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Call of cthulhu spells
Call of cthulhu spells







Paranoia: the investigator suffers severe paranoia for 1D10 rounds. Violence: a red mist of rage descends on the afflicted investigator and they explode in a spree of uncontrolled violence and destruction directed at their surroundings, allies and foes alike, for 1D10 rounds. Psychosomatic Disability: the investigator suffers psychosomatic blindness, deafness, or loss of the use of a limb for 1D10 rounds. It seems to them that one moment they were eating breakfast and the next they are facing a monster. Irrational compulsion for lying (pseudomania).Īmnesia: the investigator has no memory of events that have taken place since they were last in a place of safety. Irrational compulsion for stealing (kleptomania).ĭelusion of suffering from an imagined disease (nosomania).įear of strangers or foreigners (xenophobia). Irrational compulsion to shout (klazomania). Uncontrollable compulsion to laugh (geliomania). Obsession to see justice done (dikemania). PhobiasĬompulsion for stealing books (bibliokleptomania). There are hundreds of possible phobias and manias. However, altered backstories or phobias or manias gained Once more and cannot be affected by more delusions Once 1D10 hours have passed, the investigator is sane You fail, you fall deeper into the madness! You’re successful, you see through the hallucination, but if To make a “reality check”-electing to make a Sanity roll if Investigator with “Delusions” (hallucinations)-is thatĪ zombie creeping up on you or is it just a homeless manĪsking for spare change? You can only be certain by asking While temporarily insane, the Keeper may present your Way (where you wrote “Trusting” under Traits, the Keeper “kleptomania, an irrational compulsion to steal things”).Īlternatively, they may decide to rewrite one of yourĮxisting backstory entries, perhaps corrupting it in some (such as “fear of the dark,” “fear of confined spaces,” or May decide to add a phobia or mania to your sheet If your investigator is temporarily insane, the Keeper If the investigator is alone you may use the result to tell how the investigator is found sometime later in a bad way, perhaps locked in a cupboard or drunk in a gutter. If the investigator is in the presence of other investigators, play out the result round by round. In addition, a temporarily insane investigator suffers a “bout of madness”-roll 1D10 and refer to the Bouts of Madness They fail the roll, their mind is closed to the horror and they Investigator fully understands and comprehends what hasīeen seen and goes temporarily insane (for 1D10 hours). Result is equal to or less than their Intelligence (INT), the If an investigator loses 5 or more Sanity points as theĬonsequence of a single Sanity roll, they have suffered Of you perhaps you unwittingly scream or squeeze the

call of cthulhu spells

Momentarily control your next action as the fear takes hold When you fail a “Sanity roll” the Keeper gets to It is not designed to model or make light of real-world mental health conditions, in the same way that hit points (and the loss of them) in most RPGs do not make light of real-world physical trauma and injury.

call of cthulhu spells

Thus, "Sanity" is the game’s register of the investigator’s mental resilience.

call of cthulhu spells

In this sense, SAN is a corruption of human behavior, morals, and personality. The loss of SAN points is the cost associated with gaining new but terrible knowledge of the Cthulhu Mythos. When faced with such terrors, the human mind attempts to rationalize them but may become corrupted by the experience. The cosmic horrors of the Cthulhu Mythos defy safe or easy comprehension. Think of the game mechanic of Sanity (abbreviated as 'SAN') as modeling the behavior of characters in horror fiction when confronted with incomprehensible physics and monstrous entities from beyond space and time. You roll over their current Sanity score. Number after the slash is how much your investigator loses if

call of cthulhu spells

If the roll is equal to or under their current Sanity score the Slash mark tells you how much Sanity your character loses Something like “0/1D6” or “2/1D10.” The number before the The Sanity loss is generally described for an event as If you roll over your current Sanity, you lose a greaterĪmount of Sanity points. Make a percentile roll against the investigator’s current Sanity Horrific (such as stumbling across a friend’s mutilated corpse), Whenever an investigator encounters the horrors of theĬthulhu Mythos or comes across something mundane yet









Call of cthulhu spells