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Creating an Investigatior:
The following is based on the quick-start rule guide to playing Call of Cthulhu, as published by Chaosium: To play Call of Cthulhu you need to create a character. Characters in the game are called "investigators" as they primarily spend their play time investigating the horrors of the Cthulhu Mythos (Keeper’s Note – Name for the expanded horror universe created by H.P. Lovecraft). Creating your character is simple, and outlined below. It will be helpful for you to have a piece of scratch paper handy, or ideally a Call of Cthulhu character sheet. The Primary Attributes To begin, a Call of Cthulhu character has seven primary attributes. Each of these attributes is described below. Strength (STR) - measures the raw physical power your investigator can bring to bear. It influences the amount of damage he can deliver with a punch or kick, as well as his grip, or ability to lift heavy items. Roll 4 six sided dice, drop the lowest, and add the remaining dice together to determine the value for STR. Constitution (CON) - is a measure of the hardiness of your investigator. It influences the amount of damage you can take before going unconscious or dying as well as how resistant you are to diseases and poison. Roll 4 six-sided dice, drop the lowest, and add the remaining dice together to determine the value for CON. Dexterity (DEX) - is a measure of your investigator's agility and speed. Roll 4 six-sided dice, drop the lowest, and add the remaining dice together to determine the value for DEX. Size (SIZ) - is a measure of your investigator's physical mass. It influences how much damage you can take, as well as how much you can deliver. Also, as a measure of your Investigator's weight, it influences the ability of horrible monsters to pick him up and toss him around the room. Roll 3 six sided dice, drop the lowest, add the remaining dice together and add 6 to that total to determine the value for SIZ. Intelligence (INT) - is a rough guide to your investigator's cunning and ability to make leaps of logic and intuition. Roll 3 six-sided dice, drop the lowest, add the remaining dice together and add 6 to that total to determine the value for INT. Power (POW) - is a combination of personal magnetism, spirit, and mental stability. It influences your character's ability to cast magical spells, as well as his resistance to the sanity-blasting horrors of the Cthulhu Mythos. Roll 4 six-sided dice, drop the lowest, and add the remaining dice together to determine the value for POW. Appearance (APP) - measures the charm and physical appeal of your character. Roll 4 six-sided dice, drop the lowest, and add the remaining dice together to determine the value for APP. Education (EDU) - is a measure of the knowledge which your investigator has accumulated through formal education, or the venerated "School of Hard Knocks." Roll 4 six-sided dice, drop the lowest, add the remaining together and add 3 to the total to determine the value for EDU. Before play begins, you may swap around any attributes which use the same dice to determine their value. In other words, you could swap any of the values for Strength, Constitution, Dexterity, Appearance or Power with each other. You could only swap Size and Intelligence with each other. Education remains static. You can also move 3 points from any one attribute to another, repeating the procedure twice. Be advised though that you cannot raise the attributes beyond their natural maximum, so that Education can’t be raised beyond 21, and the other attributes can’t be raised over 18. You may roll three sets in total, in the character creation thread. The Secondary Attributes There are a number of attributes which are determined after you have figured the attributes above. These are Idea, Knowledge, Luck, Damage Bonus, Magic Points, Hit Points, and Sanity. Idea is simply your INT score multiplied by 5. This score is used as a percentile roll to give your investigator information, or to make leaps of deduction in certain situations. Percentile rolls will be explained further down. Knowledge is your EDU score multiplied by 5. This score is used as a percentile roll to show how your investigator's education and training gives insight certain situations. Luck is your POW score multiplied by 5. This score is used as a percentile roll to give your character gleans of insight in certain situations. The Luck roll is often used to give your character a last chance in a crisis situation, or to cause bad things to happen to the only investigator in the group to fail the roll. Damage Bonus is how much extra damage your investigator does with a successful close-combat attack. Add your STR and SIZ and consult the Damage Bonus Table to find your damage bonus. ![]() Magic Points are equal to your POW. MPs fluctuate up and down as you cast spells or activate arcane alien devices. If your investigator's MPs ever fall below 0, he goes unconscious until he can recover them. Hit Points are figured by adding SIZ and CON together, then dividing the total by two and rounding up. As your investigator takes damage from combat or other events, your HPs will drop. If you drop to only 2 HPs, your investigator goes unconscious. If he hits -2 or lower, he is dead. Sanity (SAN) begins at a level equal to your POW score multiplied by 5. Circle the value that corresponds to this number on the character sheet. This score is used as a percentile roll that presents your investigator's ability to remain stoic in the face of horrors. As you face the horrors of the Cthulhu Mythos your SAN score fluctuates. It can raise above it's starting level, but can never be higher than 99 minus the value of your Cthulhu Mythos skill. |
