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* ''WebVideo/CriticalRole'': Season 3 has the character of Fresh Cut Grass, an automaton Cleric with the homebrew Empathy domain. They're cheerful, helpful, and able to literally absorb the pain and suffering of others. [[spoiler: However, it turns out that there is a secret meter that tracks how much suffering F.C.G. has had to deal with... and when it hits 100, they briefly shut down, then attack Chetney when he tries to stir them. They then yell, "Why don't you shut up? Why don't you just ''shut the fuck up''?" to the rest of the party and try to attack them all, giving a brief BreakingSpeech to both Laudna and Imogen before the party manages to shut them down. It turns out this is not the first time this happened, and they pretty much murdered their entire first adventuring party.]]

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* ''WebVideo/CriticalRole'': Season 3 has the character of Fresh Cut Grass, an automaton Cleric with the homebrew Empathy domain. They're cheerful, helpful, and able to literally absorb the pain and suffering of others. [[spoiler: However, it turns out that there is a secret meter that tracks how much suffering F.C.G. has had to deal with... and when it hits 100, they briefly shut down, then attack Chetney when he tries to stir them. They then yell, "Why don't you shut up? Why don't you just ''shut the fuck up''?" your fucking mouth''?" to the rest of the party and try to attack them all, giving a brief BreakingSpeech to both Laudna and Imogen Fearne before the party manages to shut them down. It turns out this is not the first time this happened, and they pretty much murdered their entire first adventuring party.]]
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* ''WebVideo/Critical Role'': Season 3 has the character of Fresh Cut Grass, an automaton Cleric with the homebrew Empathy domain. They're cheerful, helpful, and able to literally absorb the pain and suffering of others. [[spoiler: However, it turns out that there is a secret meter that tracks how much suffering F.C.G. has had to deal with... and when it hits 100, they briefly shut down, then attack Chetney when he tries to stir them. They then yell, "Why don't you shut up? Why don't you just ''shut the fuck up''?" to the rest of the party and try to attack them all, giving a brief BreakingSpeech to both Laudna and Imogen before the party manages to shut them down. It turns out this is not the first time this happened, and they pretty much murdered their entire first adventuring party.]]

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* ''WebVideo/Critical Role'': ''WebVideo/CriticalRole'': Season 3 has the character of Fresh Cut Grass, an automaton Cleric with the homebrew Empathy domain. They're cheerful, helpful, and able to literally absorb the pain and suffering of others. [[spoiler: However, it turns out that there is a secret meter that tracks how much suffering F.C.G. has had to deal with... and when it hits 100, they briefly shut down, then attack Chetney when he tries to stir them. They then yell, "Why don't you shut up? Why don't you just ''shut the fuck up''?" to the rest of the party and try to attack them all, giving a brief BreakingSpeech to both Laudna and Imogen before the party manages to shut them down. It turns out this is not the first time this happened, and they pretty much murdered their entire first adventuring party.]]
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[[folder:WebVideo]]
* ''WebVideo/Critical Role'': Season 3 has the character of Fresh Cut Grass, an automaton Cleric with the homebrew Empathy domain. They're cheerful, helpful, and able to literally absorb the pain and suffering of others. [[spoiler: However, it turns out that there is a secret meter that tracks how much suffering F.C.G. has had to deal with... and when it hits 100, they briefly shut down, then attack Chetney when he tries to stir them. They then yell, "Why don't you shut up? Why don't you just ''shut the fuck up''?" to the rest of the party and try to attack them all, giving a brief BreakingSpeech to both Laudna and Imogen before the party manages to shut them down. It turns out this is not the first time this happened, and they pretty much murdered their entire first adventuring party.]]
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** ''VideoGame/SunlessSea'', in the same setting, has your Terror meter, which measures a whole bunch of stuff, but sanity is in there somewhere. Delving into eldritch stuff, spending long periods at zee, going too close to the Dawn Machine, clicking the "Lose Your Mind" option at Kingeater's Castle and so on cause your Terror to climb, and your crew will mutiny if it gets too high.

