Introduction
A bout of madness is Call of Cthulhu 7e's short, immediate response when an investigator becomes temporarily or indefinitely insane. It is not the whole duration of insanity, and it should not become a license for the Keeper to take a character away for a scene with no way back. It is a bounded crisis: the investigator briefly loses self-control, the group has a chance to respond, and then the player resumes control during the longer underlying state.
That framing turns a potentially awkward rule into a strong table tool. A good bout shows what the horror has touched in this person, gives the other investigators an urgent problem, and leaves a clue, complication, or relationship changed by the event. A bad bout is random disruption, forced violence, or a long private narration that keeps one player from participating.
Read the Temporary Insanity guide and Indefinite Insanity guide for the triggers and longer durations. This article is about the first phase: how to choose the form, run it at the table, and return agency quickly.

Hot Take
The best bout has an exit door. Maybe it is literal: the investigator is trying to flee and a friend catches up. Maybe it is emotional: a familiar voice cuts through a fixation. Either way, the group should be able to act, and the affected player should be back making decisions before the scene has spent its dramatic force.
What a Bout Is
Both temporary and indefinite insanity begin with a bout of madness. During that short period, the investigator loses self-control. In game terms, the Keeper may direct specific actions or give the player a narrow set of instructions for portraying the response. Either method is valid; the right one depends on the player's comfort and how immediate the danger is.
The important boundary is duration. A bout is phase one. It is followed by underlying insanity, where the player has full control again. For temporary insanity, that underlying state lasts 1D10 hours total from the onset. For indefinite insanity, it lasts until recovery, commonly through the rest of a scenario or campaign chapter. Do not confuse the 1D10 rounds of a real-time bout with either of those durations.
While a bout is in progress, the investigator cannot lose additional SAN. The game treats the character as too overwhelmed for a new shock to register separately. That protection ends when the bout ends. If the horrible thing is still present then, the normal Sanity rules apply again.
Use plain, respectful language at the table. The book's historic terminology is a game label, not a medical description. Describe a character's immediate fear, fixation, dissociation, or disorientation rather than announcing that they are "acting insane." The fiction becomes more specific, and the people at the table remain more important than genre shorthand.
Choose Real Time or Summary
Every bout takes one of two forms: real time or summary. The choice is a pacing decision, not a roll the Keeper must make blind.
Use real time when other investigators are present, able to see or hear what is happening, and can plausibly intervene. The bout normally lasts 1D10 combat rounds. This makes the response part of the current scene. The player may receive a direction such as "you must get this photograph out of the building" while the others decide whether to talk them down, follow them, protect them, or deal with the original threat.
Use a summary when the investigator is alone, far from the group, or the whole group is affected at once. The Keeper fast-forwards through the uncontrolled period and describes where the investigator comes to, what immediate evidence remains, and what complication now needs attention. The elapsed fictional time is often 1D10 hours, though the Keeper can set a fitting amount.
The rules also let the Keeper play a bout round by round when the investigator is alone, if that suits the scene. Neither format is inherently more severe. Real time gives the table a shared crisis. Summary lets an isolated character's crisis create a new scene without forcing one player to perform it alone. Choose the version that keeps the most people engaged and preserves a clear route back into play.
Running a Real-Time Bout
Start with a concise declaration of what has changed. "The sight of the empty cradle makes you certain the museum is trapping you here. For the next few rounds, your only priority is getting outside with the catalog card." This tells the player what impulse is driving the scene without writing every action for them.
Roll 1D10 combat rounds, state the visible objective, and then return to normal turn structure. The affected investigator may be directed by the Keeper or roleplayed by the player within the stated boundary. Other investigators should have ordinary ways to respond: Persuade, Psychology, physical intervention, following a fleeing friend, or simply removing the source of immediate danger. Do not require a specialized mental-health skill to care about a companion.
Keep the scope local. A bout can move someone across a room, out a door, into a street, or toward a meaningful object. It should not quietly carry them across the city, destroy their career, or make a campaign-ending decision before anyone gets a turn. If the group cannot catch up in a few rounds, convert the rest to a summary or present a visible lead.
For example, Jonah loses enough SAN after a sealed display case whispers his childhood nickname. The Keeper chooses a fixation: Jonah must remove the museum's visitor log before "they" find his name in it. His player controls how he approaches the desk, but cannot simply decide that the whisper was harmless. The archivist can block the path, another investigator can reason with Jonah, and a companion can take the log while promising to protect it. The scene has pressure without requiring Jonah to attack an ally.
At the end of the rolled duration, or when another investigator successfully confronts the character, make the handoff explicit: "You recognize Celia's voice. You have control again. You still believe the log matters, but you can decide what that means." The player now owns the next choice.