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Occupation and Skills
At this point, you should have an idea of what your investigator does for a living. This choice of occupation will influence the selection of skills for your character. To begin with, choose an occupation. Anything you think would be interesting to play is valid, but you should confirm this with your keeper (Keeper’s Note – That would be me). The occupations are only limited by your imagination. Once you have select the occupation, you should look at the list of skills on you character sheet. Choose 8 skills which are appropriate for your character's chosen occupation. These are your "Occupation Skills." You now have to assign percentile points to the skills on the character sheet. Before you do so, please note that no skill can start play with a rating higher than 75. Additionally no character can add points to the Cthulhu Mythos skill during character creation. It is assumed that all beginning characters are ignorant of the threat of the Mythos. You multiply your EDU score by 20 to get the number of points to spread amongst your Occupation Skills. Add any number of these points to the eight skills you chose. Each skill on the character sheet also has a number in parenthesis next to it. This is the "Base Chance" that every investigator has with that skill. Any points you add to a skill stack with its Base Chance. For example, if you add 15 points to the "Conceal" skill (Base Chance of 15) you would have "Conceal: 30". After selecting the Occupation Skills, select your Hobby Skills. These are skills that your character has acquired over the course of his life. To determine how many points you have to spend on them, multiply your INT score by 10. Divide those points amongst any skills on the sheet you would like (again, you can't put points into Cthulhu Mythos). Note that you may wish to save a few skill points to buy combat skills such as "Gun," "Sword," etc. Keeper’s Note – As stated above, you may choose any occupation, as long as it seems reasonable for the 1920’s. Furthermore, you may discuss variant or specialist professions with me, depending on the background of your envisioned character. Many variants are available from earlier edition books, and can be easily tailored to suit the 6th Edition rules. These variants may also come with penalties and bonuses to the attributes, special contacts, or other game-affecting quality specific to that profession variant. The best information is available in the Investigator’s Companion to the 1920’s, published by Chaosium in 1993-4, on which the players will receive further information by way of PM or email. In the section below you have sample occupations from the Call of Cthulhu source-book. Do not take these as strict guides for this character occupation, merely as examples of how an occupation can help define a character. Sample Occupations - Description:
Keeper’s Note – Those occupations that were central to Lovecraft’s stories are asterisked.
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The Skills:
The investigator sheet contains blank spaces for different versions of this skill. The player should note the style or medium – opera singer, oil painter, etc.
Example: Harvey Walters purchases a shotgun in Germany, to take with him while he investigates the disappearance of his manservant, Kurt, in the old ruins nearby. The elderly shopkeeper asks $100 American for the weapon, and Harvey is on a limited budget. Harvey offers the shopkeeper $70, and his player makes a D100 roll. Harvey has Bargain 20%, but he wants the gun for 30% less than normal, so his chance of success is reduced by 15 percentiles to only 5%. The player rolls 22 – a failure. Harvey then offers 80%, increasing his chances to 10%. The player rolls 02, a success By implication, use this skill in any negotiation which features an exchange value. Combination rolls with Credit Rating, Fast Talk, or Persuade might help in bargaining. A simple bargain may be struck in a few minutes. A complex contract might take weeks, and Bargain might then work in combination with Law.
With it, a person might be secreted from sight, but could not be disguised to evade even a cursory inspection. Larger objects of any sort should be increasingly harder to conceal. Things larger than elephants should not be concealed by one person, though they might be a group. Compare with the Hide skill.
A multitude of crafts exist, from house painter to lion-tamer to safecracker. Particularize a craft on craft on the investigator sheet, in the same general fashion as for Art: for instance, Craft (Cobbler), Craft (Barber), or Craft (Blow/Vacuum Tube). Making or repairing something typically requires equipment and time, to be determined by the keeper if necessary. With a very low result, a craftsman might make exceptionally fine item. With a failing roll, the item might break on its first use, or fail to fit into some larger whole. A successful Craft roll might provide information about an item, such as where or when it might have been made, reveal some point of history or technique concerning it, or who might have made it.