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** ''VideoGame/SunlessSea'', in the same setting, has your Terror meter, which measures a whole bunch of stuff, but sanity is in there somewhere. there. Delving into eldritch stuff, spending long periods at zee, going too close to the Dawn Machine, clicking the "Lose Your Mind" option at Kingeater's Castle and so on cause your Terror to climb, and your climb. Your crew will mutiny if it gets too high.hits 100, but you lose it at around 70-75, which is where the ship's doctor who's a hallucination can show up and crew members start jumping overboard by themselves without you pushing them in any way whatsoever.
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* ''VideoGame/WorldOfHorror'': Your protagonist has a Reason stat which serves this purpose, alongside their [[HealthMeter Stamina]]. As your Reason is whittled away, the resulting SanitySlippage can lead to your character hurting themselves, developing paranoia, or even worse outcomes. Dip down to zero and it's GameOver.

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* ''VideoGame/WorldOfHorror'': Your protagonist has a Reason stat which serves this purpose, alongside their [[HealthMeter Stamina]]. As your Reason is whittled away, the resulting SanitySlippage can lead to your character hurting themselves, developing paranoia, or even worse outcomes. Dip down to zero and it's GameOver.[[ItsAWonderfulFailure your character has a breakdown and gets committed to an insane asylum]].
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Undoing chained sinkhole


* ''VideoGame/DwarfFortress'': In Fortress Mode, your civilians each have their own measure of how content they are, rising and falling according to various things that trigger positive and negative thoughts. As it progresses from "Stressed" to "Haggard" to "Harrowed", they'll eventually start suffering increasingly-frequent emotional breakdowns, depending on their personality (e.g. anger-prone dwarves will throw [[TantrumThrowing temper tantrums]], which tends to result in a [[DisasterDominoes tantrum spiral]] from angry dwarves lashing out at others). If they're outright miserable long enough, they can go permanently insane, [[AngstComa in]] [[AxCrazy four]] [[DrivenToSuicide different]] [[NakedPeopleAreFunny flavors]], again in accordance to their personality. There's also a trait that tracks how [[ItGetsEasier used to tragedy]] they are, reducing the impact of negative thoughts. And as of the [=DF2014=] update there's also a Sanity Skill in the form of [[MoraleMechanic Discipline]], which reduces the odds of panicking when in combat.

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* ''VideoGame/DwarfFortress'': In Fortress Mode, your civilians each have their own measure of how content they are, rising and falling according to various things that trigger positive and negative thoughts. As it progresses from "Stressed" to "Haggard" to "Harrowed", they'll eventually start suffering increasingly-frequent emotional breakdowns, depending on their personality (e.g. anger-prone dwarves will throw [[TantrumThrowing temper tantrums]], which tends to result in a [[DisasterDominoes tantrum spiral]] from angry dwarves lashing out at others). If they're outright miserable long enough, they can go permanently insane, [[AngstComa in]] [[AxCrazy four]] [[DrivenToSuicide different]] [[NakedPeopleAreFunny flavors]], again in accordance to their personality.four different flavors depending on the dwarf's personality[[labelnote:list]]AngstComa, AxCrazy, DrivenToSuicide or NakedPeopleAreFunny[[/labelnote]]. There's also a trait that tracks how [[ItGetsEasier used to tragedy]] they are, reducing the impact of negative thoughts. And as of the [=DF2014=] update there's also a Sanity Skill in the form of [[MoraleMechanic Discipline]], which reduces the odds of panicking when in combat.
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* ''VideoGame/DwarfFortress'': In Fortress Mode, your civilians each have their own measure of how content they are, rising and falling according to various things that trigger positive and negative thoughts. If it gets low enough, they'll eventually start throwing [[TantrumThrowing temper tantrums]], which tends to result in a [[DisasterDominoes tantrum spiral]] from angry dwarves lashing out at others (though other emotional breakdowns are not as dangerous). If they're outright miserable long enough, they can go permanently insane, [[AngstComa in]] [[AxCrazy four]] [[DrivenToSuicide different]] [[NakedPeopleAreFunny flavors]]. There's also a trait that tracks how [[ItGetsEasier used to tragedy]] they are, reducing the impact of negative thoughts. And as of the [=DF2014=] update there's also a Sanity Skill in the form of [[MoraleMechanic Discipline]], which reduces the odds of panicking when in combat.

