests. Each insanity must be cured separately. A character might have a deadly psychosis (fear of flying), a moderate neurosis (kleptomania), and a light paranoia. Whenever the character is in a situation where kleptomania grabs hold, the character has the penalty of 2 for moderate insanity. If kleptomania isn't in effect, the character has the penalty of 1 for the paranoia (since paranoia will pretty much always be something the character will have to worry about). Whenever the character's fear of flying takes effect, the character is played by the game master, and no penalties are in effect. (Yes, the no penalty for deadly does override the real penalties for lesser insanities. It's the highest insanity, not the highest penalty, that takes precedence.)