Modeling sanity loss is always a challenging issue. Hero has great mechanics for broad-based mental effects, but they are generally applied uniformly across a group, which is rarely appropriate for something as personal as sanity. Certainly the narrative tells us that while one character might be going fetal or fleeing in terror, other characters should have the potential to hold their ground and stay calm.
Final Rules
- Fear Check
- PRE Roll to determine Presence Attack effect
- Subtract the success of the player’s roll from PRE Attack Dice to determine effect (add any failure):
- 4 = PRE Effect
- 7 = PRE +10
- 10 = PRE +20 plus 1/2d6 Dread
- 13 = PRE +30 plus 1d6 Dread
- EGO Roll; Failure = 1 Dread per 2 points of failure (round up).
- Atmosphere imposes a penalty based on how creepy or dreadful or oppressive the area is.
- Darkness -1
- Obscured Vision -1
- Decrepit/Ruined area -2
- Isolated location -1
- Character believes in reputation of location -1 to -3
- Character has fled this location in fear -2
- Character has faced fear in this location and triumphed +2
- Drain EGO and PRE by an amount equal to the total Dread.
- Time: 5 per Week
- Humanity: A shot of whiskey, a smoke, a shower, a good meal – anything that makes us feel human and alive provides 1/2d6 points recovered with a successful PRE roll, +1/2d6 per 2 points of success. Failure by 4 or more causes an additional 1/2d6 Dread as the character realizes how pointless it all is.
- Companionship can provide you a +1 to the Humanity roll, +2 if especially intimate. The companion must succeed at a PRE Roll at +4
- Success by less than half can earn Inspiration: eliminate all Dread and roll PRE again and determine the amount of Inspiration earned, which is an Aid to EGO and PRE. Future Dread reduces Inspiration before imposing Dread.
- Maximum recovered per day through Humanity is 12 points.
- Creatures with the Terror ability cause permanent mental damage tracked as Sanity. The Terror power is a Severe Transform vs. EGO with the Partial Transform and AVAD (Resistant Power Defense) Advantages. This represents progressively worse transformations (Cosmetic at 1/2 EGO, Minor at EGO, Major at 1 1/2x EGO, and Severe at 2x EGO). This damage is avoided by an EGO Roll.
- EGO Roll has a penalty of -1 per 2 Sanity damage (max -10), plus -1 per point of Corruption (see Mythos Lore).
- Each point of success reduces the Sanity damage the character sustains.
- Failure results in the character taking the listed Transform damage.
- Any Drain to EGO is ignored when determining the effects of Transform.
- A Natural 3-4 or success by half allows the character to recover Sanity damage equal to half of the normal Terror effect.
Terror Examples
PRE Terror Description
DISCOVERY
2d6
0 mangled animal carcass
0 mangled animal carcass
2d6 0 blood flowing
3d6 0 corpse/body part
4d6
0 mangled human corpse
0 mangled human corpse
THREAT
3d6
0 minor animal/mundane threat (angry dog, guy with a knife)
0 minor animal/mundane threat (angry dog, guy with a knife)
5d6 0 major animal/mundane threat (large wolf, bear, guy with a gun)
7d6 0 extreme animal/mundane threat (elephant, polar bear, pack of wolves, guys with guns)
WITNESS
6d6 1/2d6 witness a friend’s violent death
6d6 1d6 awake in death trap, still alive
8d6 1 1/2d6
undergo severe torture
undergo severe torture
3d6 1/2d6
meet someone you know to be dead
meet someone you know to be dead
2-3d6 1/2d6 lesser mythos creature
4d6 1d6 minor mythos creature (ghoul, nightgaunt, mi-go
)
)
5d6 1d6+1 major mythos creatures (gug, ghast)
6-8d6 1 1/2d6 greater mythos creatures
(flying polyps, hunting horrors)
(flying polyps, hunting horrors)
6-8d6 2d6 epic mythos creatures (
dholes, formless spawn,
leng spiders, hounds of tindalos)
dholes, formless spawn,
leng spiders, hounds of tindalos)
5d6 1d6 see a corpse rise from its grave
8d6 2d6 see gigantic severed head fall from the sky
8d6 3d6 see Elder God
10d6 4d6 see Great Old One
12d6 8d6 see Outer God
Recovering Terror Damage
- Psychotherapy
- Psychiatric Medicine
- Overcoming Terror
- If a character defeats something that causes terror recovers an amount of Terror damage equal to the amount the creature causes. Defeating a group of Terrors maximizes the result.
