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Quick Note - Update to Modern Basic Ability Checks & Sanity System

In the process of converting "Coming of the Night Train" to Fantasy Grounds I've updated the rules for Ability Checks and Sanity for the Basic Modern/Eldritch Shadows supplement I'm doing on the side.

Tables don't like to transfer over from my current word processor so I apologize about that. On a final side note, typing with one hand is hard!

Sanity

Sanity is derived from the combination of the player's intelligence and wisdom scores. The base sanity of a player can never exceed this score and the score does not increase with time or level. When a player is confronted by something that could cause his or her sanity to waver the Game Master will ask for the player to roll a Wisdom SR of determined by the Game Master. Should the player fail the Wisdom Check he or she loses sanity equal to the level of event that has occurred (see table below). When the player reaches half of their sanity he or she can start to experience delusions and breaks from reality. These episodes are the realm of the Game Master and should be handled delicately.
Sanity can be recouped by either extended rest or psychological aid over a period time at a rate of 1d6 per week of rest or psychological session. Should the player reach a sanity of zero he or she is hopelessly insane and cannot recover from the psychological damage and is removed from play as a PC.

[Sanity Event][][Sanity Lost]
[Nil Event ] [ ] [1d4]
[Minor Event] [] [1d6]
[Major Event] [] [1d8]
[Epic Event] [] [1d10]

If a character is brought under half of their Sanity more than three times they are inflicted with a permanent insanity marker and take an insane condition as listed on the table below. If a player acquires more than 3 permanent insanity markers then he or she is considered hopelessly insane and removed from play as a PC.
[Roll 20 ] [Permanent Insanity]
[1 to 2 ] [Sociopathic]
[3 to 4 ] [Paranoia]
[5 to 6 ] [Night Terrors]
[7 to 8] [Delusions]
[9 to 10 ] [Impulse Control]
[11 to 12] [ Extreme Phobia]
[13 to 14] [Dissociative]
[15 to 16] [Manic/Depressive]
[17 to 18] [Quixotic]
[19 to 20 ] [Magalomania]

Ability Checks

When the Game Master wishes to set an objective or event against the players he can ask them to roll an Success Rating (SR) Check. When a player rolls an SR check he or she rolls a d20 if the roll is lower than his or her Ability Score then it is a success.

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Magic Item - Arcane Gauntlet

Arcane Gauntlets are small devices of leather and copper fitted to the wearer's primary hand and feature a small, thin gem imbued with pure arcane energies affixed to the palm. As a standard action the wearer of an Arcane Gauntlet may release its energies up to four times in a single encounter safely, and up to eight times if the wearer is willing to endure the burning residual heat from sustained use of the device.  If an Arcane Gauntlet is used to its maximum effect (eight times) it is inoperable until such a time as its wearer takes a long rest.
Arcane Gauntlet- Rare Magical Item - Requires Atunement - Ranged Magical Weapon - Range 60/120ft - One Target, Hit 6 (1d6 + 2) Arcane Damage - Special After 4 uses the Gauntlet inflicts 2 Arcane damage on its wearer during every use in an encounter, on the 8th such use the wearer incurs 1d6 damage from the gauntlet's use.