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* ''VideoGame/DwarfFortress'': In Fortress Mode, your civilians each have their own measure of how content they are, rising and falling according to various things that trigger positive and negative thoughts. If As it gets low enough, progresses from "Stressed" to "Haggard" to "Harrowed", they'll eventually start throwing suffering increasingly-frequent emotional breakdowns, depending on their personality (e.g. anger-prone dwarves will throw [[TantrumThrowing temper tantrums]], which tends to result in a [[DisasterDominoes tantrum spiral]] from angry dwarves lashing out at others (though other emotional breakdowns are not as dangerous). others). If they're outright miserable long enough, they can go permanently insane, [[AngstComa in]] [[AxCrazy four]] [[DrivenToSuicide different]] [[NakedPeopleAreFunny flavors]].flavors]], again in accordance to their personality. There's also a trait that tracks how [[ItGetsEasier used to tragedy]] they are, reducing the impact of negative thoughts. And as of the [=DF2014=] update there's also a Sanity Skill in the form of [[MoraleMechanic Discipline]], which reduces the odds of panicking when in combat.

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Added example(s), Alphabetizing example(s)


* In ''VideoGame/SixtySeconds'', each family member can lose sanity from a variety of factors such as [[GoMadFromTheIsolation being left alone for too long]] (so no, you can't conserve food and water by not bringing any family members), not having anything to distract them from the day-to-day tedium, or [[VideoGameCrueltyPunishment doing immoral actions like raiding other people's shelters]]. Losing too much sanity will cause them to start [[MadnessMakeover looking crazed]] and potentially destroying random items in the shelter, and letting them stay in that state for too long will cause them to run out of the shelter and never be seen again.



* ''VideoGame/{{Rimworld}}'' has mood meter. This is affected by various things like eaten food, wealth of the colony and deaths around the colonist. When mood gets below certain level, there is a chance that the colonist suffers a mental break when something unpleasant happens. The lower the mood, the more severe the types of mental breaks can be. In contrast, when the colonist is happy, there is a chance for mental inspiration to trigger, temporarily boosting some attributes.



* In ''VideoGame/SixtySeconds'', each family member can lose sanity from a variety of factors such as [[GoMadFromTheIsolation being left alone for too long]] (so no, you can't conserve food and water by not bringing any family members), not having anything to distract them from the day-to-day tedium, or [[VideoGameCrueltyPunishment doing immoral actions like raiding other people's shelters]]. Losing too much sanity will cause them to start [[MadnessMakeover looking crazed]] and potentially destroying random items in the shelter, and letting them stay in that state for too long will cause them to run out of the shelter and never be seen again.
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SubTrope of StatusLine (a display element showing the current disposition of the player, e.g. score, health, ammo, etc).
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* ''Unearthed Arcana'', the UsefulNotes/D20System rewrite of ''Dungeons and Dragons'', has sanity rules described in detail [[http://www.d20srd.org/srd/variant/campaigns/sanity.htm here]].

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* ''Unearthed Arcana'', the UsefulNotes/D20System MediaNotes/D20System rewrite of ''Dungeons and Dragons'', has sanity rules described in detail [[http://www.d20srd.org/srd/variant/campaigns/sanity.htm here]].
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* In ''VideoGame/{{Palworld}}'', your {{mons}} have a sanity meter that gradually decreases as they go about their day performing tasks in your bases, but [[VideoGameCaringPotential if they're treated well with plentiful food and break time]] it's a non-issue. If you choose to [[VideoGameCrueltyPotential be a slave driver]], however, forcing them to work in a NightmarishFactory can lead to them [[TheDogBitesBack turning on you]].
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More concise wording


"Sanity Meter in video games causing various {{Interface Screw}}s on decrease" was, [[DisneyOwnsThisTrope by the way]], [[https://patents.google.com/patent/US6935954B2/en patented]] by Creator/{{Nintendo}}, the publishers of ''VideoGame/EternalDarkness''. However, this patent is now expired.

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"Sanity Meter in video games causing various {{Interface Screw}}s on decrease" was, [[DisneyOwnsThisTrope by the way]], [[https://patents.google.com/patent/US6935954B2/en patented]] by Creator/{{Nintendo}}, the publishers of ''VideoGame/EternalDarkness''. However, this patent is now has expired.
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Patent expired.


"Sanity Meter in video games causing various {{Interface Screw}}s on decrease" is, [[DisneyOwnsThisTrope by the way]], [[http://patft.uspto.gov/netacgi/nph-Parser?patentnumber=6935954 patented]] by Creator/{{Nintendo}}, the publishers of ''VideoGame/EternalDarkness''.

