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- Base stability: 15+WIS mod + Level (min 10)
-Base sanity: Wis score
- no bonuses to saves vs mundane/arcane horrrors for martials/casters
- no specific stuff like "the dc is higher for you because you're a good character harming an innocent" bull, DC is equal for everyone
- immunity to fear or mind affecting-effects grants +5 bonus on the will save
- with 0 stability any further stability damage hurts your WIS score
- reaching 0 wis from stability loss causes the char to roll another save with the same DC as the one that put them on 0 WIS the character goes insane on failure, otherwise they just faint and become unconscious till their wis increases above 1
- 10 stability or less = shaken / fatigued if immune to fear
- 5 stability or less: = frightened / exhausted if immune
- 0 stability = panicked
- conditions last till stability goes above the number
-no special bonuses for fighting for a cause
- bonuses for getting used to spooks removed, monsters will only cause you to roll stability loss once per type (no more stab loss for another group of zombies later on)
- no snapping out of it rolls, no fainting by failing the save by 5 or more
- no stability loss for casting spells
- stability recovery: same as nonlethal hp but only in calm environment (no recovery if you decide to sleep inside a crypt you fucks): each character recovers stability equal to their level per hour spent in a safe, calm place. Healing spells recover an amount of stability points equal to their spell level, same with spells that remove fear or calm emotions etc; also spells that grant morale bonuses
- heal or greater restoration spells heal stability to full