In small towns, or in narrow societies such as Edwardian England, everyone knows everyone, and Credit Rating amounts to an index of personal reputation as well as monetary worth. Thus, Credit Rating might ebb and flow because of scandal or personal behavior, while the loss of accumulation of money effected minor change or no change. As appropriate, the keeper may cause a character to make clear such distinctions.
Instead, points in Cthulhu Mythos are gained by encounters with the Mythos which result in insanity, by optional insane insights into the true nature of the universe, and by reading forbidden books and other Mythos writings. On occasion, witnessing some ceremony or participation in some event might prompt a keeper to award Cthulhu Mythos points as well, but that is up to the keeper. A few Mythos points may be useful, but investigators do not want many of them, because 99 minus an investigator’s Cthulhu Mythos points represents the maximum Sanity points possible to an investigator. As Mythos points proliferate, they crowd out Sanity points, and leave the investigator vulnerable. The Chulhu Mythos skill does have useful applications. Whenever spoor or other evidence of Mythos monsters is found, a successful D100 roll against this skill allows the investigator to identify the entity, deduce something about its behavior, or guess at some property it may possess. A successful Mythos roll also might allow an investigator to remember some fact concerning the Mythos, identify a spell by seeing it cast, remember that a particular spell or kind of information may be in a particular Mythos tome, or achieve some other task. No human, even one with 99% Cthulhu Mythos, ever approaches complete knowledge of the Mythos. It is fair to say that not even Great Old Ones do. Their 100% scores represent convenient comparisons against what humans can achieve, not a thorough plumbing of the mysteries of the Mythos Perhaps the Outer Gods know it all, if they bother to thing about such things. But only gods can cope with infinity. The cruel darkness of the Mythos extends forever. Seeming mastery of its puzzles is temporary, local, and illusory..
A successful Spot Hidden or a Psychology roll might lead an observer to suspect someone in disguise. A successful Fast Talk roll by the player of the disguised character lowers the success for either of those skills by 10 percentiles. Though explaining die results is the province of the keeper, a low and successful D100 result might give the disguised character some ability to issue convincing orders or to pass inspection by intimates. A failed Disguise roll causes onlookers to notice uncharacteristic behavior or expression. A very high failure, from 90 to 00, declares in effect, “This person is suspicious! Investigate immediately!”
Example: Count von Samme succeeds with a Fast Talk pitch, and Harvey goes upstairs to find fountain pen with which to sign the Count’s fraudulent contract. As he rummages around, Harvey is absent from the Count long enough to begin to think for himself. The keeper asks him for an Idea roll. It succeeds. Harvey comes to his senses and returns determined not to sign. The Count must renew his pitch some other time, or change tactics and attempt to Persuade Harvey. In a few game minutes, Fast Talk may pass off suspect goods as valuable, false facts as reliable, and fine items as not worth bothering about. In contrast, Persuade and Bargain may take hours or days to conclude. Fast Talk is quick to take effect, but it can be used at most on a handful of people. Fast Talk will not work on targets whose minds are made up; use Persuade instead.
Failure in applying First Aid requires that the user wait some reasonable amount of time to try again (something new, presumably, since what was done didn’t work), but another practitioner could mae an attempt in the next round. -A success with this skill allows the user immediately to heal 1D3 points of a single attack or injury. Thus an investigator suffering multiple gunshot wounds might receive First Aid for each, as long as they were not incurred in the same combat round.-In the same or the succeeding combat round, an investigator who has just died may be returned to life if the emergency treatment raises hit points to at least +1.-A success with First Aid immediately awakens any victim of a knocked-out attack and, if the keeper wishes, anyone unconscious for other reasons. Once a character has had First Aid successfully applied to an injury, further applications either of First Aid or of Medicine have no effect on that injury. A new injury would be treated independently. An application of the skill takes a combat round, or as the keeper determines. See also Medicine.
