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Mythos: the Madness
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==Sanity== Sanity replaces the Morality trait. <table border="1" bordercolor="#000000" cellpadding="5" cellspacing="0"> <tr><th>Sanity</th><th>Sin</th></tr> <tr><td>10</td><td>Surprised to find a mangled animal carcass. (Roll 5 dice)</td></tr> <tr><td>9</td><td>Surprised to find a human corpse or body part. (Roll 5 dice)</td></tr> <tr><td>8</td><td>See a stream flow with blood. Causing injury to another. (Roll 4 dice)</td></tr> <tr><td>7</td><td>Find a mangled human corpse. (Roll 4 dice)</td></tr> <tr><td>6</td><td>Awake trapped in a coffin. Witnessing a friend's violent death. Seeing a ghoul. (Roll 3 dice)</td></tr> <tr><td>5</td><td>Meeting someone you know to be dead. (Roll 3 dice)</td></tr> <tr><td>4</td><td>Undergo severe torture. Impassioned crime (manslaughter). (Roll 3 dice)</td></tr> <tr><td>3</td><td>See a corpse rise from the grave. Planned crime (murder). (Roll 2 dice)</td></tr> <tr><td>2</td><td>See a gigantic head fall from the sky. Casual/callous crime (serial murder). (Roll 2 dice)</td></tr> <tr><td>1</td><td>See Great Cthulhu. Utter perversion, heinous acts (mass murder). (Roll 2 dice)</td></tr> </table> ===Special Rules=== * Sanity is rolled instead of Resolve + Composure to resist the effects of Derangements. * A character who passes a degeneration check may still earn a temporary Derangement: after the sin check, the player rolls his character's Sanity. On a failure, the character gains a Derangement; this Derangement remains until the end of the story, or until the character receives psychotherapy.
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