Sanity System for Horror RPGs

The sanity system simulates the psychological toll of encountering cosmic horror and supernatural terror. These rules are primarily based on Call of Cthulhu but can be adapted to any horror RPG system.

🔗 Sanity Tracker: Use the Sanity & Stress Tracker tool to manage sanity points, stress, and mental conditions during your sessions.

🧠 Sanity Basics

Maximum Sanity

Call of Cthulhu: Maximum SAN = 99 minus Cthulhu Mythos skill
Starting SAN: Equal to POW (Power) statistic
Range: 0 (completely insane) to 99 (untouched by horror)

Current Sanity

Current SAN represents your investigator's present mental state. It decreases when encountering horrific events and increases through successful treatment or the passage of time.

High Sanity

75-99 SAN

Mentally stable and rational

Fragile Mind

25-74 SAN

Vulnerable to horror

Breaking Point

0-24 SAN

On the edge of madness

📉 Sanity Loss Table

When encountering horrific events, roll the indicated dice and lose that many Sanity points:

Event Type SAN Loss (Success) SAN Loss (Failure)
Mundane Horror
Finding a mutilated corpse01d3
Witnessing a murder01d4
Accidentally killing someone1d31d6
Committing murder1d4+11d6+2
Torture1d31d6
Supernatural Events
Seeing a ghost11d6
Witnessing black magic1d21d6
Seeing a zombie1d61d10
Witnessing dark ritual1d41d8
Possession witnessed1d31d8
Minor Mythos Creatures
Ghoul01d6
Deep One11d6
Mi-Go1d21d6
Shoggoth1d61d20
Major Mythos Entities
Star Spawn of Cthulhu1d61d20
Byakhee1d31d10
Dark Young1d81d20
Great Old One (Cthulhu, Hastur, etc.)1d101d100
Outer God (Azathoth, Yog-Sothoth, etc.)1d101d100
Making Sanity Rolls: Roll d100 under your current Sanity. Success = lower loss, Failure = higher loss.

😱 Temporary & Indefinite Insanity

Temporary Insanity

Triggered by: Losing 5+ SAN from a single event

Duration: 1d10 rounds or hours (Keeper's choice)

Effects:

  • Character becomes unplayable temporarily
  • Roll on Temporary Insanity table
  • Screaming, fainting, fleeing, catatonia
  • May attack friends in confusion
  • Keeper controls character during episode

Indefinite Insanity

Triggered by: SAN drops to 0 or losing 20% of current SAN at once

Duration: Until treated (therapy, time, etc.)

Effects:

  • Develop phobia or mania
  • Character may become NPC
  • Requires professional treatment
  • 1d6 months institutionalization
  • May never fully recover
⚠️ Permanent Insanity: If SAN reaches 0, the character is permanently, irrevocably insane and becomes an NPC.

😨 Phobias (d100)

When gaining indefinite insanity, roll on this table for specific phobia:

d100 Phobia
01-05Acrophobia (heights)
06-10Agoraphobia (open spaces)
11-15Arachnophobia (spiders)
16-20Claustrophobia (confined spaces)
21-25Hemophobia (blood)
26-30Hydrophobia (water)
31-35Necrophobia (death/corpses)
36-40Nyctophobia (darkness)
41-45Ophidiophobia (snakes)
46-50Pyrophobia (fire)
d100 Phobia
51-55Taphophobia (being buried alive)
56-60Thanatophobia (death itself)
61-65Xenophobia (strangers/foreigners)
66-70Zoophobia (animals)
71-75Monophobia (being alone)
76-80Trypanophobia (needles/injections)
81-85Mysophobia (germs/contamination)
86-90Ornithophobia (birds)
91-95Phasmophobia (ghosts)
96-00Keeper's choice (specific to event)

🌀 Manias (d100)

Alternatively, roll for a compulsive mania:

d100 Mania
01-10Kleptomania (compulsive stealing)
11-20Pyromania (compulsive fire-setting)
21-30Mythomania (compulsive lying)
31-40Megalomania (delusions of grandeur)
41-50Paranoia (everyone is out to get you)
d100 Mania
51-60Dipsomania (compulsive drinking)
61-70Trichotillomania (hair pulling)
71-80Erotomania (delusions of love)
81-90Monomania (single obsessive idea)
91-00Keeper's choice (related to trauma)

💚 Sanity Recovery

Natural Recovery

  • Time: Regain 1d3 SAN per month of rest and normalcy
  • Defeating Evil: Regain SAN equal to Mythos creature's SAN loss (failure value)
  • Resolving Mystery: Keeper may award 1d6 or 1d10 SAN for solving case
  • Limits: Cannot exceed starting or maximum SAN

Professional Treatment

Psychoanalysis

  • Requires trained psychiatrist
  • 1d3 SAN restored per successful day
  • One roll per day maximum
  • Expensive ($50-100 per session in 1920s)

Institutionalization

  • For indefinite insanity
  • 1d6 months minimum stay
  • May regain enough SAN to function
  • Phobias/manias may remain

💡 Using Sanity Rules in Your Game

For Keepers/GMs

  • Call for SAN rolls at dramatic moments
  • Don't overuse - preserve impact
  • Match loss to horror severity
  • Use temporary insanity for drama
  • Make indefinite insanity meaningful
  • Allow recovery opportunities

Adapting to Other Systems

  • Scale SAN to your system (1-100, 1-20, etc.)
  • Adjust loss amounts proportionally
  • Tie to Wisdom, Will, or similar stat
  • Create system-specific phobias/manias
  • Balance with your game's tone
  • Focus on narrative over mechanics