Running a Summary Bout
Summary begins with a collaborative question when possible: "Would it be interesting if your investigator wakes somewhere familiar but inconvenient, or somewhere that gives the group a new lead?" The player does not need to approve every detail, but this quick question keeps the outcome connected to the campaign rather than arbitrary punishment.
Then establish three things: elapsed time, current location, and a concrete consequence. The consequence might be a missing ordinary item, an unexpected message, damage that demands explanation, a new witness, a trail the group can follow, or a task the investigator was trying to complete. Do not pile on all of them at once.
Mara studies a wax cylinder alone in a hotel office and becomes temporarily insane. Rather than narrating several hours of uncontrolled behavior, the Keeper says: "Four hours later, you are seated on the last tram to the river district. Your coat is soaked, the cylinder is gone, and you have an unfamiliar brass key in your pocket." That gives Mara's player a situation to solve. It does not require the Keeper to decide that Mara committed a crime, lost treasured gear, or hurt someone offscreen merely because a summary happened.
Other investigators may still intervene before the summary is final. If they hear Mara leave, see her cross the lobby, or have reason to look for her, give them the chance. A successful intervention ends the Keeper's control and returns the character to the player, even if that cuts the intended summary short. The discovery is more important than forcing the preselected result.
Summary is also useful when the whole party suffers a bout at once. Establish a shared aftermath with several personal details, then invite each player to describe one thing their investigator did while unaccounted for. This preserves the sense of lost time without isolating anyone from the game.
Intervention Returns Control
The clearest rule for a Keeper to remember is this: when another investigator confronts the affected investigator before the bout ends, hand control back to the player and let the group roleplay the scene. The original impulse may remain, but the player chooses how strongly it continues and how their character responds to help.
Confrontation does not need to mean force. A friend can call the investigator's name, offer a familiar object, ask a grounding question, block the door, or agree to help with the immediate goal. In a tense situation, physical restraint may be part of the fiction, but it should be treated as an emergency decision with consequences, not as an automatic solution or an excuse for player-versus-player drama.
This handoff gives everyone something to do. The affected player plays the character again. Other players decide whether to trust, calm, follow, or contain their friend. The Keeper can reveal enough about the original horror to keep the scene moving. It is often more compelling than any table result.
If no one can intervene, leave a path for a later response. A witness remembers a direction. A taxi receipt names a neighborhood. A hotel clerk heard a repeated phrase. The group should be investigating the aftermath, not searching a blank map because the rules removed a character.
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See Who's Running Call of CthulhuChoose a Direction, Not a Random Punishment
The core rules let the Keeper either roll 1D10 on the matching table or pick a fitting result. Choosing usually produces the better campaign. Use the source of the SAN loss, a known backstory detail, and the scene's practical needs to select a direction.
What the Two Bout Tables Contain
The Keeper Rulebook has one 1D10 table for each format. In brief, and in our own words:
- Real time (each effect lasts 1D10 rounds): amnesia back to the last safe place; psychosomatic blindness, deafness, or a useless limb; indiscriminate violence against surroundings, allies, and foes; paranoia; mistaking someone present for a Significant Person from the backstory; fainting; fleeing by any means, even in the group's only vehicle; laughing, crying, or screaming fits; and a new phobia or a new mania (from the sample tables or Keeper's choice) that the investigator acts on immediately.
- Summary (the investigator comes to later, often 1D10 hours on): waking somewhere unfamiliar without knowing who they are; robbed of valuables, with a Luck roll to keep a Treasured Possession; battered down to half their prior hit points, though not a major wound; an offscreen spree of violence whose victims the Keeper decides; acting out an Ideology or Belief in an extreme, public way; trying to reach a Significant Person; waking in a psychiatric ward or police cell; having fled far away; and a new phobia or mania that the investigator spent the lost hours avoiding or indulging.
Most summary results assume the investigator leaves the place where the insanity began. If that is impossible, the rules tell the Keeper to adapt the result. Several entries, especially violence, can hurt allies or bystanders, which is exactly why a considered choice usually beats a blind roll.
Choosing a Direction
These original categories translate the tables into objectives a table can play:
- Get away: The investigator must leave the place, object, or person that now feels unbearable.
- Secure the danger: They need to hide, lock away, destroy, or document something before it can hurt anyone else.
- Find the familiar: They seek a person, location, routine, or possession that represents safety.
- Reject a false threat: They become convinced that a harmless feature of the scene is the immediate problem and act to neutralize it.
- Lose the thread: They cannot connect recent events, lose a short stretch of memory, or mistake someone for a meaningful figure from their past.
- Shut down: They freeze, faint, become unable to use a specific sense or movement, or are overwhelmed by a visible emotional response.
Each category should yield an objective the table can see. "Jonah is frightened" is too vague. "Jonah is trying to seal the archive door with the visitor log inside" gives the other investigators a scene.
