SANITY
SANITY
Failing a
Sanity roll always causes the investigator to lose self-control for a moment,
at which point the Keeper should choose an involuntary
action for the investigator. For example:
· Jump in fright—causing the investigator to drop something (spectacles, flashlight, gun, book, etc.)
· Cry out in terror—drawing attention, saying something inappropriate.
· Involuntary movement—swerving the steering wheel dangerously to one side, throwing up one’s hands in horror, cringing.
· Involuntary combat action—if a Sanity roll is failed during a combat round, the investigator’s action for that round may be dictated by the Keeper; for example, lashing out with a fist, squeezing a trigger, taking shelter behind someone else.
·
Freeze—stare disbelievingly for a moment but take no action.
A fumbled Sanity roll results in the character losing the maximum Sanity points
for that particular situation or encounter.
INSANITY
In Call of
Cthulhu, insanity is induced by traumatic experiences and the ghastly
comprehension that connects to the Cthulhu Mythos. The duration of the insane
state depends upon the number or proportion of Sanity points lost. Three states
of insanity can result: temporary, indefinite, and permanent. Regardless of
whether the insanity is temporary or indefinite, it will consist of three
distinct game phases:
· First: the insanity begins with a brief “bout of madness”, during which the player’s control of their investigator is compromised.
· Second: the bout of madness is followed by a period of underlying insanity, during which the player retains full control of their investigator; however, the investigator is prone to delusions, phobias and further bouts of madness.
·
Third: the final phase is recovery.
Temporary
Insanity
If an
investigator loses 5 or more Sanity points as the result of one Sanity roll, or
20% of their starting Sanity, sufficient emotional trauma has been suffered
that the Keeper must test the investigator’s sanity. The Keeper asks for an Intelligence
(INT) roll.
· If the roll is failed, the investigator has repressed the memory (a trick the mind uses to protect itself) and does not become insane.
·
Conversely,
if the INT roll succeeds, the
investigator recognizes the full significance of what has been seen or
experienced and goes temporarily insane. The effects of temporary insanity
begin immediately and last for 1D10 hours (or rounds if in combat).
Indefinite
Insanity
·
On
losing a fifth or more of current Sanity points in one game “day”, the
investigator becomes indefinitely insane. No INT roll is required to confirm.
The
Effects of Insanity
Both
temporary and indefinite insanity take the investigator through two distinct
phases of insanity. First, the investigator experiences a short bout of madness
(phase one). This is then followed by a longer period of underlying insanity
(phase two).
Phase 1 (A
Bout of Madness): the
investigator loses all self-control, lasting 1D10 combat rounds (‘real time’)
if being played out.
1)
Amnesia: The investigator has no
memory of events that have taken place since they were last in a place of
safety. For example, it seems to them that one moment they were eating
breakfast and the next they are facing a monster. This lasts for 1D10 rounds.
2)
Psychosomatic disability: The
investigator suffers psychosomatic blindness, deafness, or loss of the use of a
limb or limbs for 1D10 rounds.
3)
Violence: A red mist descends on the
investigator and they explode in a spree of uncontrolled violence and
destruction directed at their surroundings, allies or foes alike for 1D10
rounds.
4)
Paranoia: The investigator suffers
severe paranoia for 1D10 rounds; everyone is out to get them; no one can be
trusted; they are being spied on; someone has betrayed them; what they are
seeing is a trick.
5)
Significant Person: Review the
investigator’s backstory entry for Significant People. The investigator
mistakes another person in the scene for their Significant Person. Consider the
nature of the relationship; the investigator acts upon it. This lasts 1D10
rounds.
6)
Faint: The investigator faints. They
recover after 1D10 rounds.
7)
Flee in panic: The investigator is
compelled to get as far away as possible by whatever means are available, even
if it means taking the only vehicle and leaving everyone else behind. They
travel for 1D10 rounds.
8) Physical hysterics or emotional outburst: The investigator is incapacitated from laughing, crying, screaming, etc. for 1D10 rounds.
Phase
2 (Underlying Insanity):
Once the initial bout of madness is over, the investigator enters a lower-level
state of underlying insanity. Control of the investigator is placed firmly in
the hands of the player, who may freely choose how to roleplay being insane.
Insanity
Side-Effects 1: Phobias and Manias
· Phobia: When exposed to the source of their phobia, or even just thinking about it, a character’s symptoms can develop rapidly. Within seconds, palpitations, trembling, choking and an uncontrollable anxiety appear. The character feels that they must do everything possible to avoid the situation.
·
Mania: A character with a mania will have a
fairly constant euphoric or possibly irritable mood. Symptoms include a general
increase in activity, garrulousness, increased self-esteem to the point of
delusion, decreased need for sleep, easily distracted, willingness for
dangerous or imprudent activities such as reckless driving, hallucinations,
delusions, and bizarre behavior.
Insanity
Side-Effects 2: Delusions and Reality Checks (make a Sanity roll)
· Failure: lose 1 Sanity point. This will immediately induce a bout of madness if the investigator is suffering underlying insanity. Any delusions are not dispelled.
· Success: the investigator sees through any delusions, and the Keeper must describe what the investigator genuinely perceives.
o On making a successful reality check roll, the investigator should see things as they really are and will be resistant to delusions until losing further Sanity points (thus preventing the Keeper from constantly throwing delusions at a player).
o
Successful
use of the Psychoanalysis skill will allow an insane investigator to see a
delusion for what it is.
Insanity
Side-Effects 3: Insanity and the Cthulhu Mythos
·
Each
time an investigator reels from Mythos-induced trauma (e.g. seeing a Mythos
monster, reading a Mythos tome, or affected by a Mythos spell), he or she
learns more of the Mythos, and this is reflected in the Cthulhu Mythos skill. The
first instance of Mythos-related insanity always adds 5 points to the Cthulhu
Mythos skill.
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