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Finally changed this so that it reflects the we happy few full version. God this info is outdated.


* In ''VideoGame/WeHappyFew'', the player has a meter measuring how much of the Joy drug is in their system. As the meter fills things look nicer, brighter and cheerier. If it fills completely then [[NonStandardGameOver everything is fine]], and there's no need to run around and [[VideoGameCrueltyPotential break into people's houses for food]].

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* In ''VideoGame/WeHappyFew'', the player has a meter measuring how much of the Joy drug is in their system. As the meter fills things look nicer, brighter and cheerier. If it fills completely then [[NonStandardGameOver they’ll suffer from a “Joy Overdose” which makes them act like a batshit loon who thinks they’re puking up rainbows and butterflies. It makes it much harder to act stealthily, and makes all your actions slower and weaker. Or alternatively if you REALLY overdose on joy, then you can suffer from [[FreakOut “Memory Loss”]] where everything is fine]], turns gray and there's no need to run around black, everyone has red eyes and [[VideoGameCrueltyPotential break into people's houses for food]].demon voices, and your character [[OhCrap realizes just how much joy they’ve been taking.]] Actions are even slower,and you’re much more suspicious in this state.

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* In the ''Literature/FightingFantasy'' book ''Literature/HouseOfHell'' you collect FEAR points when something eerie happens. If your total ever equals or exceeds your FEAR score, you instantly die. Notably, it's literally impossible to get through the book if you roll poorly on your FEAR score -- you must score at least 7 points, which is the minimum FEAR score.

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* In the ''Literature/FightingFantasy'' book ''Literature/HouseOfHell'' you series:
** ''Literature/HouseOfHell'': You
collect FEAR points when something eerie happens. If your total ever equals or exceeds your FEAR score, you instantly die. Notably, it's literally impossible to get through the book if you roll poorly on your FEAR score -- you must score at least 7 points, which is the minimum FEAR score.score.
** ''Literature/BeneathNightmareCastle'', a book based on [[Creator/HPLovecraft Lovecraftian Horror]], have a WILLPOWER meter for your character, where every time something scary happens to you, you'll need to roll against your current WILLPOWER tally to determine the outcome. It will decrease regardless of the results, and once your mental strength gets too low you'll succumb easily to whatever horrors you can encounter.

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Expanded Chronicles of Darkness section with info on individual gamelines and the universe as a whole


* ''[[TabletopGame/ChangelingTheLost Changeling: the Lost]]'' has a Clarity rating for its characters. Unlike the standard [[KarmaMeter Karma Meters]] for the other World of Darkness games, Clarity is more a rating of how well a person's able to hold it together after being put through hell at the hands of TheFairFolk. Murder and theft count as sins, but so do taking psychotropic drugs and experiencing unexpected life changes.
** There is also the fact that in all of the gamelines, when the KarmaMeter decreases, a character has to roll to determine if they gain a Derangement. The Storyteller is advised to select a Derangement appropriate to whatever caused the KarmaMeter to decrease.
** The [[KarmaMeter Morality]] system has now been readjusted with the upcoming God-Machine Chronicle so that vanilla mortals now have Integrity instead. It doesn't so much measure general levels of moral degradation as it does one's ability to deal with the horrors of the world.
** The Trigger Points system in ''TabletopGame/HunterTheVigil'', pre-Integrity version, tracked sanity not so much in how moral you were but in how much you had skewed your Code to avoid Morality degeneration in pursuit of your Vigil. If you traded out enough killing-related ones you were likely to end up a slasher.