Geology (01%) – Enables an investigator to tell the approximate age of rock strata, recognize fossil types, distinguish minerals and crystals, locate promising sites for drilling and mining, evaluate soils, and anticipate volcanism, seismic events, avalanches, and other such phenomena. Sherlock Holmes was expert in London-area soils, and could trace a man’s movements by studying the dirt on his boots. Grapple(25%) – A grapple is a special personal attack, frequently chosen to subdue an opponent without harming him. This attack may be parried by a countering successful Grapple or other attack by the target, but only in the first round of attack. If a Grapple attack succeeds in the first round and is not neutralized, then the attacker holds the target and may thereafter exercise one of several options. -Immobilize the target by overcoming the target’s STR with his or her own STR, using the Resistance Table. With a success, the target is held fast indefinitely, until the grappler attempts another action.-Knock down the target. If used, the option automatically succeeds.-Knock out the target in the first or later round, the knock-out rule applies.-Disarm the target. With successful Grapples in consecutive rounds, an investigator could Grapple to prevent a hand-to-hand attack in the first round and then seize the weapon or weapon hand in the second round.-Physically injure the target. The opponent already must be successfully grappled. Then the grappler Must receive a second successful Grapple roll in that round, or a successful Grapple in some later round. Success costs the target 1D6 hit points plus the attacker’s damage bonus. Harm in subsequent rounds requires a new Grapple success in those rounds, and the amount of injury done remains the same.-Strangle the target. Beginning in the round in which the intention is stated, the target begins to asphyxiate as per the Drowning rules (Keeper’s Note – D100 rolls against CON x 10 for the 1st round, CON x 9 for the 2nd etc, it reaches CON x 1. Surprised characters start at CON x 6. Should the roll fail at any time, the character takes 1D6 damage, and continues to take 1D6 damage in every following round while being unable to breathe). This continues in subsequent rounds. The attacker needs no further Grapple rolls. If either injury-making Grapple, the victim can escape only by a successful STR match on the Resistance Table. Combine STRs if two people are attacking.
Properly loading and firing a black-powder handgun may, at the keeper’s option, require a successful History roll as well.
This skill can Locate a locked case of rare-book special collection, but Fast Talk, Persuade, Bargain, Credit Rating, a bribe, or special credentials might be needed to get at the books.
-A person with Martial Arts may choose which attack to parry just before the attack, and does not need to make a parry statement at the beginning of the round.-Even with Martial Arts, bullets and other projectiles cannot be parried. People develop martial arts to compensate for forcible disarmament: judo, aikijutsu, aikido, capoera, karate, savat, tae kyun or tae kwon do, white crane kung fu, 7 straws praying mantis kung fu, etc. Choose one or invent a new one. In earlier days, these schools were secret and their techniques jealously guarded. Outside their cultures, martial arts are little known.
-In an emergency, the successful user of Medicine can immediately restore 1D3 hit points, once per wound or injury.-In the same or the succeeding combat round, an investigator who has just died may be returned to life if hit points rise to at least +1.-An investigator successfully treated with Medicine heals at 2D3 hit points per game week, including the first week.-Including any emergency treatment, the total recovery for the first week of Medicine’s application could be 3D3 hit points.-A success with Medicine immediately awakens any victim of a knock-out attack and anyone unconscious for other reasons.-The keeper may rule that a medical condition is not treatable. See also First Aid.
Comprehending certain books may provide percentiles of Occult. This skill does not apply to spells, books, and magic of the Cthulhu Mythos, but occult concepts are often adopted by worshippers of the Great Old Ones.
If an investigator has several points in a particular Other Language, he or she grasps the gist of normal conversation. A character needs EDU x 5 or better points in a second language to pass for a native speaker. Blank spaces exist for other languages on the investigator sheet.
Normally no skill roll is necessary to use Own Language. If a document is extremely difficult to read, or in an archaic dialect, the keeper may reduce the user’s skill chance in that situation. Authors typically have high Own Language skills.
