Sanity Meter: Difference between revisions

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** Parodied in ''[[Toon the Cartoon Role Playing Game]]''. One of the settings in the ''Tooniversal Tour Guide'' supplement is "[[Parody Names|Crawl of Catchooloo]]", where exposure to the eldritch but otherwise strait-laced minions of the Elderly Gods drives the 'toon PCs ''sane'' (since they're already crazy to begin with). Sane PCs become boring, unremarkable characters with pointlessly dull interests.
** ''[[Arkham Horror]]'', being [[Cthulhu Mythos]] [[The Board Game]], also makes use of sanity rules. Seeing monsters and casting spells are the primary cause of sanity loss, but many encounters can also trigger it. Being reduced to zero sends you to Arkham Asylum ([[Batman: Arkham Asylum|not that one]]) with some items lost. (Before long, you'll regain enough Sanity to leave ... but you'll be back. Oh yes. This game takes ''hours.'')
* ''[[Pandemic Legacy|Pandemic: Cthulhu]]'', a board game which uses the mechanics of ''Pandemic'' to represent a groundswell of cult activity that threatens to end the world, gives each player four sanity tokens,. which These may be lost any number of ways, and can be regained in a far fewer number of ways.
* ''[[Changeling: The Lost]]'' has a Clarity rating for its characters. Unlike the standard [[Karma Meter]]s for the other World of Darkness games, Clarity is more a rating of how well a person's able to hold it together after being put through hell at the hands of [[The Fair Folk]]. Murder and theft count as sins, but so do taking psychotropic drugs and experiencing unexpected life changes.
** There is also the fact that in all of the gamelines, when the [[Karma Meter]] decreases, a charecter has to roll to determine if they gain a Derangement. The Storyteller is advised to select a Derangement appropriate to whatever caused the [[Karma Meter]] to decrease.