Sanity/Insanity System

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Drackos

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SANITY//INSANITY
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Sanity and Insanity is a universal mechanic in the Naruto Roleplay. It is a metric like Health Points and Chakra, but is scalar instead. It is measured between the zero (0) and one hundred (100). Like Health and Chakra each biography starts with 100 Sanity. This is a value that is static regardless of your Ninja Rank; a Genin has the same amount of Sanity as a Chuunin and Jounin. At 100 Sanity your biography is noted to be in perfect mental health. This mental health is separate from spirituality, Yin Release, and Genjutsu. While those fields, and others, can influence one’s mental state, Sanity is itself a measure of one’s psychological health. It is a spectrum of individual behavior; when one reaches zero (0) sanity they are categorized as Insane. The only ability in the roleplay that can cause a loss of Sanity is the Shinkaigan, belonging exclusively to the Voidseers.

The Shinkaigan, and its evolved Cosmic level, afford its wielder insight into the mechanisms that drive the universe. On a principal level the Shinkaigan is an ability deeply rooted in the Void itself. The Void is both a place in space and a point in time; a description that means it is both spatial and temporal, which gives rise to the Shinkaigan’s dual spatial and temporal abilities. In their left eye a Shinkaigan wielder can glimpse life force, vitality, and life cycles. This relates to their temporal skills; everything is derived from the Void in terms of lifecycles. If you rewind the If you rewind the clock far enough back everything in the universe would converge into the Void. Likewise, in their right eye the user becomes able to perceive the Void itself as a physical and dimensional space. This is because the Void still exists concurrently with the Universe as it is today, but as a separate spatial plane. Thus, the Shinkaigan and its evolved Cosmic state, allow the user to gain keen insight on the inner workings of the Universe. Those who lack these eyes are not able to cognize the infinite Void and abyss. And thus, they suffer a loss in Sanity when exposed to it.

But this acts as a double-edged sword for a Shinkaigan user. No Shinkaigan user, regardless of their mastery, has a complete and total understanding of the Universe and the Void. Thus, they are vulnerable to their own techniques. In many ways it is an inverted Mangekyou Sharingan. The user’s own techniques run the risk of significantly harming the user and even blinding them. A Shinkaigan user at their basic state has the least amount of cosmic knowledge necessary to protect themselves from Sanity loss. And at the higher state, the Cosmic level, they have the greatest amount of knowledge. But even this is not perfect, and any Shinkaigan user will lose Sanity when using their techniques. But the rate at which it is lost is significantly slower.

One loses Sanity when they are exposed to a Shinkaigan technique. Exposure is defined as interaction with, either direct or indirect. Whether the Shinkaigan technique is directed at the opponent or their techniques makes no difference, they both result in a loss of Sanity. For example, a Shinkaigan technique which reverses the lifecycle of a fireball the user produces from their body will cause a loss in Sanity even though the Shinkaigan technique was not directly used on them. This means that as long as the user is exposed to it in some capacity, they are at risk of going Insane. Though indirect exposure, as defined above as interacting with the user’s techniques, has less of an impact on Sanity than direct exposure. An example of direct exposure would be witnessing a Shinkaigan technique directly in line of sight, or experiencing its effects applied directly to the user’s body or mind.

The effects of Insanity vary wildly. Because it is a scalar value Sanity/Insanity has worsening effects as one loses it. Initially it is quite benign; and yet as one steps closer and closer to zero Sanity, they risk suffering from the worst consequences. Many of these effects are random in nature; they feature Official Rolls in the Naruto Roleplaying Discord server. This represents the inherently chaotic nature of the Void itself, as well as the energy that it is comprised of – Chaos.

One is also able to gain Sanity back overtime. Like in the Ninja World, Sanity has a baseline regeneration value that is present when the user is outside of combat. At this rate the user gains 20 Sanity each day they are not in a battle. However, entering battle, like with the other metrics of Health and Chakra, pauses Sanity regeneration. Like with the others one cannot modify the baseline Sanity regeneration rate. Aside from the baseline Sanity regeneration rate the user is able to perform certain actions in combat that regenerate Sanity.

Sanity Loss
Sanity is measured between 0 to 100. At zero one is considered Insane, while at 100 they are at peak Sanity. As soon as one loses a single point of Sanity they begin feeling the effects of Sanity Loss. Sanity Loss is represented at thresholds, and has random effects every turn someone falls below a threshold. These effects are rolled in the Naruto Roleplaying Discord's Official Rolls channel. For Sanity thresholds that have an odd number of options a 1dX dice can be used through the t!roll command. You are to count from the top when selecting the proper roll. If required to roll twice then use a 2dX or t!choose twice. All Sanity loss effects must be obeyed and cannot be resisted by any means other than restoring your Sanity. Effects that last a certain number of turns persist until either the turns have passed or the user's Sanity goes above the threshold.

