Editing
Mythos: the Madness
Jump to navigation
Jump to search
Warning:
You are not logged in. Your IP address will be publicly visible if you make any edits. If you
log in
or
create an account
, your edits will be attributed to your username, along with other benefits.
Anti-spam check. Do
not
fill this in!
=New Advantages= ==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. ==Mythos== Mythos represents (incomplete, pathetic, fallible) understanding of the Cthulhu Mythos. Such knowledge is dangerous, granting eldritch and unknowable insights and powers. The Mythos insinuates itself into the mind and body of investigator who learns too much, warping them. Mechanically, it is a "power stat", like Gnosis for Mages and Blood Potency for Vampires, and therefore is treated as such when, for example, resisting supernatural powers. ===Special Rules=== * Mythos starts at zero (unlike other power stats). * It may ''only'' be raised by Mythos Experience Points (Mythos XP). * A character may add his rating in Mythos to any Mental Skill roll relating to the Cthulhu Mythos. (For example, a character with Intelligence 3, Academics 2 and Mythos 2 would roll Intelligence + Academics (five dice) for generic research, but Intelligence + Academics + Mythos (seven dice) for Mythos-related research.) * A character's maximum Sanity is equal to 10 minus his Mythos rating. Should a character's Sanity be greater than this maximum after an increase of the Mythos trait, the character loses a dot of Sanity and must check for a derangement as if he had automatically failed a degeneration check. ==Mythos Experience Points== Mythos Experience Points (Mythos XP) is gained by investigating the Cthulhu Mythos. (Generally, this leads to Sanity sins.) A character may spend Mythos XP to raise his Mythos trait.
Summary:
Please note that all contributions to RPGnet may be edited, altered, or removed by other contributors. If you do not want your writing to be edited mercilessly, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource (see
RPGnet:Copyrights
for details).
Do not submit copyrighted work without permission!
Cancel
Editing help
(opens in new window)
Navigation menu
Personal tools
Not logged in
Talk
Contributions
Create account
Log in
Namespaces
Page
Discussion
English
Views
Read
Edit
View history
More
Search
Navigation
RPGnet
Main Page
Major Projects
Categories
Recent changes
Random page
Help
Tools
What links here
Related changes
Special pages
Page information