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  1. Palworld Mystery Dungeon (Alpha Build)
  2. Lore

🧠 SANITY & HORROR SYSTEM

🧠 SANITY & HORROR SYSTEM

The dark underbelly of Palworld. Firearms are real. Death is real. And the things in the deep ruins... they're real too.


WHY SANITY MATTERS

In the ruins of the old world, you'll see things that don't make sense. Machines that shouldn't work. Bodies that look like they just... stopped. Pals that were never meant to exist.

Your character is a Pal β€” an intelligent creature with emotions, fears, and a fragile psyche.

The dark isn't just dangerous to your body. It's dangerous to your mind.


πŸ“Š SANITY POINTS (SAN)

Starting SAN: 100
Max SAN: 100 (can be increased with magic items or special training)

SAN Decay Sources

SourceSAN LossNotesExploring ruins (per room)-5Reduce to -2 with bright lightSeeing death (ally or civilian)-15Reduce to -5 with fellowshipSeeing death (enemy)-5Combat deaths are less traumaticSerapholk encounter-50The Jealous Shadow is terrifyingUsing void-touched items-20Corrupted artifacts affect the mindNight without rest-30Exhaustion compounds fearFailed a fear check-10Panic has a costTouching a Star-Touched relic-25Some things should stay buriedBeing possessed/temporarily controlled-40Lost yourself momentarilyWitnessing the Observer (even indirectly)-100Some knowledge destroys the soulResurrection after death-20Coming back leaves scars

Sanity Recovery

MethodAmountNotesLong rest in safety+20Must be in a safe location (inn, base)Eating high-SAN food+10-100Cotton Candy, Cake, Beautiful FlowerBeing near loved ones+5/characterPal companions countPlaying music or singing+10Cultural activity, healingCompleting a quest+15Achievement restores confidencePraying (religious characters)+10Faith is a comfortAlcohol (moderate)+15Temporarily blunts the fear. Too much causes issues.Vixy's Special Tea+30Only at Lamball's Wooly InnHypnosis (NPC service)+25Costs 200 GPSanity Potion+50Crafted itemGreater Restoration (magic)+50Cleric spellPsychic SurgeryFullCosts 1000 GP, rare service


😨 FEAR CHECKS

Certain situations require a Fear Check:

Fear DC Table

SituationDCSave TypeSeeing a corpse10WISEntering a haunted room12WISSurprised by a monster14WISWitnessing a disturbing scene16WISSerapholk appears18WISTouching void-touched artifact15INTSeeing the Observer (vision)20WIS

On a Failure: You take SAN damage equal to 5 + (DC - your roll)

On a Success: You shake it off, gain +1 to your next save (cumulative, max +5)


πŸŒ€ SANITY LEVELS & EFFECTS

SAN LevelStatusEffects80-100πŸ’ͺ StableNormal function. You're okay.60-79😟 UneasyDisadvantage on INT/WIS checks involving memory or perception. You look over your shoulder more.40-59😰 StressedDisadvantage on all checks. Mild hallucinations (flavor only). Sleep is troubled.20-39😱 ScaredCannot long rest. Hallucinations (mechanical: false threats 10% of time). Disadvantage on saves vs fear. Paranoia: 10% chance to distrust allies.1-19😨 TerrifiedPanic attacks (roll 1d20, on 1 you attack a random ally). Cannot restore SAN except via magic. Every failure triggers a Fear check.0πŸ’€ BrokenMadness. Character becomes hostile, hallucinatory, or catatonic. Requires Greater Restoration, Wish, or similar to cure. SAN cannot be restored above 0 until cured.


🩸 TRAUMA EVENTS

At certain SAN thresholds, your character experiences Trauma Events:

Below 50 SAN: Minor Trauma

Roll 1d6 on a long rest:

RollTrauma1Flashback β€” You relive a disturbing moment (real or imagined). You can't act for 1 round.2Paranoia β€” You suspect an ally of betrayal (they're not). Disadvantage on checks involving them for 1 hour.3Compulsion β€” You must count something (doors, enemies, your steps). If interrupted, -1 SAN.4Mute β€” You can't speak for 1 hour. Communicate via gestures only.5Tremors β€” Your hands shake. Disadvantage on precision checks for 1 day.6Avoidance β€” You refuse to enter the room/area that triggered this. If forced, must save vs fear.

Below 25 SAN: Major Trauma

Roll 1d6 on any stress event:

RollTrauma1Breakdown β€” Full panic. Roll 1d6 for behavior: (1-2) Flee, (3-4) Attack nearest, (5-6) Freeze2Dissociation β€” You don't feel real. Treat yourself as if under Confusion for 1 hour.3Violence β€” Something triggers your anger. You attack the nearest creature (ally or enemy).4Betrayal β€” You've convinced yourself an ally is an enemy. They don't know. This will cause problems later.5Self-Harm β€” You hurt yourself (non-lethal). Lose 1d4 HP and -10 SAN.6Silence β€” You go completely mute for 1 day.