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* ''[[TabletopGame/ChangelingTheLost Changeling: The various gamelines in the Lost]]'' TabletopGame/ChroniclesOfDarkness world all have something similar to a sanity meter crossed with a KarmaMeter. It represents how well your character is able to hold themselves together in the face of the world, and how much they're able to relate to others. If you commit a "sin" (something which goes against your moral code), you may lose a point, and you may also gain a Derangement, which is some specific mental illness (Obsessive-Compulsive Disorder, Paranoia, Megalomania, etc), often something which relates to the specific way in which you sinned.
** For standard humans, there is Integrity, which represents one's ability to deal with the horrors of the world. If your character ever ends up changed into a supernatural being, Integrity is replaced by a different meter, depending on what they become.
** For example, if your character becomes a [[TabletopGame/VampireTheRequiem vampire]], Integrity is replaced by Humanity, which measures your ability to empathize with human beings and recognize them as more than just walking blood bags. If your Humanity drops to 0, your character has completely lost touch with humanity and becomes an [=NPC=].
** In ''TabletopGame/WerewolfTheForsaken'', your character has a Harmony meter, measuring their ability to balance their human, intellectual side with their animal, bestial nature. Tip too far in one direction or the other and you risk becoming spiritually unbalanced.
** ''TabletopGame/ChangelingTheLost''
has a Clarity rating for its characters. Unlike the standard [[KarmaMeter Karma Meters]] for the other World of Darkness games, Clarity is more a rating of characters, which represents how well a person's able to hold it together after being put through hell at the hands of TheFairFolk. Murder and theft count as sins, but so do taking psychotropic drugs and experiencing unexpected life changes.
** There is also the fact that in all of the gamelines, when the KarmaMeter decreases, a character has to roll to determine if they gain a Derangement. The Storyteller is advised to select a Derangement appropriate to whatever caused the KarmaMeter to decrease.
** The [[KarmaMeter Morality]] system has now been readjusted with the upcoming God-Machine Chronicle so that vanilla mortals now have Integrity instead. It doesn't so much measure general levels of moral degradation as it does one's ability to deal with the horrors of the world.
** The Trigger Points system in ''TabletopGame/HunterTheVigil'', pre-Integrity version, prior to the changes introduced in the "God-Machine" update, tracked sanity not so much in how moral you were but in how much you had skewed your Code to avoid Morality degeneration in pursuit of your Vigil. If you traded out enough killing-related ones you were likely to end up a slasher.


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** In ''TabletopGame/MageTheAwakening'', Integrity is replaced by Wisdom, which represents not only your morality but also your ability to judge when and how to use magic properly. If you run around casting spells willy-nilly, you're in danger of losing your connection to other human beings and [[AGodAmI declaring yourself a god]].
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* The ''Forbidden Gateway'' series of books, being inspired by Lovecraftian Horror, have your character, a private investigator of the supernatural, having an Endurance score. Scary encounters will drain Endurance points, and when the Endurance reaches zero the player then passes out from shock before awaking and suddenly forgetting his name, mission, and everything else important to him.
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* In the ''Literature/FightingFantasy'' book ''House of Hell'' you collect FEAR points when something eerie happens. If your total ever equals or exceeds your FEAR score, you instantly die. Notably, it's literally impossible to get through the book if you roll poorly on your FEAR score -- you must score at least 7 points, which is the minimum FEAR score.

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* In the ''Literature/FightingFantasy'' book ''House of Hell'' ''Literature/HouseOfHell'' you collect FEAR points when something eerie happens. If your total ever equals or exceeds your FEAR score, you instantly die. Notably, it's literally impossible to get through the book if you roll poorly on your FEAR score -- you must score at least 7 points, which is the minimum FEAR score.
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* ''VideoGame/{{Phasmophobia}}'' has a sanity system that dictates whether the ghost can start a Hunt, whereupon it'll try to track down and kill players. Different ghosts have different thresholds for being allowed to hunt[[note]]ranging from 35% up to 80%[[/note]], and if there's more than one player then the team's average sanity is the deciding factor. Ghost events (moments when the ghost makes a non-hostile appearance), using Cursed Possessions, certain unique ghost abilities and staying in darkness reduce sanity[[note]]holding a lit candle negates sanity drain in dark areas[[/note]], while staying in brightly lit areas slowly restores it and taking Sanity Pills instantly recovers a chunk of it, with the amount recovered depending on the difficulty. Tarot Cards can either drain or recover sanity depending on which card is drawn[[labelnote:list]]"The Moon" zeroes the player's sanity, "The Sun" bumps sanity to 100%, and "Wheel of Fortune" can restore or drain 25% sanity depending on what color it burns away in, being purple for drain and green for recovery[[/labelnote]].

