Bouts of Madness Tables (1d10)

Source: Call of Cthulhu 7th Edition Investigatorโ€™s Handbook

7e Official
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Rule Summary

The official Real-Time and Summary tables for determining the specific behavior during a Bout of Madness.

Quick Reference Check:

1: Amnesia | 2: Disability | 3: Fits | 4: Panic | 5: Mania/Phobia | 6: Aggression | 7: Paranoia | 8: Hallucination | 9: Clinging | 10: Catatonia
### Real-Time Table (Combat / Round-by-Round) Roll 1d10 when a bout of madness strikes during active scenes (lasts 1d10 rounds): 1. **Amnesia**: The investigator has no memory of who they are or where they are. 2. **Psychosomatic Disability**: The investigator becomes psychosomatically blind, deaf, or their limbs seize up. 3. **Fits & Spasms**: The investigator bursts into hysterical laughter, weeping, or uncontrollable tremors. 4. **Panic / Fleeting Terror**: The investigator flees in blind panic in the opposite direction from the source of horror. 5. **Mania / Phobia**: The investigator develops a frantic compulsion or terror regarding a nearby object or element. 6. **Physical Aggression**: The investigator lashes out violently in a red rage at anyone within reach (friend or foe). 7. **Paranoia**: The investigator is convinced their companions are cultists or spies seeking to murder them. 8. **Hallucinations**: The investigator perceives horrifying visions or phantom voices overlapping reality. 9. **Desperate Clinging**: The investigator cowers and clings frantically to another character, begging for safety. 10. **Catatonia**: The investigator freezes into an unresponsive stupor. ### Summary Table (Off-Screen / 1d10 Hours) 1. **Amnesia**: Wanders away, waking up hours later in an unfamiliar place. 2. **Robbed**: Wakes up stripped of possessions, money, and weapons. 3. **Confinement**: Wakes up locked in an asylum cell, police holding pen, or clinic. 4. **Violence**: Wakes up with bruised knuckles and torn clothes; did they assault someone? 5. **Ideology**: Fixates fanatically upon an irrational belief or bizarre cult theory. 6. **Significant Person**: Obsessively seeks out or flees from their treasured connection. 7. **Institutionalized**: Admitted to a sanitarium or clinic by concerned witnesses. 8. **Fleeing in Panic**: Wakes up miles away on a train, bus, or in deep woods. 9. **Phobia / Mania**: Develops a persistent new phobia or obsessive mania. 10. **Strange Compulsion**: Compelled to acquire strange objects, books, or perform recurring rituals.