Chaosium Digest Classics: Another Look At Insanity
by Eric Yin
originally appearing in Chaosium Digest v28.06 on July 17, 1999.
In everyday life, there are insane persons who go about life relatively unimpaired, and completely recognized as such. Others exist who should be institutionalized, but are not. Because of this, I had made up these rules for playing insane characters in Call of Cthulhu back in my undergraduate days. It is a set of guidelines that add game mechanics to help the role-player simulate the uncontrollable nature of insanity and put some checks on what he may do while insane. Of course, there are certain liabilities to playing an insane character, since continued exposure to trauma and lack of competent care results in further deterioration of the character's condition.
An Overhaul of Indefinite Insanity
Under the Sanity rules used in 5th edition Call of Cthulhu, a character losing 20% or more of his SAN in an hour goes indefinitely insane, and the player loses control of his character to the Keeper. However, unless the Keeper has specific plans for that character, it seems quite reasonable to allow the player to continue playing the character until it becomes obvious that he need to be institutionalized or incarcerated. In the meantime, if the authorities are unaware that the character has gone mad, or his colleagues have nowhere to hospitalize him at the moment, there should be no reason that the insane character should be discarded.
While in certain cases insanity results in extreme behavior that would be difficult to role-play for most, there are other cases in which the symptoms that are more subtle, and leave the character with many of his faculties unimpaired. In such cases, a few appropriate guidelines should be enough to allow the player to continue controlling his character. Sanity (SAN) is a representation of the character's mental stability, and should reflect his state of mind. Thus, a person who suffers a breakdown, but has SAN 70 is in much better shape than a person with SAN 30. The degree to which the beliefs, behavior, and perceptions of the character with the higher SAN is altered should not be as drastic as the character with a lower SAN.
The degree of seriousness to the character's insanity is determined by his SAN score. Those characters with SAN 48 or less, are severely disturbed personalities, and must make a successful SAN roll to overcome his irrational impulses for a short period of time. Characters who have Minor or Moderate disorders will only succumb to the irrational if they fail a SAN roll. The duration of the temporary lucidity, or irrationality could be determined using the Temporary Insanity Table. When to make rolls is up to the Keeper, who should take into account whether the character's actions would be consistent with his insanity.
Indefinite Insanity Table
SAN Disability Notes
64-79 Minor Relatively unimpaired
49-63 Moderate Considered eccentric
32-48 Serious Considered strange
16-31 Debilitating A probable danger to self and others
0-15 Incapacitating Must be institutionalized
Using this system, each class of insanity should be broken down into five degrees of Disability, each with its own characteristic symptoms. Thus, Paranoia could be described in this manner:
Paranoia
SAN Disability Symptoms
64-79 Minor The character exhibits hypervigilance, and is suspicious of those with whom he is unfamiliar.
49-63 Moderate As above, but the character may entertain the idea that there may be someone or something out to get him.
32-48 Serious As above, but even more so. The character may become compulsive about safety precautions or protective rituals.
16-31 Debilitating The character becomes delusional. All his beliefs and perceptions become focused on a conspiracy directed specifically against him.
0-15 Incapacitating The character becomes unhinged and maniacal. He is a very dangerous person to be around. He may see hallucinations.
Phobia can be described like this:
Phobia
SAN Disability Symptoms
64-79 Minor The character is frightened by the object of his phobia. He will cower and maybe run whenever this object is encountered.
49-63 Moderate As above, but the character becomes panic-stricken by the object, and perhaps even representations or things that are similar to the object. He may even lose SAN if the object is encountered.
32-48 Serious As above, but his reactions are even stronger when the object of his fear is encountered. He may start developing paranoia with regard to the object of fear. He may develop a split personality to deal with his fear.
16-31 Debilitating The character has delusions regarding the object of fear, and hallucinations where he sees the object of his fear. He becomes more and more irrational.
0-15 Incapacitating The character is so enthralled by his phobia, that he is completely unable to function. He may have locked himself in a fortress against the object of fear, or may have gone catatonic.
Insanity is a complex disease, and symptoms manifest themselves differently in different people. The tables give a general guideline on how the player should play the character, but the Keeper can be as specific as he likes. Keepers should tailor each character's insanity and its progression based on the cause of the trauma, and the character's personality (Originally, I had a large list of symptoms gleaned from abnormal psychology class, with descriptions, and how they could be interpreted in game terms, but I think that it is very similar to material in The Taint of Madness, so I left it out. Besides which, it was too much to retype).
An Overhaul of Temporary Insanity
Temporary insanity should result in short term symptoms that will go away at the end of the period for which the character is insane. Thus, phobias, schizophrenia, and the like would be inappropriate. The following table lists some immediate symptoms that could afflict the character following a crisis, and some residual symptoms that could follow.
Temporary Insanity Table
roll duration symptoms
1-4 1-10 rounds immediate
5-7 14-20 rounds immediate
8-9 ~1 day immediate + residual
10 1-10 days immediate + residual
Immediate Symptoms:
Flee from scene of SAN loss.
Become helpless with hysteria.
Nausea, vomiting, dry heaves.
Frozen, loss of involuntary muscle control.
Paralyzed with fear.
Pass out.
Physical symptom (e.g. stroke, heart attack).
Psychological symptom (e.g. trigger split personality).
Perform reckless act of heroism.
Residual Symptoms:
Suffer from flashbacks to SAN loss event.
Suffer from bouts of headache.
Undergo change in personality (e.g. exhibit fits of rage,
depression, hedonism).
Suffer sleep disorders (e.g. nightmares, insomnia).
Go into denial, accompanied by partial amnesia or detachment from reality.
Suffer amnesia, fugue.
Psychological incapacitation (e.g. enter state of delirium, senility, or delusion).
