Salut Gwindel ! I just took a look at your special sanity rules. When playing T&T, I use a much simpler rule. The attribute that measures how much a character can resist any kinf of mental shock is WIZ (fluide, in French). Kremm works both as a magic battery to generate spells and as a mental constitution. I'd ask the player to make a saving roll on WIZ when facing a nightmarish monster. Should the character fail the SR, they will have to take as many hits on WIZ than the number of points the SR was failed by. Example: Blaise, a Young warrior sleeps in a manor and, when in bed, hears some noise and finds himself in front of a wraith. That calls for a L1SR on his WIZ. Blaise has a WIZ of 10. The player rolls a 2 and a 5. 10+2+5=17<20: failed! By 3 points. Now, Blaise's WIZ is equal to 10-3=7 points. If Blaise were a magic-user, that would be a handicap. Now he's a warrior, so he does not really care. Except that, when WIZ reaches 0, Blaise will be mad… Pity.
Hello Grrraall, I was using a mechanic like that at first (working on IQ, so the characters could have more and more problems to use their more elaborate skills). But I have played a lot of Call of Cthulhu in the days and I wanted something more like it when playing CoC scenarios in MSPE, and because in CoC scenario, madness and sanity can play a central part in the atmosphere. For scenarios where characters could be in shock or rendered mad, but where it is not a CoC-like scenario (more pulpish ones, like the Indiana Jones scenarios style), I certainly wouldn't use my sanity rules, they would be more hindrance than tone setting.