Avoid outcomes that demand cruelty, sexual content, self-harm, assault on allies, or irreversible losses unless the player has explicitly agreed to those themes. Horror has plenty of material without making one participant's character a weapon against the group.
Backstory Changes That Create Play
Each bout gives the Keeper an opportunity to alter an existing backstory entry or add a new one. Do this with the player, not to the player. A useful backstory change answers two questions: what did this horror make newly important, and how could that matter in a later scene?
Good additions are specific and playable. "Keeps a lamp burning after sunset" tells the table something. "Will not return to the waterfront until the tide is explained" creates a future choice. "Convinced that the museum guard knows more than he says" supplies a lead with a cost.
Avoid overwriting a central character premise or inventing a deeply personal history without consent. If Celia's player established her as devoted to her sister, the Keeper can add "cannot bear to leave her sister's letters unanswered," but should not declare the relationship abusive because a bout occurred. The goal is a new hook, not a surprise rewrite.
Backstory changes can also be temporary. A short-lived association, a new recurring nightmare, or an item the investigator now treats as significant can stay in the notes until the player decides it has run its course. Review the entry during downtime rather than letting one scene define the character forever.
SAN Loss During a Bout
An investigator is immune to further SAN loss while a bout is active. If they see another horror during those rounds or during the summarized period, do not add a new loss then. The mind is already overwhelmed.
That immunity is not permanent protection. Once the bout ends, the investigator enters underlying insanity. A later loss of even one SAN during that state triggers a new bout. This is why the group needs to know whether the character is temporarily insane for the remaining 1D10-hour duration or indefinitely insane until recovery.
Keep the sequence clear at the table:
- Resolve the trigger for temporary or indefinite insanity.
- Run or summarize the bout and ignore additional SAN loss during it.
- Return control to the player.
- Track the underlying state and trigger another bout only when a later SAN loss occurs.
This protects the drama from becoming a cascade of repeated rolls. It also prevents an investigator from losing several different SAN amounts in the same few seconds while no one is sure who is controlling the character.
Player Guidance
Before a bout occurs, give the Keeper a few boundaries and a few usable hooks. You can say, "I am comfortable with flight, lost time, and fixations; please do not use violence toward allies or public humiliation." You can also name a safe place, an important person, or an ordinary object your investigator would reach for under pressure.
During a real-time bout, commit to one clear objective. Do not try to make every decision irrational. Your character may still be capable, observant, and emotionally recognizable while driven by a bad conclusion. That gives the group a chance to respond to a person instead of a random obstacle.
When control comes back, decide what remains. You might be embarrassed, angry, grateful, or convinced your friends still do not understand. You do not have to keep roleplaying the most intense part of the scene. Underlying insanity can be a quiet detail until the next shock makes it relevant.
For a summary, ask for the kind of aftermath you want to play. An unexplained key, a new witness, an inconvenient location, or a damaged relationship are all viable. A shared choice makes the lost time feel ominous without making it feel like the Keeper used your character as an offscreen plot device.
Keeper Guidance
State the format and duration before the scene runs: "This is a real-time bout for 1D10 rounds," or "You are alone, so I will summarize the next few hours, but the others may have a chance to catch you leaving." This removes uncertainty about whether the player has lost their character for a moment or for the evening.
Give the affected player a direction with room to act. If you take control briefly, keep the actions immediate and reversible. If you give a guideline, say what cannot be ignored and let the player decide how it appears. A player who owns the performance will usually produce a more memorable scene than a Keeper reciting behavior at them.
Put intervention in the fiction. Mention the slammed door, the dropped lantern, the raised voice, the destination, or the object being carried away. The other players cannot make meaningful choices if they are denied any indication that a response is possible.
Use a check-in when the outcome could touch a boundary. A five-second question such as "Are you okay with an offscreen chase that ends at the train station?" is enough. Safety practices are not an extra mechanical hurdle; they are how you keep the existing mechanics from becoming careless.
Bout Checklist
At onset:
- Confirm whether temporary or indefinite insanity caused the bout.
- Choose real time or summary based on who can participate.
- State the duration and the immediate character-driven objective.
- Ask for a boundary or backstory hook if one has not already been established.
During the bout:
- Keep real-time bouts to 1D10 combat rounds.
- Ignore further SAN loss until the bout ends.
- Put visible intervention opportunities in front of the group.
- Convert an isolated scene to summary when that keeps the table engaged.
At the handoff:
- Return control when another investigator intervenes or the bout ends.
- Establish one clear aftermath detail, not a pile of punishments.
- Add or revise a backstory hook only with player collaboration.
- Track the underlying-insanity duration and vulnerability to the next SAN loss.
A bout of madness is successful when it makes the horror personal without making the player powerless. Give it a direction, a short clock, a way for companions to matter, and a clear handoff. The aftermath will do more for the campaign than a random spectacle ever could.