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* ''VideoGame/{{Phasmophobia}}'' has a sanity system that dictates whether the ghost can start a Hunt, whereupon it'll try to track down and kill players. Different ghosts have different thresholds for being allowed to hunt[[note]]ranging from 35% up to 80%[[/note]], and if there's more than one player then the team's average sanity is the deciding factor. Ghost events (moments when the ghost makes a non-hostile appearance), using Cursed Possessions, certain unique ghost abilities and staying in darkness reduce sanity[[note]]holding a lit candle negates sanity drain in dark areas[[/note]], while staying in brightly lit areas slowly restores it and taking Sanity Pills instantly recovers a chunk of it, with the amount recovered depending on the difficulty. Tarot Cards can either drain or recover sanity depending on which card is drawn[[labelnote:list]]"The Moon" zeroes the player's sanity, "The Sun" bumps sanity to 100%, and "Wheel of Fortune" can restore or drain 25% sanity depending on what color it burns away in, being purple for drain and green for recovery[[/labelnote]]. The sanity of each player can be tracked in a display screen on the truck, including average team sanity in multiplayer, though in [[HarderThanHard Nightmare mode]] the screen is broken, so the only way to know what sanity you're at is by asking the ghost with the Ouija board cursed possession, which isn't a guaranteed spawn.
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* ''VideoGame/{{Phasmophobia}}'' has a sanity system that dictates whether the ghost can start a Hunt, whereupon it'll try to track down and kill players. Different ghosts have different thresholds for being allowed to hunt[[note]]ranging from 35% up to 80%[[/note]], and if there's more than one player then the team's average sanity is the deciding factor. Ghost events (moments when the ghost makes a non-hostile appearance), using Cursed Possessions, certain unique ghost abilities and staying in darkness reduce sanity[[note]]holding a lit candle negates sanity drain in dark areas[[/note]], while staying in brightly lit areas slowly restores it and taking Sanity Pills instantly recovers a chunk of it, with the amount recovered depending on the difficulty. Tarot Cards can either drain or recover sanity depending on which card is drawn[[labelnote:list]]"The Moon" zeroes the player's sanity, "The Sun" bumps sanity to 100%, and "Wheel of Fortune" can restore or drain 25% sanity depending on what color it burns away in, being purple for drain and green for recovery[[/labelnote]].
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* Alice from ''[[VideoGame/AmericanMcGeesAlice American McGee's Alice]]'' has two meters. Her Strength of Will is how much ass-kicking she can deliver while her Level of Sanity is how much more ass-kicking she can receive. She gets more sanity by drinking the life essence of creatures she's killed. Riiiight. Of course, when you're basically wandering around in your own head, and the creatures you're killing are literally your own inner demons made manifest, it makes a certain amount of sense that taking them down would improve your sanity. It's technically a Health Meter in all but name: WordOfGod said that plot-wise, this was just [[RuleOfCool a more interesting way]] for Alice to restore lost health than finding bandages or medicine lying around Wonderland like it's often done in games like this.

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* Alice from ''[[VideoGame/AmericanMcGeesAlice American McGee's Alice]]'' has two meters. Her Strength of Will is how much ass-kicking she can deliver while her Level of Sanity is how much more ass-kicking she can receive. She gets more sanity by drinking the life essence of creatures she's killed. Riiiight. Of course, when you're basically wandering around in your own head, and the creatures you're killing are literally your own inner demons made manifest, it makes a certain amount of sense that taking them down would improve your sanity. It's technically a Health Meter in all but name: WordOfGod said that plot-wise, this was just [[RuleOfCool a more interesting way]] for Alice to restore lost health than finding bandages or medicine lying around Wonderland like it's often done in games like this.
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* Alice from ''[[VideoGame/AmericanMcGeesAlice American McGee's Alice]]'' has two meters. Her Strength of Will is how much ass-kicking she can deliver while her Level of Sanity is how much more ass-kicking she can receive. She gets more sanity by drinking the life essence of creatures she's killed. Riiiight. Of course, when you're basically wandering around in your own head, and the creatures you're killing are literally your own inner demons made manifest, it makes a certain amount of sense that taking them down would improve your sanity. It's technically a Health Meter in all but name: WordOfGod said that plot-wise, this was just [[RuleOfCool a more interesting way]] for Alice to restore lost health than finding bandanges or medicine lying around Wonderland like it's often done in games like this.