At 0 SAN: Complete Madness

Choose or roll 1d8:

RollMadness Type1Catatonic β€” You don't move, speak, or react. Must be force-fed or you die.2Violent β€” You attack everything. Allies must restrain you or knock you out.3Hysterical β€” You laugh, cry, or scream uncontrollably. Cannot perform tasks.4Paranoid β€” Everyone is an enemy. Flee from everyone.5Obsessive β€” You fixate on one thing (collect all bones, count all doors, etc.).6Echoing β€” You repeat the last words you heard, forever.7Empty β€” You speak in a flat monotone. You no longer feel emotions.8Void-Touched β€” The Observer speaks through you. Change your alignment. You're now an NPC.


πŸ›‘οΈ PROTECTING YOUR SANITY

Items That Help

ItemEffectSourceSanity Berry+30 SANCrafting or purchaseBeautiful Flower+50 SAN, never spoilsGrows in safe areasCotton Candy+100 SAN, never spoilsBoy Kisser TownRing of Light Resistance-10 SAN loss from dark areasSmugat's BoutiqueFeathered Hair BandOnce per day, automatically pass one fear saveFound in dungeonsHallowed Mask-10 SAN loss from undead encountersBoss lootVixy's Vault Tea+30 SANLamball's Wooly Inn

Feats That Help

FeatEffectIron MindAdvantage on fear saves. +20 max SAN.Darkness AdaptedNo SAN loss from normal darkness.InuredReduce all SAN loss by 5.FellowshipNear allies reduce SAN loss from trauma.FaithReligion provides comfort. +10 SAN recovery from rest.

Pal Companions That Help

PalSAN AbilityLamballComfort β€” When near Lamball, +5 SAN recovery per hourCattivaSafe Haven β€” Once per day, reduce a fear check by 10GaleclawVigilant β€” Spot dangers early, reduce surprise fear checksLifmunkTunnel Vision β€” Ignore minor hallucinationsVixyPatient β€” Help you process trauma. +15 SAN recovery per rest


πŸ¦‡ HORROR ENCOUNTERS

The Whispering Dark

In certain dungeons, the darkness itself whispers:

"We see you. We remember you. You were one of us once."

Effect: When in total darkness for more than 1 minute, roll 1d20:

  • 1-5: SAN -5 (whispers)

  • 6-10: SAN -10 (shadows move)

  • 11-15: Nothing happens (you resisted)

  • 16-20: You hear something useful (revelation or safe path)

Serapholk (The Jealous Shadow)

A glitched, interdimensional entity that manifests when your guard is down.

Trigger: 10% chance during long rests or dungeon entry (roll 1d10, on 1 he appears)

What He Does:

  1. Appears from the shadows (you're frozen with fear, save vs fear DC 18)

  2. Stares at you (if male, he's obsessed; if female, he wants to "remove" you)

  3. Approaches slowly (SAN -50, unavoidable)

  4. Takes something (your weapon, your dignity, a memory)

  5. Leaves a Pink Feather (his calling card)

  6. Vanishes if caught (he's invulnerable but embarrassed)

Serapholk's Lair: The Gilded Garden (collects stolen items)

The Echoes (Void Whispers)

In deep ruins, you might hear echoes of humanity:

"They told us to wait. It's been so long. Are you them? Are you the ones who came?"

Effect: Frightening but not dangerous. SAN -10. May trigger a memory check (INT) β€” if you know something about humanity, you might get a clue.

The Mimics

Not regular mimics β€” these are Memory Mimics.

They look like allies. They sound like allies. They don't know they're mimics.

Detection: INT check (DC 16) or Passive Insight (16+)

Effect: If you trust them and they betray you (unintentional β€” they think they're real), SAN -30. If you discover the truth and they're still friendly, SAN -10.


πŸŒ‘ THE VOID WALKERS' HORROR

The Void Walkers aren't just aliens. They're reality-bending horrors.

What They Do

EffectDescriptionSAN CostErasureThings just... stop existing. A door you used yesterday? Never was.-20InversionUp becomes down. Left becomes right. Time flows backward.-15Identity TheftYou see yourself doing things you didn't do.-25The HungerYou feel something trying to eat your memories.-20The SilenceEverything goes quiet. You can't hear your own thoughts.-10

Fighting the Horror

Not just a battle β€” a war for your sanity.

ActionEffectUse lightSanity loss from void encounters -50%Use Starlit FragmentsMay reveal the truth, which is both comforting and horrifyingHave alliesFellowship reduces SAN lossFace itSome fear must be faced to be conqueredRemember who you areINT/WIS save to anchor yourself


🎭 ROLEPLAYING SANITY

When Your SAN Is Low

DM / Player Tip: Don't just say "I have low SAN." Play it.

SAN LevelRoleplay Suggestion60-79You look over your shoulder. You double-check things. You don't trust dark rooms.40-59You speak less. You jump at small sounds. You have nightmares (DM describes them).20-39You barely speak. You see things that aren't there. You might push away your friends.1-19You're barely functional. Every shadow is a threat. Every sound is a scream.0You are no longer yourself.

Recovering Through RP

Great moments for recovery:

  • Helping another character with their fear

  • Discovering something hopeful about the past

  • Bonding with a Pal companion

  • Making a joke in a dark moment

  • Fighting back even when scared

RP bonus: If you do something heroic while scared (help an ally, face a fear, etc.), gain +10 SAN.