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"Sanity Meter in video games causing various {{Interface Screw}}s on decrease" is, was, [[DisneyOwnsThisTrope by the way]], [[http://patft.uspto.gov/netacgi/nph-Parser?patentnumber=6935954 [[https://patents.google.com/patent/US6935954B2/en patented]] by Creator/{{Nintendo}}, the publishers of ''VideoGame/EternalDarkness''.
''VideoGame/EternalDarkness''. However, this patent is now expired.
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* ''VideoGame/EternalDarkness'' popularized the Sanity Meter in video games. Encountering monsters drains Sanity(in particular, those aligned with the [[EldritchAbomination Ancient Xel'lotath]] specialize in draining sanity]]), and as the meter decreases, you experience hallucinations, from [[DutchAngle a canted view]], unnerving sounds, or harmless changes to the scenery, to more extreme cases like your character's head falling off and reciting Theatre/{{Hamlet}}, a healing spell backfiring and "killing" your character, or even {{Interface Screw}}s like the game switching to another video input, lowering the volume, or "deleting" your game instead of saving it. Aside from all of these "flavor" effects, if the character's sanity is at zero, any further sanity loss will instead drain health. You can restore big doses of Sanity with the right magicks and items, or smaller amounts by performing {{Finishing Move}}s on downed monsters.

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* ''VideoGame/EternalDarkness'' popularized the Sanity Meter in video games. Encountering monsters drains Sanity(in Sanity (in particular, those aligned with the [[EldritchAbomination Ancient Xel'lotath]] specialize in draining sanity]]), and as the meter decreases, you experience hallucinations, from [[DutchAngle a canted view]], unnerving sounds, or harmless changes to the scenery, to more extreme cases like your character's head falling off and reciting Theatre/{{Hamlet}}, a healing spell backfiring and "killing" your character, or even {{Interface Screw}}s like the game switching to another video input, lowering the volume, or "deleting" your game instead of saving it. Aside from all of these "flavor" effects, if the character's sanity is at zero, any further sanity loss will instead drain health. You can restore big doses of Sanity with the right magicks and items, or smaller amounts by performing {{Finishing Move}}s on downed monsters.
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* In ''VideoGame/DarkestDungeon'', the heroes' stress bars act as secondary health meters, starting at 0 and typically going up when they suffer an attack or suffer another unfortunate event. When a hero's stress reaches 100, they go insane. Typically, this results in an [[HeroicBSOD Affliction]], one of several mental disorders, which can cause them to do erratic and harmful things like skipping a turn, refuse support abilities (''especially'' healing) used on them[[note]]especially bad while camping, as the time units for respite activities are wasted[[/note]], stressing out their comrades or even outright attacking them. If they become stressed over the 200 threshold, they'll scream and have a Heart Attack, that either [[HPTo1 drops them straight into]] [[LastChanceHitPoint Death's Door]](and slightly reduce their stress, albeit to the point at which they're still vulnerable to another Heart Attack), or if they are already there, they'll flat out die; unlike dying from enemy attacks, there's NoSavingThrow. However, there's a chance their insanity is the rare and positive [[HeroicWillpower Virtuous]] type instead, reducing stress or bolstering either themselves or their teammates; additionally, they gain a shield against Heart Attacks (a Virtuous hero that reaches 200 stress loses their Virtue and all of their stress instead). The one exception to that is the Flagellant, a class that is exempt from the resolve check roulette – he always goes Rapturous, an affliction exclusive to him that makes him act slightly erratically and swaps his ability to dodge for sheer attack power. It's a valid strategy to intentionally drive him insane solely for the double-edged affliction.

