Mythos: the Madness
New Advantages
Sanity
Sanity replaces the Morality trait.
Sanity | Sin |
---|---|
10 | Surprised to find a mangled animal carcass. (Roll 5 dice) |
9 | Surprised to find a human corpse or body part. (Roll 5 dice) |
8 | See a stream flow with blood. Causing injury to another. (Roll 4 dice) |
7 | Find a mangled human corpse. (Roll 4 dice) |
6 | Awake trapped in a coffin. Witnessing a friend's violent death. Seeing a ghoul. (Roll 3 dice) |
5 | Meeting someone you know to be dead. (Roll 3 dice) |
4 | Undergo severe torture. Impassioned crime (manslaughter). (Roll 3 dice) |
3 | See a corpse rise from the grave. Planned crime (murder). (Roll 2 dice) |
2 | See a gigantic head fall from the sky. Casual/callous crime (serial murder). (Roll 2 dice) |
1 | See Great Cthulhu. Utter perversion, heinous acts (mass murder). (Roll 2 dice) |
Special Rules
- 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.
- Sanity is rolled instead of Resolve + Composure to resist the effects of Derangements.
Mythos
A "power stat" trait.