-Bad weather, bad visibility, and damage apply to air and water craft.-A skill user of less than 15% knows just enough to get into trouble. He or she can sail or fly on a calm day with good visibility, but needs Luck rolls for take-offs and landings, dockings, changing sails, judging wind and current, etc. Keepers must require Pilot rolls for storms, navigation by instrument, low visibility, and other difficult situations.Pilot Aircraft: understands and is increasingly competent with a general class of aircraft named below. Upon any landing, even under the best conditions, a Pilot roll must be made. If conditions are good, double the chance of success. If conditions are bad, the pilot lands at his or her normal chance. A failure may represent damage to the craft, which must be repaired before next takeoff. Pilot and passengers may walk away or need Luck rolls to avoid serious injury. A result of 00 is a memorable disaster.-Each class of Aircraft counts as a different skill, and should be listed independently: Pilot Balloon, Pilot Dirigible, Pilot Civil Prop.Pilot Boat: understands the behavior of small motor and sailing craft in wind, storms, and tides, and can read wave and wind action to suggest hidden obstacles and approaching storms. In a wind, novice sailors will find docking a rowboat difficult.
-Treatment by a psychotherapist can add Sanity points during indefinite insanity.-Psychoanalysis cannot increase a person’s Sanity points beyond POWx5, nor above 99-Cthulhu Mythos. The skill refers to the range of emotional therapies, not just to Freudian procedures. Sometimes it was looked on as a fraudulent study during the 1920s. The common term then for an analyst or scholar of emotional disorders was alienist.
Should a steed unexpectedly rear or stumble, the rider’s chance of remaining mounted equals his or her Ride. If an investigator falls from a mount, either because the animal has collapsed, fallen, or died, or because a Ride roll failed, he or she loses 1D6 hit points in the accident. A successful Jump roll saves 1D6 hit points. Wielding a weapon effectively while riding takes both a weapon skill and a Ride skill in excess of 50%. The keeper might apply modifiers to reflect a particular situation.
At the keeper’s option, use of a black-powder rifle requires a History roll as well to load and fire it properly.
Double-barreled shotguns can be sawed off, for purposes of concealment and portability. In the United States, such weapons are illegal by the 1920s. If firing a rifled slug, use the Rifle skill.
If the Throw roll fails, then the object lands at some random distance from the target. Compare the closeness of the die roll result to the highest number which would have indicated success, and choose a distance in yards between target and thrown object that feels comparable.
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Skill Addenum:
Melee Weapon - Any hand-to-hand weapon can be used in Call of Cthulhu. The possibilities are so numerous and often so strange that it is pointless to write them up as skills. Most hand-to-hand weapons can perform one attack and one parry per combat round. Knives without crossguards cannot parry. Add full damage bonuses to these weapons' attacks except when being thrown: thrown weapons get halved damage bonuses. Five general classes of melee weapons are discussed below. -Clubs, Blunt Instruments (varies) - Clubs include policeman's nightstick, the criminal's blackjack, handy branches and rocks, and fireplace pokers. These weapons are too dissimilar in size, weight, and material to share in a general skill increase, and so are individual skills, such as Large Club, Small Club, and Blackjack. Things like blackjacks and rocks cannot be used to parry. A thundering big club might do 1D10 damage, but would require a wielder of at least STR 13. Clubs never impale(Keeper's Note - striking a vital area, can only be done with bullets or pointed weapons). The base chance for Small Club or Large Club could be extended to barroom chairs, hall trees, and other small furniture, if the keeper prefers. Clubs and other blunt instruments can be used to make knock-out attacks. -Foils, Rapiers (Varies) - Foil and rapier are similar skills, and a skill increase in one increases the rest. Treat most sword-canes as sharpened foils. Foils and rapiers can impale. -Knives (Varies) - Bowie knives, butcher knives, hunting knives, dirks, daggers, and kitchen knives have a big enough blade to be significant weapons. An increase in skill with one increases most of the others. Knives can impale. -Swords, Sabers (Varies) - A great variety of such weapons exist, some one-handed and some requiring two hands. A skill increase with one does not increase the rest. Some of these weapons can impale, but others were designed as slashing weapons for cavalry use and parrying, and are relatively blunt-tipped - these latter cannot impale.If you are interested in adding skill familiarity with a melee weapon, ask your keeper for further information on the specific weapon. On average, the starting skill with most melee weapons is 25%, so don't be afraid of trying out an unfamiliar weapon in a bad situation. |