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* In ''VideoGame/DarkestDungeon'', the heroes' stress bars act as secondary health meters, starting at 0 and typically going up when they suffer an attack or suffer another unfortunate event. When a hero's stress reaches 100, they go insane. Typically, the stress becomes too much and their resolve is tested; typically, this results in an [[HeroicBSOD Affliction]], one of several mental disorders, which can cause them to do erratic and harmful things like skipping a turn, refuse support abilities (''especially'' healing) used on them[[note]]especially bad while camping, as the time units for respite activities are wasted[[/note]], stressing out their comrades or even outright attacking them. If they become stressed over the 200 threshold, they'll scream and have a Heart Attack, that either [[HPTo1 drops them straight into]] straight]] into [[LastChanceHitPoint Death's Door]](and Door]] (and slightly reduce their stress, albeit to the point at which they're still vulnerable to another Heart Attack), or if they are already there, at Death's Door, they'll flat out die; unlike dying from enemy attacks, there's NoSavingThrow. However, there's a chance their insanity is the rare resolve upholds and positive they become [[HeroicWillpower Virtuous]] type instead, massively reducing their stress and continuing to do so, relieving the stress of teammates through encouragement, or bolstering either themselves or their teammates; additionally, they gain a shield against Heart Attacks (a Virtuous hero that reaches 200 stress loses their Virtue and all of their stress instead). The one exception to that is the Flagellant, a class that is exempt from the resolve check roulette -- he always goes Rapturous, an affliction exclusive to him that makes him act slightly erratically and swaps his ability to dodge for sheer attack power. It's a valid strategy to intentionally drive him insane solely for the double-edged affliction.power boost.
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* In ''VideoGame/DarkestDungeon'', the heroes' stress bars act as secondary health meters: when a hero's stress reaches 100, they go insane. Typically, this results in an [[HeroicBSOD Affliction]], one of several mental disorders, which can cause them to do erratic and harmful things like skipping a turn, refuse support abilities (''especially'' healing) used on them[[note]]especially bad while camping, as the time units for respite activities are wasted[[/note]], stressing out their comrades or even outright attacking them. If they become stressed over the 200 threshold, they'll scream and have a Heart Attack, that either [[HPTo1 drops them straight into]] [[LastChanceHitPoint Death's Door]], or if they are already there, they'll flat out die; unlike dying from enemy attacks, there's NoSavingThrow. However, there's a chance their insanity is the rare and positive [[HeroicWillpower Virtuous]] type instead, reducing stress or bolstering either themselves or their teammates; additionally, they gain a shield against Heart Attacks (a Virtuous hero that reaches 200 stress loses their Virtue and all of their stress instead). The one exception to that is the Flagellant, a class that is exempt from the resolve check roulette – he always goes Rapturous, an affliction exclusive to him that makes him act slightly erratically and swaps his ability to dodge for sheer attack power. It's a valid strategy to intentionally drive him insane solely for the double-edged affliction.

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* In ''VideoGame/DarkestDungeon'', the heroes' stress bars act as secondary health meters: meters, starting at 0 and typically going up when they suffer an attack or suffer another unfortunate event. When a hero's stress reaches 100, they go insane. Typically, this results in an [[HeroicBSOD Affliction]], one of several mental disorders, which can cause them to do erratic and harmful things like skipping a turn, refuse support abilities (''especially'' healing) used on them[[note]]especially bad while camping, as the time units for respite activities are wasted[[/note]], stressing out their comrades or even outright attacking them. If they become stressed over the 200 threshold, they'll scream and have a Heart Attack, that either [[HPTo1 drops them straight into]] [[LastChanceHitPoint Death's Door]], Door]](and slightly reduce their stress, albeit to the point at which they're still vulnerable to another Heart Attack), or if they are already there, they'll flat out die; unlike dying from enemy attacks, there's NoSavingThrow. However, there's a chance their insanity is the rare and positive [[HeroicWillpower Virtuous]] type instead, reducing stress or bolstering either themselves or their teammates; additionally, they gain a shield against Heart Attacks (a Virtuous hero that reaches 200 stress loses their Virtue and all of their stress instead). The one exception to that is the Flagellant, a class that is exempt from the resolve check roulette – he always goes Rapturous, an affliction exclusive to him that makes him act slightly erratically and swaps his ability to dodge for sheer attack power. It's a valid strategy to intentionally drive him insane solely for the double-edged affliction.



* ''VideoGame/EternalDarkness'' popularized the Sanity Meter in video games. Encountering monsters drains Sanity, and as the meter decreases, you experience hallucinations, from [[DutchAngle a canted view]], unnerving sounds, or harmless changes to the scenery, to more extreme cases like your character's head falling off and reciting Theatre/{{Hamlet}}, a healing spell backfiring and "killing" your character, or even {{Interface Screw}}s like the game switching to another video input, lowering the volume, or "deleting" your game instead of saving it. Aside from all of these "flavor" effects, if the character's sanity is at zero, any further sanity loss will instead drain health. You can restore big doses of Sanity with the right magicks and items, or smaller amounts by performing {{Finishing Move}}s on downed monsters.

to:

* ''VideoGame/EternalDarkness'' popularized the Sanity Meter in video games. Encountering monsters drains Sanity, Sanity(in particular, those aligned with the [[EldritchAbomination Ancient Xel'lotath]] specialize in draining sanity]]), and as the meter decreases, you experience hallucinations, from [[DutchAngle a canted view]], unnerving sounds, or harmless changes to the scenery, to more extreme cases like your character's head falling off and reciting Theatre/{{Hamlet}}, a healing spell backfiring and "killing" your character, or even {{Interface Screw}}s like the game switching to another video input, lowering the volume, or "deleting" your game instead of saving it. Aside from all of these "flavor" effects, if the character's sanity is at zero, any further sanity loss will instead drain health. You can restore big doses of Sanity with the right magicks and items, or smaller amounts by performing {{Finishing Move}}s on downed monsters.
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* As the game is part of the ''Boyfriend to Death'' verse, ''VisualNovel/ThePriceOfFlesh'' also has a sanity meter, and it's an especially critical component to survival in Mason's route.

