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Dérangements

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.

Bénin

Grave

Fixation

If your character fails or succeeds at an important action such as leaping between buildings or making a getaway in a sports car, he might fixate on his loss or victory.

Roll Resolve + Composure after such an event for him to avoid this unhealthy obsession.

Effect: If your Resolve + Composure roll fails, roll a single die. The result is the number of scenes in which your character is focused on the offending or inspiring event or task, to the possible exclusion of more important goals. He fixates on what he believes caused him to lose or win his goal, whether it’s an opponent, a broken shoelace or the model of car driven. In the case of a defeat, he cannot help but simmer in anger, cursing a circumstance or trying to devise a method of circumventing it in the future. In the case of a victory, he becomes a fanatic, spending much of his time researching, observing or acclaiming an activity or factor that allowed him to succeed.

The Storyteller rules on how this derangement affects your character’s dice pools or behavior. It might cause him a -1 on any task not related to his fixation, or he might refuse to engage in an activity if it doesn’t somehow tie into his obsession. Since this derangement is potentially active for many scenes, rather than one, its effects should be mild but persistent.

Bulimia

People with this neurosis try to drown their anxiety through activities that comfort them, especially food. Doing so leads to a binge-and-purge cycle. The bulimic stuffs himself to relieve stress, then self-disgust at his own gluttony drives him to vomit out what he’s eaten. The bulimic soon seeks to feed again, though, and the cycle repeats.

Vampires face a special temptation toward bulimia because feeding is the strongest physical pleasure left to them. A bulimic vampire relieves his fear and guilt by gorging himself on blood, perhaps feeding several times a night and burning the Vitae as fast as he can. The character can augment his traits for frenetic activity or wound himself as a form of punishment, then heal the wounds so that other Kindred won’t see his weakness and self-loathing. At severe levels, the vampire might even will himself to expunge Vitae by vomiting — no small feat and a noteworthy act of will, since vampires don’t store blood in their stomachs.

Effect: A bulimic vampire becomes hungry more easily than other Kindred and has a harder time resisting the urge to feed. Whenever the character feeds, the player must succeed at a Resolve + Composure roll or the vampire feeds until full, whether or not he really needs the extra Vitae. Additionally, the character must use that Vitae frequently; the player must spend at least one Vitae per scene for the character until the character rests for the day, even if circumstances wouldn’t otherwise warrant it. A player may, for example, devote Vitae to Strength for a turn in which no Strength roll is necessary, or spend a Vitae to heal a single point of bashing damage even though Vitae normally heals two points of bashing damage. A bulimic character also suffers an automatic -2 penalty to resist hunger frenzies. Forcibly preventing the character from drinking his fill might provoke a rage frenzy (no modifier to difficulty).

Divination Obsession

The character feels the urge at least once a night to perform some sort of divination. He could read tea leaves, or examine a newspaper horoscope page, or read the Tarot, or get a divination from a 70s mass-market paperback capitalizing on Mayan prophecies. He might perform the Sortes Virgilianae, which is where you take a significant book – a copy of Virgil, or the Bible, or Shakespeare, or Milton, or the Bhagavad Gita, or the Qu’ran, or anything else – and open it on a random page, point at a random sentence and take that as a divination. He could shave the head of his ghoul and perform a phrenological analysis of the imperfections in her scalp. He might even find a cat and disembowel it, reading his future from the spatters its guts make on the floor. Players are encouraged to find interesting ways to read the future.

In game terms, it might be helpful for the Storyteller to have some divinations prepared; perhaps having a collection of clipped newspaper horoscopes for this very purpose. Divination methods and sample divinations appear throughout this book.

Essentially, if given the opportunity to act on the divination (to do what it says) in any way, the character will. For example, if the divination says that a fair-haired stranger will bring good luck, the character may put his total trust and confidence in the first blond he meets, even if she turns out to be working for the enemy, and refuse to believe that she is bad news. If the player considers following the divination to be stupid, or dangerous, the player must roll Resolve + Composure with a -2 penalty to avoid doing what the divination says. If the roll fails, the character has no choice but to act on the divination, and will follow the literal word of the divination as closely as possible.

Obsessive Compulsion

The trauma, guilt or inner conflict that causes this derangement forces your character to focus nearly all of his attention and energy on a single repetitive behavior or action. Obsession relates to an individual’s desire to control his environment — keeping clean, keeping an area quiet and peaceful, or keeping undesirable individuals out. A compulsion is an action or set of actions that an individual is driven to perform to soothe his anxieties — placing objects in an exact order, constantly checking to make sure a weapon is loaded, praying every few hours to give thanks for surviving that long.

Effect: Determine a set of specific actions or behaviors that your character follows to the exclusion of all else (even if doing so interferes with his current agenda or endangers his life or others’). The effects of obsessive compulsion can be negated for the course of one scene by making a successful Resolve + Composure roll at a -2 penalty. If your character is forcibly prevented from adhering to his derangement, he may lose control among enemies or allies and attack either (or both) indiscriminately.

Obsessive Compulsion

A character with this derangement focuses her attention on a single repetitive behavior or action as a way to distract herself from feelings of anxiety or inner torment. The compulsive character turns everything into a ritual and feels utter dread of any disruption of her behaviors.

Many European vampire legends say the undead suffer from an obsessive need to count collections of small objects, and so a mortal can protect himself by leaving piles of grain where he sleeps. A marauding vampire, legends say, feels compelled to count the grain before he feeds, and this can keep the vampire occupied until dawn. Kindred who believe in the stories mortals tell about them might suffer from this kind of fixation.

Effect: Determine a set of specific actions or behaviors that your character follows to the exclusion of all else (even if doing so interferes with his current agenda or endangers his existence or others’). The effects of obsessive/compulsive behavior can be negated for the course of one scene by making a successful Resolve + Composure roll at a -2 penalty. If your character is forcibly prevented from adhering to his derangement, he may lose control among enemies or allies and attack either (or both) indiscriminately. An obsessive-compulsive vampire is subject to a frenzy roll in this situation.

Magical Ideation

The character finds patterns all around him, the signs of some greater plan or intelligence guiding his steps. Whether through song lyrics, advertisements in magazines, lines in films, the state of the weather, the character is sure that these environmental flashes are messages of some sort meant for him.

At least once a scene, the player must roll Resolve + Composure. If that roll fails, the character has to perform some action that reflects his obsession with patterns.

Perhaps the character starts to explain to his companions the coincidental arrangement of stations on the London Underground, or stops to take an omen from the movement of birds in the sky.
Maybe music is playing in the background, and the character pauses and listens to the secret message hidden in the song (like Frances did with a song by Nico on p. 17).
Perhaps the character whispers a nursery rhyme, or has to stop and examine the arrangement of cutlery on a dinner table, reading them as if the arrangement of knives and forks and spoons has some higher significance, and some sort of message within it.