Insanity Phase 1: A Bout of Madness

(Back to The Effects of Insanity)

*Also known as "the red mist," "frenzy," "freak out," and "panic attack."*

On becoming insane, the investigator experiences a **bout of madness**. While experiencing a **bout of madness**, the investigator loses all self-control. In game terms this means that control of the investigator is handed from the player to the Keeper (for a short amount of real-world time). It is up to the Keeper whether this control takes the form of dictating specific actions or if it means giving the player guidelines on how to play out the madness for however long it may last.

On the upside, the investigator cannot lose further Sanity points while experiencing a **bout of madness**. The mind is completely unhinged at this point and any subsequent horrors are either forgotten or later believed to be a manifestation of the madness. This protection is limited - the bout of madness lasts 1D10 combat rounds (real time) if being played out, but may be longer, in which case the bout is summarized by the Keeper.

Each time an investigator suffers a bout of madness, the Keeper may amend one of the investigator's backstory entries or add a new one. These alterations serve two purposes. The first is to reflect the investigator's descent into madness by adding irrational entries or corrupting existing ones. Second, entries can be added or altered to reflect events in the story and thus tie the investigator into the plot more strongly. The player and Keeper should work together to add or revise backstory entries appropriately.

**Personal Description:** Suitable entries might include "wild-eyed", "thousand-yard stare", "world-weary", or "no longer cares for their own appearance".

**Ideology/Beliefs:** A balanced entry such as "religious" might be changed to something more extreme or deranged, such as "Unbelievers must be converted or made to suffer". Alternatively, a new entry that is appropriate to the situation might be made, such as "Obsessed with defeating the Cthulhu cult".

**Significant People:** A new name might be added together with a reason for its inclusion. For example, "Can't rest until Delbert Smith is in his grave", or "Robin Poole is the incarnation of Ganesha".

**Meaningful Locations:** The present location might take on great significance, or the investigator might become fixated on reaching another location for either rational or irrational reasons. The former might be the cult temple in the jungle; the latter might be an overpowering desire to visit Graceland.

**Treasured Possessions:** It is easy to lose possessions while one's mind is disrupted by insanity. Any possessions might be erased or noted as lost. A new possession might be acquired and given great significance.

**Traits:** A trait might be erased or altered to something more suitable; for example: "bully", "drug addict", "easily distracted", "talks too loudly", "lack of inhibitions".

**Injuries & Scars:** These are more usually altered as a result of Major Wounds.

**Phobias and Manias:** These may result from rolls during the bout of madness.

**Arcane Tomes, Spells, and Artifacts:** Such items might be lost or destroyed in a fit of pique. The investigator might involuntarily cast any spells that they know, activate artifacts, or study a tome that they had previously shunned.

**Encounters with Strange Entities:** Encounters with a monster or deities should be recorded here regardless of whether insanity results or not. This also provides a good place to record the amount of Sanity points lost to a particular type of entity (see Getting Used to the Awfulness).

A bout of madness can take one of two forms depending on the situation, either in real time (round-by-round) or in summary.

* A Bout of Madness - Real Time
	+ Bouts of Madness - Real Time (roll 1D10)
* A Bout of Madness - Summary
	+ Bouts of Madness - Summary (roll 1D10)