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Sandy petersens cthulhu mythos (1) 101

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As long as the insanity has a DC of at least 1, the character continues to suffer the full effects of the insanity, although it becomes easier to resist its effects and recover as the DC

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the character fails this save As long as the insanity has

a DC of at least 1, the character continues to suffer the

full effects of the insanity, although it becomes easier to

resist its effects and recover as the DC goes down Once

the insanity reaches a DC of 0, the character is cured

and that particular insanity no longer affects him

Insanity can be treated with the Heal skill First, the

insanity must be identified A character can identify

an insanity with a successful Heal check against 5 +

the insanity's DC Then, with 1 hour of effort per day

in a week, the healer can treat it with a Heal check

against the same DC at the end of the week If the

check succeeds, the patient receives a +2 bonus on the

saving throw to reduce the sanity's DC for that week

Greater restoration cures one insanity suffered by

a creature (caster’s choice) and reduces the DC of all

other insanities suffered by that creature by 2d6

Restoration reduces the DC of one insanity suffered

by a creature by 2d6 If a target creature suffers from

multiple insanities, the spell only affects the insanity

with the lowest DC (chosen randomly in the event of

a tie)

Lesser restoration has no effect on insanity

Types of Insanity The following table summarizes the most common forms of insanity that plague adventurers who face the horrors of the Mythos When a character gains an insanity, roll on the table to determine the nature of the affliction or choose one appropriate to your character Alternatively, the GM can assign an insanity to match the cause or craft a new one altogether

Phobia: A phobia is an irrational fear of some (usually commonplace) object or situation A character suffering from a phobia takes a –2 morale penalty on attack rolls, skill checks, and Will saving throws when the source of his phobia is present Additionally, if a phobic character is directly confronted by his fear,

he must succeed at a Will save against the DC of his phobia or suffer dread

Obsession: Sometimes referred to as a fixation

or (archaically) as a mania, the character develops

an irrational obsession with a (usually inappropriate) particular object or situation A character suffering from obsession takes a –2 morale penalty on attack rolls, skill checks, and Will saving throws when the source of his obsession is present but not in his immediate possession Additionally, if a character is directly confronted by his obsession or possesses it in some way, he must succeed at a Will save against the

DC of his obsession or become completely enthralled

by the object (For instance, a bibliomaniacal character might suffer the noted penalty while in a library but only become enthralled when actually reading a book, whereas an egomaniacal character might suffer the penalty in a room full of mirrors but become enthralled when actually holding a mirror or grappling with a doppelganger.) While enthralled, the character can do nothing but attempt to interact with this object

in a manner appropriate to his insanity He still tries

to avoid danger and protects himself from harm, but

Sanity Damage

If you wish to use these rules for enemies and

effects designed for sanity point rules, such

as those described in Pathfinder RPG Horror

Adventures, make the following adjustments

Any effect that would deal sanity damage

instead inflicts dread for a number of rounds

equal to the number of points of sanity damage

The character’s dread increases by 1 stage + 1

additional stage per 3 points of sanity damage

Any effect that would remove sanity damage

instead lowers the character’s dread by 1 stage +

1 additional stage per 3 points of sanity damage

removed

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