Enter state of shock or catatonia.
originally appearing in Chaosium Digest v28.06 on July 17, 1999.
In everyday life, there are insane persons who go about life relatively unimpaired, and completely recognized as such. Others exist who should be institutionalized, but are not. Because of this, I had made up these rules for playing insane characters in Call of Cthulhu back in my undergraduate days. It is a set of guidelines that add game mechanics to help the role-player simulate the uncontrollable nature of insanity and put some checks on what he may do while insane. Of course, there are certain liabilities to playing an insane character, since continued exposure to trauma and lack of competent care results in further deterioration of the character's condition.
An Overhaul of Indefinite Insanity
Under the Sanity rules used in 5th edition Call of Cthulhu, a character losing 20% or more of his SAN in an hour goes indefinitely insane, and the player loses control of his character to the Keeper. However, unless the Keeper has specific plans for that character, it seems quite reasonable to allow the player to continue playing the character until it becomes obvious that he need to be institutionalized or incarcerated. In the meantime, if the authorities are unaware that the character has gone mad, or his colleagues have nowhere to hospitalize him at the moment, there should be no reason that the insane character should be discarded.
While in certain cases insanity results in extreme behavior that would be difficult to role-play for most, there are other cases in which the symptoms that are more subtle, and leave the character with many of his faculties unimpaired. In such cases, a few appropriate guidelines should be enough to allow the player to continue controlling his character. Sanity (SAN) is a representation of the character's mental stability, and should reflect his state of mind. Thus, a person who suffers a breakdown, but has SAN 70 is in much better shape than a person with SAN 30. The degree to which the beliefs, behavior, and perceptions of the character with the higher SAN is altered should not be as drastic as the character with a lower SAN.
The degree of seriousness to the character's insanity is determined by his SAN score. Those characters with SAN 48 or less, are severely disturbed personalities, and must make a successful SAN roll to overcome his irrational impulses for a short period of time. Characters who have Minor or Moderate disorders will only succumb to the irrational if they fail a SAN roll. The duration of the temporary lucidity, or irrationality could be determined using the Temporary Insanity Table. When to make rolls is up to the Keeper, who should take into account whether the character's actions would be consistent with his insanity.
Indefinite Insanity Table
SAN Disability Notes
64-79 Minor Relatively unimpaired
49-63 Moderate Considered eccentric
32-48 Serious Considered strange
16-31 Debilitating A probable danger to self and others
0-15 Incapacitating Must be institutionalized
Using this system, each class of insanity should be broken down into five degrees of Disability, each with its own characteristic symptoms. Thus, Paranoia could be described in this manner:
Paranoia
SAN Disability Symptoms
64-79 Minor The character exhibits hypervigilance, and is suspicious of those with whom he is unfamiliar.
49-63 Moderate As above, but the character may entertain the idea that there may be someone or something out to get him.
32-48 Serious As above, but even more so. The character may become compulsive about safety precautions or protective rituals.
16-31 Debilitating The character becomes delusional. All his beliefs and perceptions become focused on a conspiracy directed specifically against him.
0-15 Incapacitating The character becomes unhinged and maniacal. He is a very dangerous person to be around. He may see hallucinations.
Phobia can be described like this:
Phobia
SAN Disability Symptoms
64-79 Minor The character is frightened by the object of his phobia. He will cower and maybe run whenever this object is encountered.
49-63 Moderate As above, but the character becomes panic-stricken by the object, and perhaps even representations or things that are similar to the object. He may even lose SAN if the object is encountered.
32-48 Serious As above, but his reactions are even stronger when the object of his fear is encountered. He may start developing paranoia with regard to the object of fear. He may develop a split personality to deal with his fear.
16-31 Debilitating The character has delusions regarding the object of fear, and hallucinations where he sees the object of his fear. He becomes more and more irrational.
0-15 Incapacitating The character is so enthralled by his phobia, that he is completely unable to function. He may have locked himself in a fortress against the object of fear, or may have gone catatonic.
Insanity is a complex disease, and symptoms manifest themselves differently in different people. The tables give a general guideline on how the player should play the character, but the Keeper can be as specific as he likes. Keepers should tailor each character's insanity and its progression based on the cause of the trauma, and the character's personality (Originally, I had a large list of symptoms gleaned from abnormal psychology class, with descriptions, and how they could be interpreted in game terms, but I think that it is very similar to material in The Taint of Madness, so I left it out. Besides which, it was too much to retype).
An Overhaul of Temporary Insanity
Temporary insanity should result in short term symptoms that will go away at the end of the period for which the character is insane. Thus, phobias, schizophrenia, and the like would be inappropriate. The following table lists some immediate symptoms that could afflict the character following a crisis, and some residual symptoms that could follow.
Temporary Insanity Table
roll duration symptoms
1-4 1-10 rounds immediate
5-7 14-20 rounds immediate
8-9 ~1 day immediate + residual
10 1-10 days immediate + residual
Immediate Symptoms:
Flee from scene of SAN loss.
Become helpless with hysteria.
Nausea, vomiting, dry heaves.
Frozen, loss of involuntary muscle control.
Paralyzed with fear.
Pass out.
Physical symptom (e.g. stroke, heart attack).
Psychological symptom (e.g. trigger split personality).
Perform reckless act of heroism.
Residual Symptoms:
Suffer from flashbacks to SAN loss event.
Suffer from bouts of headache.
Undergo change in personality (e.g. exhibit fits of rage,
depression, hedonism).
Suffer sleep disorders (e.g. nightmares, insomnia).
Go into denial, accompanied by partial amnesia or detachment from reality.
Suffer amnesia, fugue.
Psychological incapacitation (e.g. enter state of delirium, senility, or delusion).
Enter state of shock or catatonia.