Bouts of Madness - Summary (roll 1D10)

(Back to A Bout of Madness - Summary)

1) Amnesia: The investigator comes to their senses in some unfamiliar place with no memory of who they are. Their memories will slowly return to them over time.

2) Robbed: The investigator comes to their senses 1D10 hours later, having been robbed. They are unharmed. If they were carrying a Treasured Possession (see investigator backstory), make a Luck roll to see if it was stolen. Everything else of value is automatically missing.

3) Battered: The investigator comes to their senses 1D10 hours later to find themselves battered and bruised. Hit points are reduced to half of what they were before going insane, though this does not cause a Major Wound. They have not been robbed. How the damage was sustained is up to the Keeper.

4) Violence: The investigator explodes in a spree of violence and destruction. When the investigator comes to their sense, their actions may or may not be apparent or remembered. Who or what the investigator has inflicted violence upon and whether they have been killed or simply harmed is up to the Keeper.

5) Ideology/Beliefs: Review the investigator's backstory entry for Ideology and Beliefs. The investigator manifests one of these in an extreme, crazed, and demonstrative manner. For example, a religious person might be found later, preaching the gospel loudly on the subway.

6) Significant People: Consult the investigator's backstory entry for Significant People and why the relationship is so important. In the time that passes (1D10 hours or more) the investigator has done their best to get close to that person and act upon their relationship in some way.

7) Institutionalized: The investigator comes to their senses in a psychiatric ward or police cell. They may slowly recall the events that led them there.

8) Flee in panic: When the investigator comes to their senses they are far away, perhaps lost in the wilderness or on a train or long-distance bus.

9) Phobia: The investigator gains a new phobia. Roll 1D100 on Sample Phobias, or the Keeper may choose one. The investigator comes to their senses 1D10 hours later, having taken every precaution to avoid their new phobia.

10) Mania: The investigator gains a new mania. Roll 1D100 on Sample Manias, or the Keeper may choose one. The investigator comes to their sense 1D10 hours later. During this bout of madness, the investigator will have been fully indulging in their new mania. Whether this is apparent to other people is up to the Keeper and player.