Toughness & insanity

Toughness

Toughness represents how hardened a character has become by overcoming challenges, perhaps of a supernatural nature. Toughness is similar to a skill, but cannot be bought for regular xp and is generally awarded by the GM through roleplaying.

Toughness lets characters reroll failed checks. The rank in toughness determines how many times per session a character can do this. Toughness represents a force of will and the GM typically decides if the use of toughness is appropriate/allowed under the circumstances (ex. using toughness-rerolls to avoid unexpectedly falling may be considered inappropriate).

Insanity

There are two kinds of insanity; temporary and permanent. Insanity is recorded in much the same way as non-lethal damage. Fresh insanity is recorded as temporary (one diagonal slash in a box). If there is no more room for temporary insanity, additional insanity is recorded as permanent insanity instead (another slash to make an X).

When a character reaches 5 permanent insanity damage, trade all of them for a new level of corruption and start the insanity anew.

Recovering insanity

In general, healing or removing insanity points require some roleplaying to provide context. Everything happens at the GM’s discretion.

Temporary insanity fully heals once the character is removed from the situation which caused the damage in the first place and feels safe.

Permanent inanity heals much slower and sometimes not at all. A GM should consider allowing the removal of at least 1 permanent damage at the happy / successful conclusion of an adventure. However, some story endings are bound to only deepen the murky depths of a a character’s psyche.