When rolling for Sanity the rules are as follows. You roll once per new threshold you enter, along with each of the previous thresholds. For example, if you are at 95 Sanity after looking into the Shinkaigan once, you will roll one time. If you fall to 65 Sanity then you roll once for that tier, once for the 70-89 tier, and once for the 90-99 tier. Each effect stacks, meaning you can have multiple from each previous tier.

90-99:

Between 90-99 Sanity the effects of Insanity are minimal. Each turn of battle between this threshold roll for a random Sanity effect listed below and follow its restrictions.
  1. The afflicted can only speak in third person. Lasts for seven turns.
  2. Your biography begins to hear undiscernible whispers in their ear. Lasts for seven turns.
  3. The afflicted develops a minor physical attraction toward their opponent(s). Lasts for four turns.
  4. Character develops a compulsion to feed any creature it sees with whatever food they may or may not have on hand. Lasts for two turns.
  5. The afflicted is convinced that everyone around them is flirting with them, including their opponents. Lasts for seven turns.
  6. Your biography finds even the most minor things hilarious, bursting into laughter at even the worst of times. Lasts for three turns.
  7. Your character becomes afraid of heights. So much so that being ten or more meters above the ground reduces their concentration and makes hand seals take three times as long to use. Lasts for three turns.
  8. The character suddenly believes they have changed genders. Lasts for seven turns.
70-89:

The effects of Sanity begin to become more pronounced. Each turn of battle roll for a Sanity effect listed below within this threshold.
  1. Your character begins to hear discernible whispers; these whispers are of grandeur, making their biography believe they are immensely powerful. Lasts for four turns.
  2. The afflicted becomes overly critical of their allies in battle. If there are no allies, then they imagine their own. Lasts indefinitely or until Sanity is recovered.
  3. Character becomes extremely sadistic. Death elicits the most laughter, but any form of pain is enjoyed when inflicted on others.
  4. Afflicted develops a fear of fluids, water and blood being the most common examples. Lasts for ten turns.
  5. The afflicted becomes extremely afraid of heights. They are unable to travel five meters above the 'ground level' of battle, even if it is on the back of a summon or through their own means of flying. Should they go above this threshold then they begin to scream uncontrollably in horror. Lasts indefinitely.
  6. The afflicted begins to believe they hold the power of a god in their hands. For two turns they are convinced that they might easily destroy the planet. They are unable to use techniques above 160 damage for this duration.
  7. The afflicted begins to believe someone is watching them from the shadows constantly. Lasts for seven turns. When below 80 Sanity this grows considerably worse, forcing the character to lash out and attack random targets on the battlefield every turn.
69-50:

The effects of Sanity begin to become significantly more debilitating.
  1. The afflicted begins going irrational; they talk of their past, communicating in weird languages or tongues, and talks of the Void consuming the cosmos. This overrides any attempt at speech the user might make. Lasts for fifteen turns.
  2. Your character begins to hear loud voices in their head. These whispers manifest as those of discord and distrust. The user becomes extremely suspicious of their allies for any reason at all. Lasts indefinitely.
  3. The afflicted becomes convinced that they are a vampire and will do anything at any cost to feast on blood, human or not. Lasts indefinitely.
  4. The afflicted becomes convinced they are a pyromaniac. They are only able to use Fire-based techniques for two turns.
  5. The afflicted becomes deathly afraid of water and other fluids. They are unable to use any Water-based techniques for two turns.
  6. The afflicted becomes deathly afraid of heights. Should they go above five meters from the ground level of the battle then they will begin to hurt themselves in self harm, trying to free themselves from the heights. Inflicts 20 damage per turn in self inflicted damage through any means (stabbing, biting, burning, etc). Lasts for three turns.
  7. Your character becomes convinced that their opponent(s) are close and long-lost relatives. Lasts for three turns.
  8. Your character becomes convinced that they are an inexhaustible source of fuel and energy. All techniques consume three times their base chakra for four turns. Does not count as a chakra boost.
  9. Your character has their self-confidence elevated significantly and becomes convinced that their techniques do more damage than they do in reality. This disconnect causes your biography to believe its techniques are doing twenty more damage than they do in reality. Lasts for four turns.
49-30:

The effects of Sanity begin to feed on themselves, creating a positive feedback mechanism.
  1. Whispers grow to shouts, demanding the user kill their allies before they turn on them. Your allies are now enemies. Further reduces Sanity by 3.
  2. The afflicted become disgusted with their own bloodline, either out of racist hatred or fear. Unable to access your Kekkei Genkai.
  3. The afflicted become convinced that the last field they used will win the battle for them. Only able to use techniques from that field for the next three turns.
  4. The afflicted develops minor autocannabalism, desiring the taste of their own flesh.
  5. The maddened will begin to shout random phrases that make no logical sense or have any coherence. Lose another five Sanity.
  6. The victim cannot understand words unless spoken to backwards.
  7. The afflicted adopts the personality of their opponent. The next four techniques they use must be from a field your opponent has that cannot be a basic nine field. Should you not share a field with them then you will roll for a random basic nine field.
  8. The afflicted lose their sense of time and space. Roll a 50% chance each turn to see if techniques are sped up or slowed down. This either increases their speed by 3x or reduces it to 1/3rd.
29-1:

The effects of Insanity take root and perpetuate themselves. Between 1 and 29 Sanity you must roll three times per turn; one roll must come from 1-29 Sanity Threshold while the other two come from any threshold possible. Each turn you lose 2 Sanity.
  1. Your character develops a sudden revulsion for their own flesh. Each turn flay part of yourself with a knife or kunai. Inflicts 30 damage.
  2. Your character's memory becomes impaired. Forget the last four turns of battle.
  3. Your character's basic senses are lost. Roll to lose either sense of sight, hearing, smell, touch, or taste.
  4. The afflicted begins seeing doubles of everything, including your opponent and their techniques.
Insanity (Zero Sanity)

At 0 Sanity your character's Sanity shatters, leaving their psyche in tatters as they collapse on the ground. Constitutes a knock out in the Ninja World or defeat. Does not activate triggers that would prevent death at zero Health Points.

Recovering Sanity:

Recovering one’s Sanity is possible through clear and preset ways. Insanity caused by the Shinkaigan’s abilities represents a lack of cosmic knowledge; it is the realization that your mind, body, and entire existence are so miniscule compared to the grand scale of the universe itself. It is maddening on a level that transcends human understanding. In order to counteract it one must do certain things in a fight that are familiar to one’s self. In other words, you are reminding yourself about who you are and your place in the world.

  • Using techniques in fields your biography is specialized in recovers three Sanity.
  • Remaining stationary for a full turn recovers two Sanity.

Sanity:
  • Sanity is measured between 0 (Insane) and 100 (Sane). All biographies regardless of rank or skills have 100 Sanity.
  • Sanity is treated and measured just like Health and Chakra are. It is a static stat in the Ninja World and should be tracked accordingly.
  • As one's Sanity decreases various negative effects can harm your biography. This is a double-edged sword for a Shinkaigan user.
  • Insanity Resistance is a stat that measures how much one resists reductions in Sanity. If someone has a 50% Insanity Resistance they lose Sanity at half the rate. For example, if someone suffers a 10 Sanity reduction then they only lose 5 with this level of Resistance.

Restrictions:
  • Voidseer's Shinkaigan and the Nekura’s Keigoku are the only fields that allow for manipulating and lowering Sanity.
Shinkaigan Customs Restrictions:
  • Sanity Limits for Shinkaigan:
    • A S-Rank Shinkaigan technique can, at most, drain 10 Sanity through direct contact or -5 through extrasensory detection.
    • An A-Rank Shinkaigan technique can drain 8 Sanity through direct contact or -4 through extrasensory detection.
    • A B-Rank Shinkaigan technique can drain 6 Sanity through direct contact or -3 through extrasensory detection. This pattern continues for C and D-Rank Shinkaigan techniques.
  • Sanity Limits for Keigoku
    • A Forbidden-Ranked Keigoku technique can drain 12 Sanity through direct contact.
    • An S-Rank Keigoku technique can drain 10 Sanity through direct contact.
    • An A-Rank Keigoku technique can drain 8 Sanity through direct contact.
    • A B-Rank Keigoku technique can drain 6 Sanity through direct contact. This pattern continues for C and D-Ranked Keigoku Techniques.
  • Temporal Shinkaigan techniques can make use of the Official Rolls system; please follow currently established patterns for guidelines. We will be scrutinizing these customs.
 
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