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* Alice from ''[[VideoGame/AmericanMcGeesAlice American McGee's Alice]]'' has two meters. Her Strength of Will is how much ass-kicking she can deliver while her Level of Sanity is how much more ass-kicking she can receive. She gets more sanity by drinking the life essence of creatures she's killed. Riiiight. Of course, when you're basically wandering around in your own head, and the creatures you're killing are literally your own inner demons made manifest, it makes a certain amount of sense that taking them down would improve your sanity. It's technically a Health Meter in all but name: WordOfGod said that plot-wise, this was just [[RuleOfCool a more interesting way]] for Alice to restore lost health than finding bandanges bandages or medicine lying around Wonderland like it's often done in games like this.
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* This returns with a vengeance in ''[[VideoGame/FiveNightsAtFreddys3 the third game]]'' where hallucinations of the past 2 game's antagonists appear both in your cameras and your office. Staring at them for more than a glance will prompt them to jumpscare you, disabling your ventilation and other systems, causing you to briefly blackout until it's fixed. In a game where having a visual of your enemy is critical for your survival, this is a huge issue.

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* This returns with a vengeance in ''[[VideoGame/FiveNightsAtFreddys3 the third game]]'' ''VideoGame/FiveNightsAtFreddys3'' where hallucinations of the past 2 game's antagonists appear both in your cameras and your office. Staring at them for more than a glance will prompt them to jumpscare you, disabling your ventilation and other systems, causing you to briefly blackout until it's fixed. In a game where having a visual of your enemy is critical for your survival, this is a huge issue.
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* ''VideoGame/WorldOfWarcraft''

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* ''VideoGame/WorldOfWarcraft''''VideoGame/WorldOfWarcraft'':

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* The battle with [[EldritchAbomination Yogg-Saron]] from ''VideoGame/WorldOfWarcraft'' uses a sanity meter. Players start with 100, and Yogg has numerous abilities that reduce it. The only way to recover sanity is to stand in one of the green beams of light (sanity wells) situated around the room. If a player reaches 0 sanity, they go insane and begin to attack all the other players in the room until they are killed (the player will actually start seeing all his fellow players as Faceless Ones, servants of Yogg-Saron). This not only hurts the group by losing a friendly player, but said player can also kill other players while insane.

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* ''VideoGame/WorldOfWarcraft''
**
The battle with [[EldritchAbomination Yogg-Saron]] from ''VideoGame/WorldOfWarcraft'' uses a sanity meter.this. Players start with 100, and Yogg has numerous abilities that reduce it. The only way to recover sanity is to stand in one of the green beams of light (sanity wells) situated around the room. If a player reaches 0 sanity, they go insane and begin to attack all the other players in the room until they are killed (the player will actually start seeing all his fellow players as Faceless Ones, servants of Yogg-Saron). This not only hurts the group by losing a friendly player, but said player can also kill other players while insane.


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** A mechanic similar to the above is used in both of the fights against N'Zoth in Ny'alotha, the Waking City. Like with Yogg-Saron, having the meter reach 0 will result in you being charmed, but every few minutes, you can restore your lost sanity using your legendary cloak in the first fight or the Heart of Azeroth in the second. Having said cloak equipped was the one thing keeping him from charming you right off the bat.
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** Fan gameline ''TabletopGame/LeviathanTheTempest'' has Tranquility, which measures the degree to which a Leviathan can keep its WarringNatures in check. Tranquility is a twelve-box track, with the [[GodOfEvil divine nature]] starting in the top box and expanding downwards, the [[{{Kaiju}} bestial nature]] starting in the bottom box and expanding upwards, and the human nature occupying however many clear boxes remain between the other two. When the last Tranquility box is filled in, the two natures come into direct conflict. If the divine nature wins, the Leviathan becomes an Ophion, a psychopathic demigod incapable of seeing other sapients as anything but pawns to be manipulated, rivals to be overcome, or both. If the bestial nature wins, the Leviathan becomes a Typhon, a feral monster ruled entirely by its instincts.
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* Played with in ''VideoGame/MaxAnAutisticJourney''. The game has a meter showing Max's mood, on a scale from calm to panicking. Since this is a "day in the life" story rather than a horror game, the things that make Max's meter go up are mundane, such as being late for school or getting in trouble with his teacher. This is intended to show non-autistic players that things that seem mundane to them can be ''terrifying'' to people on the autism spectrum. Also, the meter is only affected by story events, not by gameplay. When the meter goes too high up, the player will often have to play a minigame where they help Max breathe slowly to calm down.
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Compare MoraleMechanic, where the combatants' morale and fighting spirit are the ones being measured. See also Intoxication Mechanic, wherein a player character consuming mind-altering substances causes an InterfaceScrew.