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* As the game is part of the ''Boyfriend to Death'' verse, 'verse, ''VisualNovel/ThePriceOfFlesh'' also has a sanity meter, and it's an especially critical component to survival in Mason's route.
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* Present in ''VideoGame/FearAndHunger'' and ''FearAndHungerTermina'' as a persistent challenge to deal with thanks to the highly stressful nature of both the dungeons and the Termina festival as a Mind meter, made ever more difficult by the fact it doubles as a ManaMeter for often life saving spells. Letting it hit 50 will have the protagonist [[DrivenToSuicide contemplate suicide]] ([[PressXToDie with you able to oblige at any time afterwards]]), and in the first game forces party members to stay behind ([[KilledOffscreen dying of a heart attack]] if not given a Mind restoration item). If it hits 0 for everyone, they develop a fear of everything, saddling you with a massive DamageIncreasingDebuff in combat against everything[[note]][[{{Necromancy}} Ghouls, skeletons]], [[ILoveTheDead Demon Kids]], [[CanineCompanion Moonless]], and [[TokenEvilTeammate Nas’hrah]] in the first game are exempt, and ghouls and [[JokeCharacter Black Khalev]] from the second game are exempt as well[[/note]].

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* Present in ''VideoGame/FearAndHunger'' and ''FearAndHungerTermina'' ''VideoGame/FearAndHungerTermina'' as a persistent challenge to deal with thanks to the highly stressful nature of both the dungeons and the Termina festival as a Mind meter, made ever more difficult by the fact it doubles as a ManaMeter for often life saving spells. Letting it hit 50 will have the protagonist [[DrivenToSuicide contemplate suicide]] ([[PressXToDie with you able to oblige at any time afterwards]]), and in the first game forces party members to stay behind ([[KilledOffscreen dying of a heart attack]] if not given a Mind restoration item). If it hits 0 for everyone, they develop a fear of everything, saddling you with a massive DamageIncreasingDebuff in combat against everything[[note]][[{{Necromancy}} Ghouls, skeletons]], [[ILoveTheDead Demon Kids]], [[CanineCompanion Moonless]], and [[TokenEvilTeammate Nas’hrah]] in the first game are exempt, and ghouls and [[JokeCharacter Black Khalev]] from the second game are exempt as well[[/note]].
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* All characters in ''TabletopGame/{{Anathema}}'' have a will score, which represents their will to live. It can be raised and lowered in a variety of ways. When a human's will hits 0 they commit suicide. When a shroud's will hits 0 they suffer utter annihilation.

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* All characters in ''TabletopGame/{{Anathema}}'' ''TabletopGame/{{Anathema|2011}}'' have a will score, which represents their will to live. It can be raised and lowered in a variety of ways. When a human's will hits 0 they commit suicide. When a shroud's will hits 0 they suffer utter annihilation.
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I assume that Psycho-Pass was originally under Madoka, but with the alphabetisation it seemed to imply Nyaruko was an Urobuchi anime. Fixed, and elaborated on the Psycho-Pass example


* And in Urobuchi's other series, ''Anime/PsychoPass'', the titular Psycho Pass is also a sanity meter.

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* And in Urobuchi's other series, In ''Anime/PsychoPass'', the titular Psycho Pass is also a mental scan which includes a sanity meter.meter (or, more accurately, a stress meter).
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* Present in ''VideoGame/FearAndHunger'' and ''FearAndHungerTermina'' as a persistent challenge to deal with thanks to the highly stressful nature of both the dungeons and the Termina festival as a Mind meter, made ever more difficult by the fact it doubles as a ManaMeter for often life saving spells. Letting it hit 50 will have the protagonist [[DrivenToSuicide contemplate suicide]] ([[PressXToDie with you able to oblige at any time afterwards]]), and in the first game forces party members to stay behind ([[KilledOffscreen dying of a heart attack]] if not given a Mind restoration item). If it hits 0 for everyone, they develop a fear of everything, saddling you with a massive DamageIncreasingDebuff in combat against everything[[note]][[{{Necromancy}} Ghouls, skeletons]], [[ILoveTheDead Demon Kids]], [[CanineCompanion Moonless]], and [[TokenEvilTeammate Nas’hrah]] in the first game are exempt, and ghouls and [[JokeCharacter Black Khalev]] from the second game are exempt as well[[/note]].
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* As the game is part of the ''Boyfriend to Death'' verse, ''VisualNovel/ThePriceOfFlesh'' has a sanity meter, and it's an especially critical component to survival in Mason's route.

