This is one of the things I like about Unknown Armies and Dark Herey's method over Call of Cthulhu's: it has the whole "being crazy innoculates you against going crazy" thing, which means that the people best equipped to save the world are the traumatised survivors. If I ever roll back to old school CoC I'll probably approach sanity the same way. You could either deal with the mental fatigue right then, or you could suppress it and do what was demanded of you and realize you probably were going to have some shitty nightmares for. It was sort of a credit card system for atrocity. You'd just accumulate some mental scars that would show up. You could push yourself to do horrible things and not roll or worry about it. Seeing as my game had almost no chaos stuff in it (the big bad guys were smart enough to not deal with chaos, and when they did, it was with the deck severely stacked in their favor), so I ran with sanity being a PTSD thing. Of course, to battle great demons and shit without blinking meant you pretty much had to be disconnected from reality to begin with. In-game, the shit outside your head didn't bother you quite so much, because the shit *inside* your head was worse. Most demons and shit had a terror rating of 1, so once you were fucked up enough in the head and your insanity rating hit 11 you were immune to terror 1 stuff. While the symptoms of rampaging insanity in the game were pretty much CoC tripe, the one thing that I liked is that your insanity rating counted up instead of down, and the 10's digit became your innoculation against shit. Chaos shit had terror ratings 1-3 generally speaking that inflicted sanity damage, and you could accumulate PTSD sanity damage as well. To that extent it is as violent departure from the original author's intent as the August Derleth conflation of a moral axis with the original cosmicist Lovecraft works.TheFlatline wrote:Dark Heresy basically had CoC's sanity mechanic, though I felt that it handled things better. The Mythos version of the Sign is much more a kind of practical piece of armament with extremely clear-cut rules. In any shared universe such deflation becomes inevitable, but in the case of the Yellow Sign is it marked Chambers wrote a work which Lovecraft himself described as "achieving notable heights of cosmic fear" and which was a work of gothic romance in both senses, dealing with lost loves, broken hearts, insane dreams and delirium visions. There is a subtlety and gothic element to the original conception that is completely lost in the reductionist syncretism of reducing the Sign to something akin to a protective pentagram. The Yellow Sign in Chambers' work is never described, but those who see it or are shown it are put on the path to self destruction, much in the same way that in "The King in Yellow" people can commit suicide or be driven to despair and suicide simply by reading the book of that name within the stories of the anthology. Instead, as with the yellow colour of the original cover of the novel Dracula, it was an oblique reference to the idea of contagion rising to the level of a supernatural force. Lovecraft had nothing whatsoever to do with the Mythos or any related concepts. Chambers anthology " The King In Yellow", and since this predates the works of H.P. The Yellow Sign is originally referred to in the Robert W. It is said that the symbol can bestow supernatural powers such as mind-control and possession, and is used to get people under the control of the King in Yellow. In the Cthulhu Mythos, The Yellow Sign is a symbol that is usually used by the Brotherhood of the Yellow Sign, a cult that worships the Great Old One Hastur.
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