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Sanity & Insanity: Central to the game, sanity will and its loss will be mostly expanded upon during the game proper. When investigators encounter a sanity-threatening situation, the keeper may ask for a Sanity roll. The players roll a D100 for each of their characters. A success is a roll equal to or less than the investigator’s current sanity points. A success may result in little to no sanity loss (relative to the situation), while a failure will result in a more serious loss to sanity. For example, finding a mangled human corpse will usually require a Sanity check, failing which will mean losing 1D4+1 current Sanity points. In contrast, only 1 point is lost if the check succeeds. Within a reasonable interval (the keeper decides) no sanity is lost above the maximum possible for a specific type of horrific event or being. For example, should an investigator lose a total of 5 Sanity points for finding mangled corpses, this event will not affect him further for a duration that may range from days to weeks. Once that period passes though, the horror of them will rise up freshly in any character. Sanity points can be increased by keeper award, increasing a skill to 90%, defeating unnatural entities, or by psychotherapy. Psychiatric medications may also prove useful, and will may also help avoid the symptoms of insanity (at the cost of possible side-effects). Should an investigator lose enough Sanity points, insanity may ensue. General types of insanity are temporary insanity, indefinite insanity, and permanent insanity. Temporary Insanity – If an investigator loses 5 or more Sanity point at the consequence of one Sanity roll, he or she has suffered enough emotional trauma that the keeper must test the character’s Sanity. The keeper asks for an Idea roll. If the Idea roll fails, then the investigator has repressed the memory, a trick that the mind uses to protect itself. Perversely, if the Idea roll succeeds, then the investigator recognizes the full significance of what has been seen or experienced, and goes temporarily insane. The effects of temporary insanity begin immediately. When the temporary insanity is over, a mild phobia might remain as a reminder of the experience, but the most likely souvenir will be some degree of post-traumatic stress disorder. Indefinite Insanity – If an investigator loses a fifth (round up fractions) or more of current Sanity points in one game hour, he or she goes indefinitely insane. Indefinite insanity may remove a character from play for some time. The average duration for indefinite insanity is 1D6 game months. The symptoms of some indefinite insanities are continuous (amnesia, depression, and obsession, for example). Other indefinite insanities are transient and only manifest themselves at particular moments (multiple personality or dissociative identity disorder, conversion disorder, intermittent explosive personality, etc.). Both sorts of symptoms offer good opportunities for roleplaying. For such situations and stresses that investigators come to know, some sort of anxiety disorder can often be the most appropriate. For instance, after a life-threatening event, a person persistently re-experiences the trauma in some way, perhaps through images, dreams, flashbacks, or mental associations. There are marked symptoms of increasing anxiety. Dissociative symptoms may also follow. Permanent Insanity – Investigators who reach zero Sanity points go permanently insane. “Permanently” may mean a game year or a lifetime. In real life, an asylum patient stays in an institution an average of four years and some months. In the game, the duration of permanent insanity is entirely at the keeper’s discretion. No difference between indefinite insanity and permanent insanity exists, except as prognosis made by an attending psychiatrist and confirmed by a judge. In the real world, all insanity is indefinite insanity, since no one in real life can hope to predict the future as accurately as a Call of Cthulhu keeper. Many disorders, especially congenital conditions, offer little hope of recovery. Lovecraft concludes more than one story with the intimation that a lifetime of madness for the narrator will follow. Now and then a quiet release might be made from a local asylum. Some thin, unnaturally pallid person, almost unrecognizable after soul-wracking terrors, can walk shyly into downtown Arkham or elsewhere, cast keen eyes about, and attempt to plumb the surrounding darkness, but no player should count on such privilege as a right. Playing Insanity The threat of insanity in the Call of Cthulhu rules characterizes the Mythos in a way which allows no compromise. Exposed to it, few sane humans freely choose the Mythos, for the Mythos is intrinsically loathsome and foul. The connection of sanity points and Cthulhu Mythos points emphasizes the power of the Mythos, which corrupts and ruins by proximity and association. The sanity rules prove to us our own fragility. All that which we thought so strong becomes delusory and false, while madness sometimes becomes a necessary condition for truth. If an investigator has even one point of Sanity remaining, the player has firm control. The aesthetics of how the player chooses to present a nearly-mad investigator represents the essence of roleplaying. As the investigator weakens, evidence of the weakening should become apparent. Thus near-insanity calls for stronger roleplaying, not for less player control. Such an investigator should speak about his mental condition, so that the others understand the situation, and can act with d |