Insanity and Addictions

Sanity Roll

Success is d100 roll =< Current Sanity.

  • 5+ SAN loss to a single event requires Idea roll; success = Temp Insanity (i.e., failure means the memory is suppressed. Success means the memory is fully realized.)
  • 20%+ SAN loss in one hour causes Indefinite Insanity for 1d6 months.
  • Short vs. Longer Term insanity is determined by the current mental state and recent emotional strain (see section below for additional ideas).
  • After recovery, a mild phobia or post-traumatic stress disorder may remain

Treatment of Insanity

  • Psychoanalysis, Psychiatric medications, or Institutionalization: roll d100 per game month.
    • 01-95: success, add 1d3 sanity points.
    • 96-100: failure, lose 1d6 sanity points.

Short vs. Longer Temporary Insanity

This is not clearly defined. Here are a few suggestions from the web:

  • If an investigator loses at least 1/5 sanity in an hour, they get a Long Term Temporary Insanity followed by Indefinite insanity.
  • Sanity loss of 5+ points during combat and other “fast-paced” situations results in Short Term.
  • Sanity loss of 5+ points during investigatory, study, or other “slow-paced” situations results in Long Term.
  • Sanity loss of 5 is always Short. If Sanity loss is greater than 5, if less than or equal to 1/2 POW, Short; else, Longer.

Short Temporary Insanity (1d10 + 4 rounds)

On the first occurrence, gain +5% Cthulhu Mythos points. On subsequent occurrences, gain +1% Cthulhu Mythos points. Then, suffer one of the following affects:

01-10%: Fainting or screaming fit
11-20%: Flees in panic
21-30%:Physical hysterics or emotional outburst (laughing, crying, etc)
31-40%: Babbling, incoherent, rapid speech, or logorrhea (a torrent of coherent speech)
41-50%: Intense phobia, perhaps rooting investigator to the spot
51-60%: Homicidal or suicidal mania
61-70%: Hallucinations or delusions
71-80%: Echopraxia or echolalia (investigator does/says what others around him do/say)
81-90%: Strange or deviant eating desire (dirt, slime, cannibalism, etc)
91-100%: Stupor (assumes fetal position, oblivious to events) or catatonia (can stand but has no will or interest; may be led or forced to simple actions but takes no independent action)
Doubles: roll on the Longer Temporary Insanity to either replace or add to the Short Temporary Insanity, as seems most proper.

Longer Temporary Insanity (1d10 X 10 hours)

  1. Amnesia (memories of intimates usually lost first; languages and physical skills engaged, but intellectual skills absent) or stupor/catatonia
  2. Severe phobia (can flee, but sees object of obsession everywhere)
  3. Hallucinations
  4. Strange sexual desires (exhibitionism, nymphomania or satyriasis, teratopilia, etc)
  5. Fetish (investigator latches onto some object, type of object, or person as a safety blanket)
  6. Uncontrollable tics, tremors, or inability to communicate via speech or writing
  7. Psychosomatic blindness, deafness, or loss of the use of a limb or limbs
  8. Brief reactive psychosis (incoherence, delusions, aberrant behavior, and/or hallucinations)
  9. Temporary paranoia
  10. Compulsive rituals (washing hands constantly, praying, walking in a particular rhythm, never stepping on cracks, checking one’s gun constantly, etc)

Indefinite Insanity (1d6 months)

  • Choose an appropriate insanity.
  • Does not necessarily require treatment and removal from the game.
  • May be continuous (e.g., amnesia, depression) or only manifest at particular moments (e.g., multiple personality, dissociative identity).
Insanity Examples
Anxiety or severe phobia varies, based on trauma
Dissociative amnesia, multiple personality
Eating anorexia, bulimia
Impulse control compulsions: hand washing, praying, walking in rhythm, checking something constantly
Mood manic/depressive
Fetish latches onto an object or person as a safety blanket
Personality various neuroses, uncontrollable tics and tremors
Psychosexual sadism, nymphomania
Schizophrenia/psychotic delusions, hallucinations, paranoia, catatonia
Sleep night terrors, sleepwalking
Somatoform psychosomatic conditions: blind, deaf, lost use of a limb
Substance abuse alcoholic, drug addict
Megalomania delusion about one’s own power or importance
Quixotism extravagantly chivalrous or romantic, impulsive and rashly unpredictable

Drug Addiction

  • Each time a user takes a drug to which he is addicted,
    • he is satiated and staves off withdrawal symptoms for the period of time indicated on the table
    • he suffers a penalty to all skill and char rolls, as indicated on the table, for the next 24 hours
  • An addicted user who is not satiated
    • takes the indicated amount of ability damage each day unless the character succeeds on a Con Check against the drugs Addiction score
    • If a character makes successful saving throws in a row equal to the Withdrawal Period, he has fought off his addiction and recovered, and takes no more damage from withdrawal symptoms
Satiation Period
Damage Penalty Withdraw Period
Negligible 20 3-10 1d3-1 Dex (can be 0) 5-10% 2 Cannabis, LSD
Low 30 1-7 1d3 Dex or Con 10-20% 2-3 Alcohol, Valium
Medium 50 1-5 1d4 Dex or
Con + 1d4 Pow
20-30% 2-4 Barbiturates, Opium
High 70 1-2 1d6 Dex +
1d6 Con +
1d6 Pow
30-50% 3-5 Cocaine
Extreme n/a 1 1d8 Dex +
1d6 Con +
1d6 Str +
1d8 Pow
40-60% 3-8 Heroin, Morphine

NOTE: reduction of any stat to 0 does not cause death, but does cause extreme debilitation and an uncontrollable, irrational desire to satiate.