__San Loss__| The prompting event
__0 / 1D2___| surprised to find mangled animal carcass
__0 / 1D3___| surprised to find corpse
__0 / 1D3___| surprised to find body part
__0 / 1D4___| see a stream flow with blood
__0/1D4+1__| surprised to find mangled human corpse
__0 / 1D6___| awake trapped in a tomb or coffin
__0 / 1D6___| witness friend or relative's violent death
__0 / 1D6___| see a ghoul
__1/1D6+1__| meet someone you know to be dead
__0/1D10___| undergo severe torture
__0/1D10___| see dimensional shambler
__0/1D10___| see corpses rise from the grave
1D10/1D100_| see Great Cthulhu
Methods of getting sanity back:
- Mission accomplished.
- 90% or more ability in a skill.
- Defeating a monster.
- Therapy.
First instance of Mythos-related insanity always adds 5 points to Cthulhu Mythos (and likewise lowers maximum sanity by 5). Each further episode of Mythos-induced insanity each add 1 point to the Cthulhu Mythos skill, and likewise reduce maximum Sanity points.
Temporary Insanity
Whenever an investigator loses 5 or more Sanity points from a single roll, he or she has suffered enough shock that the keeper must test Sanity, and asks for an Idea roll: if the roll succeeds, then the investigator realizes the full significance of what was beheld, and goes temporarily insane.
If the Idea roll fails, then the investigator does not go mad, but in consequence may not clearly remember what he or she experienced - a trick of the mind to protect itself.
Temporary Insanity Table
roll 1D10| length of insanity
__1 - 4__| 1D10 combat rounds
__5 - 7__| 4D10+10 combat rounds
__8 - 9__| until sunset, sunrise, or similar length of time
___10___| 1D3 or 1D10 game days, Keeper's choice
* Successful application of Psychoanalysis may alleviate or erase temporary insanity.
Indefinite Insanity
If the character loses 20% (one-fifth) or more of his or her total Sanity in 1 hour, he or she goes indefinitely insane. The Keeper judges when the impact of events calls for such a measure. Beginning immediately, indefinite insanity lasts 1D6 months, or until the Keeper indicates.
roll 1D10| resulting form of madness
____1___| Catatonia or Stupefaction
____2___| Amnesia
____3___| Panzaism or Quixotism
____4___| Paranoia
____5___| Phobia or Fetish
____6___| Obsession, Addiction, Tremors
____7___| Megalomania
____8___| Schizophrenia
____9___| Criminal Psychosis
___10___| Multiple Personalities
List of Phobias & Fetishes
- Acrophobia: fear of spiders
- Agoraphobia: fear of open places
- Ailurophobia: fear of cats
- Androphobia (for female investigators): fear of males
- Astraphobia: fear of thunder, lightning, and storms
- Bacteriophobia: fear of bacteria
- Ballistophobia: fear of bullets
- Balonephobia: fear of pins and needles
- Botanophobia: fear of plants
- Claustrophobia: fear of enclosed spaces
- Clinophobia: fear of beds
- Demophobia: fear of crowds
- Dendrophobia: fear of trees
- Doraphobia: fear of fur
- Entomophobia: fear of insects
- Gephydrophobia: fear of crossing bridges
- Gynephobia (for male investigators): fear of females
- Hematophobia: fear of blood
- Latrophobia: fear of doctors
- Monophobia: fear of being alone
- Necrophobia: fear of dead things
- Ophiophobia: fear of snakes
- Pediphobia: fear of children
- Pyrophobia: fear of fire
- Scotophobia: fear of darkness
- Thalassophobia: fear of the sea
- Vestiophobia: fear of clothing
- Xenophobia: fear of foreigners
- Zoophobia: fear of animals
Permanent Insanity
Investigators who reach zero Sanity points go permanently insane. Might as well start making up a new character now.
Reference: Call of Cthulhu handbook, 5th edition - by Sandy Petersen & Lynn Willis (Et al.)
1992 - Chaosium Inc.
1992 - Chaosium Inc.