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Derangements

Derangements are behaviors that occur when the mind is forced to confront intolerable or conflicting feelings, such as overwhelming terror or profound guilt. When your character is faced with impressions or emotions that he cannot reconcile, his mind attempts to ease the inner turmoil by stimulating behavior such as megalomania, schizophrenia or hysteria as an outlet. People in the World of Darkness, unwittingly tormented, persecuted and preyed upon by incomprehensible beings, often develop these ailments by the mere fact of existing. Alternatively, regret, guilt or remorselessness for inflicting abuses eats away at mind and soul. The night’s creatures are not immune to such pressures, either. Existence as an unnatural thing overwhelms what little humanity these beings might have left, driving them mad.

The primary means by which your character may develop derangements is by performing heinous acts and suffering the mental or emotional repercussions. See “Morality,” earlier in this chapter, for more details.

Otherwise, the Storyteller may decide that a scene or circumstance to which your character is exposed is too much for him to bear and he breaks under the pressure. A bad drug trip might reveal too much of the monstrous reality of the world for a person’s mind to bear. A drug overdose could imbalance a character mentally. Or witnessing a creature in all its horrific glory might make an onlooker snap.

Ailments caused by fallen Morality can be healed through your character’s own efforts toward treatment or contrition (by spending experience points). The Storyteller decides if a more spontaneously inspired condition is temporary or permanent. A spontaneous ailment might be temporary, lasting until the character resolves the situation that triggered the condition. It might become permanent if reconciliation is refused, the condition goes untreated or the trigger that caused it is insurmountable. With Storyteller approval, a starting character might have a spontaneously inspired derangement as a Flaw (see p. 217), gaining experience in stories in which the condition or problem is prominent. Spontaneous ailments developed during play might be represented in-game as evolutionary Flaws, not ones established at character creation.

It must be noted that people who are “crazy” are neither funny nor arbitrary in their actions. Insanity is frightening to onlookers who witness someone rage against an unseen presence or hoard rotten meat “to feed to mon- sters.” Even something as harmless-sounding as constantly talking to one’s self can be disturbing to observers.

The insane respond to a pattern only they grasp, to stimuli that they perceive in their own minds. To their skewed perceptions, what happens to them is perfectly normal. A character’s derangement is there for a reason, whether she committed a crime or saw her own children devoured. What stimuli does her insanity inflict upon her, and how does she react to what happens? Work with the Storyteller to create a pattern of provocations for your character’s derangement, and then decide how she reacts.

Mild

Severe

Avoidance

When confronted with a situation or person associated with a previous, significant failure or trauma (a long-term rival, an ex-wife, the house in which one suffered a painful childhood), your character prefers not to face the situation and might do everything he can to avoid it.

Roll Resolve + Composure for him to master his nervousness.

Effect: On a failed roll, your character does everything in his power to avoid the situation, short of harming himself or others. He might escape the scene or disguise himself as a bystander to sidle away. If he must confront (or can’t escape) the situation, any rolls made suffer a -1 penalty.

Aeons’ Languor

Only Kindred who have succumbed to torpor (voluntarily or involuntarily) can have this derangement. Emerging from the deepest slumber, Kindred awaken with a varying degree of hesitance and fear of return trips to torpor. Those who have this derangement possess a completely defeatist attitude regarding their possible return to torpor. Not only do they accept the eventuality of their return, but they expect it to happen at any time. When presented with a situation that threatens such a state, the Kindred finds it difficult to resist or fight back. Similarly, he finds little cause to emerge from torpor when an outside stimulus begins to awaken him.

If a vampire is confronted with a situation that could result in entering or emerging from torpor, apply a -3 penalty on any rolls to resist or confront that stimulus. This translates into having difficulty feeding when he is starving, rolls to awaken from torpor, and even participating in a particularly lethal fight. In the event of possibly lethal combat, the vampire does not suffer this penalty until he has taken more points of lethal damage than he has Willpower dots. A similar -3 penalty is applied to rolls made for feeding when the vampire is hungry (when he has no more than four Vitae in his system). Finally, periodic Resolve + Composure rolls may need to be made as the vampire resists urges to prepare his associates, holdings and himself for his eventual return to torpor.

Fugue

Victims suffering from fugue experience “blackouts” and loss of memory. When subjected to a particular variety of stress, your character performs a specific, rigid set of behaviors to remove the stressful symptoms. This syndrome differs from multiple personalities in that an individual in the grip of a fugue has no separate personality. Instead, he is on a form of “autopilot” similar to sleepwalking. Decide on the kind of circumstance or exposure that triggers this state, be it the death of a defenseless person by his hand, a confrontation with a specific sort of creature or confinement in a small, dark room.

Effect: Make a Resolve + Composure roll when your character is subjected to his trigger.

If the roll fails, roleplay your character’s trance-like state by performing a sequence of behaviors that he performs almost robotically. He might repetitively untie and tie his shoes, walk to the corner of the room and refuse to come out, or curl into the fetal position.

If the Storyteller is not satisfied by your character’s reaction, he might take control of your character for the duration of the bout. The spell lasts for the remainder of the scene.

