Stability Rules

Stability Points

Stability points measure the stability of a character’s physical form. These points provide a way to define a character’s inherent physical stability, the most stability a character can ever have, and the current level of stability that a character has, even after numerous corrupting, and warping effects.

Stability is measured in three ways: starting Stability, current Stability, and maximum Stability. Starting and current Stability cannot exceed maximum Stability.

Starting Stability

A character’s starting Stability equals his Constitution score multiplied by 5. Upon creation, a character’s current Stability equals his starting Stability.

A character’s starting Stability is also the upper limit of his Stability that can be restored by the Heal skill (see Skills, later in this section).

After creation, a character’s current Stability often fluctuates considerably and might never again match his starting Stability. A change in a character’s Constitution score changes his starting Stability in terms of how much Stability the Heal skill can restore. Current Stability, however, does not change if Constitution rises or falls.

Current Stability

A character’s current Stability score fluctuates almost as often as (and sometimes much more often than) his hit points.

Maximum Stability

A character’s maximum Stability is equal to 99. A character’s current Stability can never be higher than his maximum Stability .

Making a Stability Check

When a character encounters a gruesome, unnatural, or supernatural situation, the GM may require the player to make a Stability check using a percentile die (d%). The check succeeds if the result is equal to or less than the character’s current Stability.

On a successful check, the character either loses no Stability points or loses only a minimal amount. Potential Stability loss is usually shown as two numbers or die rolls separated by a slash, such as 0/1d4. The number before the slash indicates the number of Stability points lost if the Stability check succeeds (in this case, none); the number after the slash indicates the number of Stability points lost if the Stability check fails (in this case, 1–4 points).

A character’s current Stability is also at risk when the character has certain spells cast upon them, and is affected by certain effects. These Stability losses are usually automatic (no Stability check is allowed); the character who chooses to undertake the activity forfeits the indicated number of Stability points.

In most cases, a new Stability-shaking confrontation requires a new Stability check.

However, the GM can always decide when characters make Stability checks.

Gaining or Recovering Stability

A character’s Stability score can increase during the events of a campaign. Although a character’s Stability score can never exceed 99, her maximum Stability and current Stability can exceed her starting Stability.

Level Advancement

Whenever a character gains a new level, she rolls 1d6 and adds the result to her current Stability.

Story Awards

The GM may decide to award increases to a character’s current Stability if she foils a great horror, a demonic plan, or some other nefarious enterprise.

Restoring Stability with Magic

Magic can easily cure Stability loss, in which case Stability becomes little more than a specialized version of “mental hit points” that includes some neat side effects (insanity). Characters can usually restore themselves to full Stability with a day or two of rest and spellcasting.

• Atonement: Although this spell does not usually restore Stability, it can be used in those rare cases when a character’s own actions inadvertently led to an evil act that caused the character to lose Stability points. If a quest or geas is combined with the atonement spell, Stability points are not restored until the task is completed. A successful use of the atonement spell can restore all Stability lost from the evil acts for which the character atones.

• Heal: In addition to its normal effects, heal restores 10 Stability points and removes all forms of temporary insanity.

• Miracle: This spell can restore a character to maximum Stability even if his current Stability has dropped to −10. Miracle even heals permanent insanity.

• Restoration: If the caster chooses, restoration can restore 1d6 Stability points per two caster levels to the target creature (max 5d6) instead of having its normal effect.

• Restoration, Greater: If the caster chooses, greater restoration can restore the target creature to its maximum Stability instead of having its normal effect.

• Restoration, Lesser: If the caster chooses, lesser restoration can restore 1d4 Stability points to the subject instead of having its normal effect.

• Wish: This spell can restore a character to maximum Sanity even if his current Stability has dropped to −10. Wish even heals permanent insanity.

• Wish, Limited: This spell can restore a character to maximum Sanity even if his current Stability has dropped to −10. Limited wish does not heal permanent insanity.


This section presents a new skill and variant rules for the Heal skill.

The Heal Skill and Physical Treatment

The Stability rules presented here provide a new use for the Heal skill, allowing trained healers to help characters recover lost Stability points. The DC and effect of a Heal check made to restore lost Stability depend on whether the therapist is trying to offer immediate care or long-term care.

Immediate Care

When someone suffers an episode of temporary instability

A therapist can also use immediate care to stabilize the Stability score of a character whose current Stability is −1 to −9. On a successful DC 15 check (requiring a full-round action), the character’s Sanity score improves to zero.

Long-Term Care

Providing long-term care means treating a mentally disturbed person for a day or more in a place away from stress and distractions. A therapist must spend 1d4 hours per day doing nothing but talking to the patient.

At the end of this time on each day of therapy, the therapist makes a DC 20 Heal check; if successful, the patient recovers 1 Sanity point. A therapist can tend up to six patients at a time; each patient beyond the first adds 1 hour to the total time per day that must be devoted to therapy. The check must be made each day for each patient.

A roll of 1 on any of these Heal checks indicates that the patient loses 1 point of Sanity that day, as she regresses mentally due to horrors suddenly remembered

Stability Rules

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