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Compare MoraleMechanic, where the combatants' morale and fighting spirit are the ones being measured. See also Intoxication Mechanic, IntoxicationMechanic, wherein a player character consuming mind-altering substances causes an InterfaceScrew.
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Compare MoraleMechanic, where the combatants' morale and fighting spirit are the ones being measured. %%See also Intoxication Mechanic, wherein a player character consuming mind-altering substances causes an InterfaceScrew.

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Compare MoraleMechanic, where the combatants' morale and fighting spirit are the ones being measured. %%See See also Intoxication Mechanic, wherein a player character consuming mind-altering substances causes an InterfaceScrew.
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Compare MoraleMechanic, where the combatants' morale and fighting spirit are the ones being measured. %%See also IntoxicationMechanic, wherein a player character consuming mind-altering substances causes an InterfaceScrew.

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Compare MoraleMechanic, where the combatants' morale and fighting spirit are the ones being measured. %%See also IntoxicationMechanic, Intoxication Mechanic, wherein a player character consuming mind-altering substances causes an InterfaceScrew.
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Stealth Launched Trope; uncomment once properly relaunched.


Compare MoraleMechanic, where the combatants' morale and fighting spirit are the ones being measured. See also IntoxicationMechanic, wherein a player character consuming mind-altering substances causes an InterfaceScrew.

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Compare MoraleMechanic, where the combatants' morale and fighting spirit are the ones being measured. See %%See also IntoxicationMechanic, wherein a player character consuming mind-altering substances causes an InterfaceScrew.
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Compare MoraleMechanic, where the combatants' morale and fighting spirit are the ones being measured.

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Compare MoraleMechanic, where the combatants' morale and fighting spirit are the ones being measured.
measured. See also IntoxicationMechanic, wherein a player character consuming mind-altering substances causes an InterfaceScrew.
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*This returns with a vengeance in ''[[VideoGame/FiveNightsAtFreddys3 the third game]]'' where hallucinations of the past 2 game's antagonists appear both in your cameras and your office. Staring at them for more than a glance will prompt them to jumpscare you, disabling your ventilation and other systems, causing you to briefly blackout until it's fixed. In a game where having a visual of your enemy is critical for your survival, this is a huge issue.
Is there an issue? Send a MessageReason:
This trope is In-Universe Examples Only.


* ''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 [[{{Mondegreen}} misheard as "sons of bitches"]]) which means "Your SAN points are in danger!"

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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 [[{{Mondegreen}} misheard as "sons of bitches"]]) bitches") which means "Your SAN points are in danger!"
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* ''VideoGame/BungoToAlchemist'''s Epiphany mechanic, with a gauge that fills up every time a writer takes damage, and two writers' getting their gauges full at the same time triggers a CombinationAttack. How fast the gauge fills up is determined by the writer's Sanity, which is divided into 5 ranks; those with higher Sanity are tankier but get their Epiphany gauge filled slower.
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* ''Literature/{{Threadbare}}'': Generica Online has an interesting variant where Sanity is both a measure of your ability to act rationally, and one of the primary [[{{Mana}} pools]] that skills draw power from. Most Sanity-based skills are spells, so magical classes tend to be very calm and rational until they've spent a few battles healing all their allies and they are literally down to the dregs of their Sanity. There are also a few spells and effects that attack Sanity, most of the associated with the Cultist Job.

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* ''Literature/{{Threadbare}}'': Generica Online has an interesting variant where Sanity is both a measure of your ability to act rationally, and one of the primary [[{{Mana}} pools]] that skills draw power from. Most Sanity-based skills are spells, so magical classes tend to be very calm and rational until they've spent a few battles healing all their allies and they are literally down to the dregs of their Sanity. There are also a few spells and effects that attack Sanity, most of the them associated with the Cultist Job.
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* ''Literature/{{Threadbare}}'': Generica Online has an interesting variant where Sanity is both a measure of your ability to act rationally, and one of the primary [[{{Mana}} pools]] that skills draw power from. Most Sanity-based skills are spells, so magical classes tend to be very calm and rational until they've spent a few battles healing all their allies and they are literally down to the dregs of their Sanity. There are also a few spells and effects that attack Sanity, most of the associated with the Cultist Job.
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* ''VideoGame/DeadInVinland'' has an inverted Sanity Meter in the form of Depression. As with the other MultipleLifeBars, hitting 100% kills the character -- in this case, they're DrivenToSuicide. (The icon for the Depression meter is actually a ''noose''.) Things that can increase Depression include everything from getting in arguments with other party members, to doing difficult tasks like chopping wood or mining, to [[BreadEggsMilkSquick participating in a human sacrifice or finding supernatural horrors like what appears to be a gate to a zombie-filled underworld]], to [[ArsonMurderAndJaywalking eating unappetizing food]].

