TCR: Sanity And Insanity

Sanity & Insanity

Sanity Points (SP) represent a character’s mental stability and resolve in the face of horror.
Each character begins with:

Sanity Points = Willpower (WIL) + 3

SP measures how much psychological stress or supernatural terror a character can withstand before their mind begins to crack. As terrifying events unfold, characters may need to make Sanity Checks to resist panic, trauma, or madness.


Sanity Checks

When a character witnesses a disturbing or otherworldly event, the Game Master (GM) may call for a Sanity Check:

Roll 1d20 + WIL (+ current SP as bonus, at GM’s discretion)
vs a Difficulty Class (DC) set by the GM.

SituationExample DC
Minor fright10
Grisly scene15
Encounter with eldritch monstrosity20+

High SP steadies your nerves, while low SP makes it harder to resist fear.


Consequences of Failure

Failing a Sanity Check means the character’s mind has been shaken by horror.
They lose SP (amount based on severity) and often gain a temporary trauma condition that defines their fear response.

Example EventTypical DCSP LossPossible Effect
Witnessing a gruesome death151d4Shaken – rattled, fearful
Encountering a ghost or demon181d6Panicked – disoriented, struggling to act
Attacked by an inhuman entity20+1d6+1Frozen/Paralyzed by terror

These conditions are temporary, usually lasting 1d4 rounds or until allies intervene.
Characters with supportive abilities—such as Inspire Hope or Faithful encouragement—may spend actions or Cinematic Points (CP) to rally frightened allies and help them recover.


Mental Stability Points (MSP)

Mental Stability represents a character’s capacity to endure fear, trauma, and the psychological horrors of their world.
Instead of a percentage, mental decline is tracked using Mental Stability Points (MSP).


MSP Overview

  • 0 MSP — Stable: The mind is steady and resilient.
  • 1 MSP — Shaken: Cracks begin to show under stress.
  • 2 MSP — Traumatized: The psyche struggles to hold together.
  • 3 MSP — Insanity: The mind collapses completely.

When a character’s Sanity Points (SP) are reduced to 0, they gain 1 MSP and their SP is restored to their full Willpower score (representing a fragile recovery).
Each MSP reflects a deepening scar on the mind.


Effects by MSP Level

0 MSP — Stable Mind

“You’ve seen darkness, but it hasn’t seen you back… yet.”

  • Calm, functional, composed.
  • No mental penalties or behavioral effects.
  • Character acts normally.

1 MSP — Shaken

“Something’s wrong. The world doesn’t feel right anymore.”

  • Tense, anxious, and easily startled.
  • –2 to Initiative and Perception checks.
  • Roleplay cues: nervous tics, paranoia, jumpy reactions, trouble focusing.

2 MSP — Traumatized

“You’ve looked too long into the abyss — and it’s whispering back.”

  • Mentally unstable, suffering flashbacks or compulsive rituals.
  • Disadvantage (or –5) on complex actions (requiring planning or precision).
  • The GM may call for Willpower checks to act under pressure or resist panic.
  • Roleplay cues: erratic behavior, moments of dissociation, intrusive thoughts, minor hallucinations.

3 MSP — Insanity (Breakdown)

“The mind shatters. There’s nothing left but screaming silence.”

  • Complete psychological collapse.
  • The character becomes incapacitated — cowering, screaming, fleeing, or babbling incoherently.
  • Treated as a form of mental death.

Recovery Attempts:

  • Allies can attempt to bring the character back with one of the following each round:
    • Willpower Save (DC 15) by the afflicted character, or
    • An ally spends a turn to calm, restrain, or revive them.
  • If no one intervenes immediately, the insanity becomes permanent, removing the character from play until treated through intensive care or supernatural means.

Long-Term Trauma

Every point of MSP leaves lingering scars.
Even if recovered, characters may gain permanent quirks or minor insanities based on the events that caused their breakdown.
Examples include:

  • Chronic paranoia
  • Night terrors
  • Obsessive behaviors
  • Phobias tied to specific triggers

Recovering Sanity

Sanity can be regained through time, comfort, or intervention:

Short-Term Recovery

  • After surviving a frightening encounter, calm moments may restore 1d4 SP or remove a fear condition.
  • Allies, strong drinks, or encouraging words can aid recovery.
  • Certain abilities or CP may also restore SP during play.

Long-Term Recovery

  • Safe rest or therapy between sessions can heal mental strain.
  • A night’s rest may restore partial SP; extended downtime can restore full SP.
  • Severe trauma may leave lasting scars—phobias, nightmares, or mental quirks.

These lingering effects should be roleplayed and may impose penalties when the character faces similar horrors again.
Horror always leaves a mark—and in Thriller, the scars of fear are as real as any wound.