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* As the game is part of the ''Boyfriend to Death'' verse, ''VisualNovel/ThePriceOfFlesh'' also has a sanity meter, and it's an especially critical component to survival in Mason's route.

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* Like the above game, ''VisualNovel/ThePriceOfFlesh'' has a sanity meter, and it's an especially critical component to survival in Mason's route.

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* Like The ''VisualNovel/ItLives'' series features one of these in the above form of a "Nerve Score", which ranges from 0 to 100. Making the right choices, hanging out with friends, acquiring weapons, and so on raises your Nerve Score, while encountering monsters, making incorrect choices, and getting injured lowers it. The main character and their friends all have Nerve Scores, and anyone with a Nerve Score has the potential to die if it's too low. In the first game, the Nerve Score's main function is determining whether a character survives the FinalBattle. In the second game, each character has a "moment of truth", whereupon their success or failure is dependent on their nerve score. In Chapter 15, the group's Nerve Scores are totalled up, and if the value is too low, the person with the lowest nerve score ([[PlotArmor excluding the main character]]) will die. In the final chapter, [[spoiler: the main character is thrust into a live-or-die situation where their Nerve Score determines how much time they have to escape a DeathTrap (if their Nerve Score is ''really'' low, they aren't given a chance to escape and they will automatically die)]].
* As the game is part of the ''Boyfriend to Death'' verse,
''VisualNovel/ThePriceOfFlesh'' has a sanity meter, and it's an especially critical component to survival in Mason's route.



* The ''VisualNovel/ItLives'' series features one of these in the form of a "Nerve Score", which ranges from 0 to 100. Making the right choices, hanging out with friends, acquiring weapons, and so on raises your Nerve Score, while encountering monsters, making incorrect choices, and getting injured lowers it. The main character and their friends all have Nerve Scores, and anyone with a Nerve Score has the potential to die if it's too low. In the first game, the Nerve Score's main function is determining whether a character survives the FinalBattle. In the second game, each character has a "moment of truth", whereupon their success or failure is dependent on their nerve score. In Chapter 15, the group's Nerve Scores are totalled up, and if the value is too low, the person with the lowest nerve score ([[PlotArmor excluding the main character]]) will die. In the final chapter, [[spoiler: the main character is thrust into a live-or-die situation where their Nerve Score determines how much time they have to escape a DeathTrap (if their Nerve Score is ''really'' low, they aren't given a chance to escape and they will automatically die)]].

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* The ''VisualNovel/ItLives'' series features one of these in the form of a "Nerve Score", which ranges from 0 to 100. Making the right choices, hanging out with friends, acquiring weapons, and so on raises your Nerve Score, while encountering monsters, making incorrect choices, and getting injured lowers it. The main character and their friends all have Nerve Scores, and anyone with a Nerve Score has the potential to die if it's too low. In the first game, the Nerve Score's main function is determining whether a character survives the FinalBattle. In the second game, each character has a "moment of truth", whereupon their success or failure is dependent on their nerve score. In Chapter 15, the group's Nerve Scores are totalled up, and if the value is too low, the person with the lowest nerve score ([[PlotArmor excluding the main character]]) will die. In the final chapter, [[spoiler: the main character is thrust into a live-or-die situation where their Nerve Score determines how much time they have to escape a DeathTrap (if their Nerve Score is ''really'' low, they aren't given a chance to escape and they will automatically die)]].
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* In the Flash game ''Franchise/ScoobyDoo and the Creepy Castle'', Scooby has a fright meter shaped like a thermometer; whenever the player fails to stop the ghost in time and Scooby gets scared by him, it rises, and if it rises to a critical point, he'll run out of the castle and lose one of his three lives. Scooby Snacks, which can be found in certain places, lower it by one level.