- The character recovers 1 Terror Damage per week of total peace and no stress if he succeeds at an EGO roll (with all current Terror penalties). This is unlikely to happen.
Resisting Terror
- Characters can buy Power Defense (5 points), Inherent (+1/4), Resistant (+1/2); Only Versus Fear/Terror Attacks (-1) to resist Terror. The maximum they can buy is 5.
Insanity
Cosmetic
Can be controlled with an INT roll or succumb for 2d6 Phases. Each subsequent exposure to Terror will trigger an episode if the character fails and INT roll.
All Terror penalties apply.
All Terror penalties apply.
3-5 fainting or screaming fit
6-7 flees in panic
8 physical hysterics or emotional outburst (laughing, crying, etc.)
9 babbling, incoherent, rapid speech, or logorrhea (a torrent of coherent speech)
10 intense phobia, perhaps rooting investigator to the spot
11 homicidal or suicidal mania
12 hallucinations or delusions
13 echopraxia or echolalia (investigator does/says what others around him do/say)
14-15 strange or deviant eating desire (dirt, slime, cannibalism, etc.)
16-18 stupor (assumes foetal positions, 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)
Minor
Can be controlled with an INT roll or succumb for 3d6x5 hours. Each subsequent exposure to Terror will trigger an episode if the character fails and INT roll. All Terror penalties apply.
3-5 amnesia (memories of intimates usually lost first; languages and physical skills engaged, but intellectual skills absent) or stupor/catatonia (see short term)
6-7 severe phobia (can flee, but sees object of obsession everywhere)
8 hallucinations
9 strange sexual desires (exhibitionism, nymphomania or satyriasis, teratophilia, etc.)
10 fetish (investigator latches onto some object, type of object or person as a safety blanket)
11 uncontrollable ties, tremors, or inability to communicate via speech or writing
12 psychosomatic blindness, deafness, or loss of the use of a limb or limbs
13 brief reactive psychosis (incoherence, delusions, aberrant, behavior, and/or hallucinations)
14-15 temporary paranoia
16-18 compulsive rituals (washing hands, praying, walking in a particular rhythm, never stepping on cracks, checking one’s gun constantly etc.)
Major
Such lunacy is often not summed up by a single roll. Indefinite Insanities should be chosen with care and often do not immediately manifest, but when they do the character will be hindered significantly. These traits will last for 1d6 months and may resurface if the character is not healed.
3-4 Amnesia
5 Delusions and Hallucinations
6 Depression
7 Generalized Anxiety Disorder
8 Mania
9 Night Terrors
10 Obsession
11 Obsessive-Compulsive
12 Paranoia
13 Phobia
14 Psychotic Episodes
15 Sociopathic Tendencies
16-18 Weak Mind
Mythos Lore
Mythos lore is a dangerous subject. The more a character knows of the Mythos the less sane he can possibly be. Those of strong mind can often fair well as their knowledge blossoms, and as a result such individuals often believe they can safely master even deeper lore.
This is not true.
Mythos Lore is not a skill that can be bought with experience but can only be earned during game play. Tomes and Grimoires can provide ready knowledge to those who would seek it out, and possibly reveal secret magics.
Mechanics
Mythos Lore is a unique skill that starts at 3- with a character’s first experience and costs 1 Character Point. The only way a character may acquire Mythos Lore is either by reading a book or by going insane (any level of Transformation as a result of Terror). Each experience allows the character to raise his skill by +1. When the skill reaches 11-, the skill costs 2 points, and each subsequent increase costs 1 point, typically paid for through a reduction in EGO (see below).
After a book is read (requiring 2d6x3 hours) the character attempts a Mythos Lore roll at +3 (or INT roll +0, whichever is higher), applying the Complexity penalty of the book, as well as a Language penalty. All such books require the character to be Completely Fluent in the Language. He suffers a penalty of -1 if his mastery is Fluent Conversation, -3 if only Basic Conversation. If his knowledge is Idiomatic he is +1 and if he can Imitate Dialects it is +3. If successful, the character has understood what he read and may increase his Mythos Lore by 1 point plus +1 point per 3 Complexity. Regardless, the character must make a Terror Check or suffer 1/2d6 Sanity Damage per point of Complexity; each 2 points of success on the previous roll grants a +1 to the Terror Check.
Skimming the book takes 1d6-1 hours (minimum 1) and will tell the character what is in the book, including whether or not there are any spells.
A character’s maximum EGO is equal to 36 – 2 x Mythos Lore. If the character’s EGO is greater than this those points can be allocated elsewhere.