At the end of the fugue, your character “regains consciousness” with no memory of his actions. If outsiders (including friends and enemies) interfere with or try to prevent your character’s mechanical activities, he may attack them in order to carry on.

Post-Traumatic Stress Disorder

At some point during the character’s mortal life or undead Requiem, he experienced a horrible trauma, and he’s never quite gotten over it. Often, such trauma is born of war-time violence or brutal assault, but the Embrace itself might qualify. A loud scream or a firecracker exploding nearby, or perhaps even the taste of blood not intentionally ingested, can cause your character to shut down physically and mentally. Roll Resolve + Composure when something triggers this derangement, or your character succumbs to a powerful panic attack, wherein he cannot move except to hide. He suffers a -2 penalty on all rolls for the remainder of the scene as well and Willpower points cannot be spent to bolster any rolls during that period.

Suspicion

Anytime your character suffers intentional misfortune at the hands of another, he might become extremely suspicious of everyone’s motives toward him. He might crash as a result of being cut off in traffic or receive little help from assistants in a teamwork effort (see p. 134). Roll Resolve + Composure for your character to resist the suspicion compulsion.

“Misfortune” is characterized as failing an important task due to the intentional intervention of another person — even if it’s a friend or ally. Those people whom your character already mistrusts for good reason can still trigger his suspicious nature if they successfully foil his task — everyone then becomes a suspect, plotting to do him wrong. Combat does not necessarily trigger this derangement. A Resolve + Composure roll is made only if combat is the means by which someone intentionally prevents your character from achieving a goal. (Note: A roll for a task might fail and your character chooses to blame someone else, but that doesn’t necessarily trigger this derangement’s effect. Only if someone directly causes him to fail is a roll made to avoid triggering his suspicious nature.)

Effect: Your character’s trust is undermined for the remainder of the scene, regardless of whether or not the person or persons who did him wrong meant any harm. He questions everyone’s sincerity and doubts that anyone tries to help him, even if someone saves his life. He suffers a -1 penalty on all Social rolls. Note that, even though your character is suspicious, he can still be taken in by con men and hucksters. He gets no special bonus to resist their attempts to sway him even though he suspects them of being as bad as everyone else.

Paranoia

Your character believes that her misery and insecurity stem from external persecution and hostility. (That would be an accurate assumption in the World of Darkness, if people actually knew of monsters’ existence.) Paranoids obsess over their persecution complexes, often creating vast and intricate conspiracy theories to explain who torments them and why. Anyone or anything perceived to be “one of them” might be subjected to violence.

Effect: A character who suffers from paranoia automatically suffers a -2 penalty on Social rolls. The character is distrustful and wary of everyone, even close friends and family. The slightest hint of suspicious behavior is enough to provoke a Resolve + Composure roll to retain control (made at a -2 penalty). A failed roll indicates that your character flees or attacks an offender.

Paranoia

Paranoia is a species of delusion. The paranoid believes that enemies persecute her and make her miserable. As a paranoid’s delusions intensify, she spins out elaborate conspiracy theories to explain who’s doing the persecution, and why. Everything goes into the conspiracy. Do the neighbors stay up late? They must be spying. Does she have headaches? Her enemies have dosed her with some insidious toxin. Did she lose her job? The conspiracy arranged it... and of course, they want other people to believe she’s crazy. As paranoia deepens, the sufferer might plot to strike back at her persecutors, whomever she imagines them to be.

This derangement can be hard to diagnose among the Kindred because they really do have enemies in the Danse Macabre. A paranoid vampire, however, can’t tell a real enemy from one that exists only in his head. Imagined enemies can range from the CIA to Satan himself. Paranoid Kindred often turn obsessive-compulsive as well and adopt complex feeding precautions to prevent their enemies from “tainting their blood supply.” They also parse every question or comment for hidden motives and meanings. Suspicion extends even to progeny and thralls subjected to Vinculums — maybe they’re only pretending to be loyal!

Effect: A paranoid character has difficulty with all social interactions because of her reflexive suspicion of everyone. A character who suffers from paranoia automatically suffers a -2 penalty on Social rolls. The character is distrustful and wary of everyone, even close friends and family. The slightest hint of suspicious behavior is enough to provoke a Resolve + Composure roll to retain control (made at a -2 penalty). A failed roll indicates that your character flees or attacks an offender. Additionally, among Kindred, the slightest hint that someone might be an enemy can provoke a frenzy check, with the number of successes required set by how threatening the trigger event seems. A casual remark that seems to show someone knows a bit about the character’s activities might require only one success to avoid frenzy. Finding an intruder in his haven would almost certainly require five.

Waking Nightmare

Your character physically awakens and brings his nightmares with him. Upon encountering a specific trigger (agreed upon by player and Storyteller when the character acquires this derangement), the character finds himself facing the creatures or situation from his nightmares. The player must roll Resolve + Composure, with failure indicating that the character is lost in his nightmare vision. He passes out, unconscious, for the remainder of the scene. A dramatic failure is much the same, except that the character doesn’t simply lose consciousness. He begins attacking anything and anyone around him, believing he is fighting off the creatures or enemies from his dreams. During this state, he is fully capable of using whatever abilities and Disciplines he possesses, but he is also susceptible to frenzy or Rötschreck, depending on the events of his dream.