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* In the Flash game ''Franchise/ScoobyDoo and the Creepy Castle'', Scooby has a fright meter shaped like a thermometer; thermometer, which is called his "Fright Factor"; whenever the player fails to stop the ghost in time and Scooby gets scared by him, it rises, and if it rises to a critical point, he'll run out of the castle and lose one of his three lives. Scooby Snacks, which can be found in certain places, lower it by one level.
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-->-- '''[[WebAnimation/ZeroPunctuation Ben "Yahtzee" Croshaw]]''', [[https://www.youtube.com/watch?v=IXuIZstyM7E Amnesia: The Dark Descent review.]]

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-->-- '''[[WebAnimation/ZeroPunctuation Ben "Yahtzee" Croshaw]]''', ''VideoGame/AmnesiaTheDarkDescent'' [[https://www.youtube.com/watch?v=IXuIZstyM7E Amnesia: The Dark Descent review.]]
review]]



* ''VideoGame/FiveNightsAtFreddys'':
** The PlayerCharacter can hallucinate, causing messages and extreme close-ups of enemies to flicker across the screen, freaky sounds to play, posters to change, and [[spoiler:allow Golden Freddy to spawn in]]. Notably, there's nothing the player can do to prevent sanity loss: the protagonist hallucinates more and more as the week goes on, no matter how well you play.

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* ''VideoGame/FiveNightsAtFreddys'':
''Franchise/FiveNightsAtFreddys'':
** The PlayerCharacter in [[VideoGame/FiveNightsAtFreddys1 the first game]] can hallucinate, causing messages and extreme close-ups of enemies to flicker across the screen, freaky sounds to play, posters to change, and [[spoiler:allow Golden Freddy to spawn in]]. Notably, there's nothing the player can do to prevent sanity loss: the protagonist hallucinates more and more as the week goes on, no matter how well you play.
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* ''VideoGame/DrJekyllAndMrHyde'': Dr. Jekyll's Anger meter increases as he takes hits from passersby. Once the meter is full, he turns into Mr. Hyde and must kill a certain amount of enemies before reaching Jekyll's location, or else death by lightning strike ensues.

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* ''VideoGame/DrJekyllAndMrHyde'': ''VideoGame/DrJekyllAndMrHydeNES'': Dr. Jekyll's Anger meter increases as he takes hits from passersby. Once the meter is full, he turns into Mr. Hyde and must kill a certain amount of enemies before reaching Jekyll's location, or else death by lightning strike ensues.
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* ''VideoGame/{{Dredge}}'' has a "panic" meter, represented by a single twitching eye that grows larger and more erratic as your fisherman travels at night, or through fog or certain especially dangerous locations. At high panic, you may find your boat attacked by sea monsters or crashing into rocks [[{{Hallucinations}} that aren't really there]].
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Added DiffLines:

* In the Flash game ''Franchise/ScoobyDoo and the Creepy Castle'', Scooby has a fright meter shaped like a thermometer; whenever the player fails to stop the ghost in time and Scooby gets scared by him, it rises, and if it rises to a critical point, he'll run out of the castle and lose one of his three lives. Scooby Snacks, which can be found in certain places, lower it by one level.
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[[caption-width-right:115:[[LetsPlay/{{Markiplier}} "Yeah. This is small brain time."]]]]

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[[caption-width-right:115:[[LetsPlay/{{Markiplier}} [[caption-width-right:115:[[WebVideo/{{Markiplier}} "Yeah. This is small brain time."]]]]
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* ''LightNovel/NyarukoCrawlingWithLove'', being one big love-letter to the Franchise/CthulhuMythos, references SAN points pretty often, such as when Mahiro sees Nyarko [[OverdrawnAtTheBloodBank brutally slaughter a nightgaunt]]. In fact, the opening theme for the 2013 series is underscored by a repeated chant of "SAN-chi, pinchi!" (often misheard as "sons of bitches") which means "Your SAN points are in danger!"

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* ''LightNovel/NyarukoCrawlingWithLove'', ''Literature/NyarukoCrawlingWithLove'', being one big love-letter to the Franchise/CthulhuMythos, references SAN points pretty often, such as when Mahiro sees Nyarko [[OverdrawnAtTheBloodBank brutally slaughter a nightgaunt]]. In fact, the opening theme for the 2013 series is underscored by a repeated chant of "SAN-chi, pinchi!" (often misheard as "sons of bitches") which means "Your SAN points are in danger!"

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