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* ''VideoGame/DeadInVinland'' has an inverted Sanity Meter in the form of Depression. As with the other MultipleLifeBars, hitting 100% kills the character -- in this case, they're DrivenToSuicide. (The icon for the Depression meter is actually a ''noose''.) ) The higher a character's Depression, the more certain mental skills are penalized. Things that can increase Depression include everything from getting in arguments with other party members, to doing difficult tasks like chopping wood or mining, to [[BreadEggsMilkSquick participating in a human sacrifice or finding supernatural horrors like what appears to be a gate to a zombie-filled underworld]], to [[ArsonMurderAndJaywalking eating unappetizing food]].
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* ''VideoGame/DeadInVinland'' has an inverted Sanity Meter in the form of Depression. As with the other MultipleLifeBars, hitting 100% kills the character -- in this case, they're DrivenToSuicide. (The icon for the Depression meter is actually a ''noose''.) Things that can increase Depression include everything from getting in arguments with other party members, to doing difficult tasks like chopping wood or mining, to [[BreadEggsMilkSquick participating in a human sacrifice or finding supernatural horrors like what appears to be a gate to a zombie-filled underworld]], to [[ArsonMurderAndJaywalking eating unappetizing food]].
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** This carries over into the Bedroom level of fan game ''VideoGame/TheJoyOfCreationReborn'', where prolonged exposure to darkness and the animatronics makes the protagonist go insane, forcing you to keep the light on as long as possible and avoid looking at them.

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** This carries over into the Bedroom level of fan game ''VideoGame/TheJoyOfCreationReborn'', represented by a light near Bonnie's door, starting at Green (max sanity), and draining into Red (insanity), where prolonged exposure to darkness and the animatronics makes the protagonist go insane, forcing you to keep the light on as long as possible and avoid looking at them.
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examples should not mention that they provide the page quote


* Despite giving the page quote, [[Creator/BenCroshaw Yahtzee himself]] uses sanity as a mechanic in his game ''VideoGame/TheConsumingShadow.'' You lose sanity when you are struck by enemies, flee from them (ostensibly as a result of fear or doubt), or through plain old poor luck in events. It is restored by receiving uplifting messages from those supporting you or doing good things for people. A shorter, non-permanent boost can be had by taking illegal drugs to numb yourself to the horrors happening around you. Notably, sanity is also your ManaMeter; using the various incantations in the game, even the beneficial ones, drains your sanity as [[GoMadFromTheRevelation your dabbling with occult forces you to accept the dreadful possibilities that it entails]].

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* Despite giving the page quote, pointing out this trope's illogicality in his ''VideoGame/AmnesiaTheDarkDescent'' review, [[Creator/BenCroshaw Yahtzee himself]] uses sanity as a mechanic in his game ''VideoGame/TheConsumingShadow.'' You lose sanity when you are struck by enemies, flee from them (ostensibly as a result of fear or doubt), or through plain old poor luck in events. It is restored by receiving uplifting messages from those supporting you or doing good things for people. A shorter, non-permanent boost can be had by taking illegal drugs to numb yourself to the horrors happening around you. Notably, sanity is also your ManaMeter; using the various incantations in the game, even the beneficial ones, drains your sanity as [[GoMadFromTheRevelation your dabbling with occult forces you to accept the dreadful possibilities that it entails]].
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* [[https://www.webmd.com/mental-health/gaf-scale-facts The Global Assessment of Function]] was used to give a rough-and-ready assessment of how much symptoms of mental illness affect a person's life; 80-ish is asymptomatic, above that is superior function, and by the time you get to 50 and below the toll is heavy. Generally speaking, below 20, a person is a danger to themselves and others. 0 represents insufficient information.
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* ''VideoGame/CrusaderKingsIII'' has a Stress meter to indicate a character's mental state. There are many events that can cause a character's stress level to rise (death of close family members/loved ones, taking actions that run counter to their traits, etc.), and when their Stress rises above a certain threshold, they will suffer penalties depending on the amount of accumulated stress, up to and including [[DeathByDespair death]] at the highest level.

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