Vampires risk developing derangements when faced with overpowering conditions of extreme terror, guilt or anxiety. All derangements carry “triggers”, circumstances which cause the effects of the derangement to become active: once activated, derangements remain in effect for the rest of the scene (usually 10 to 30 minutes) and players MUST modify their Player Character’s (PC) traits, attitudes and behaviour in accordance with the derangement description.
Derangements are characterized by the situations that provoke their onset and by the behaviours that are exhibited when they are provoked. An active derangement always rules the mind of the character (as with those players of Malkavians). A derangement is only activated when a Narrator decrees, or when provoked by another PC who knows you possess the derangement and defeats your character in a Social challenge. The opposing PC must name the correct derangement (which is treated as calling a Negative trait and thus, as the defender, you must risk 2 traits) and your PC must be under some sort of stress related to your derangement. Retests for either the antagonist or defender are with either the Empathy or Psychology Ability traits.
Characters may suppress their derangement by expending a Willpower trait per derangement - this effect lasts for one scene or 20 minutes (whichever is shorter); however, if the “trigger” element(s) is still present at the end of that time the PC must spend another Willpower trait. In severe cases of anxiety or intense mental stress the Narrator may rule that additional Willpower trait expenditures and/or a static Willpower challenge is required to suppress the derangement.
Only the Head Storyteller may allow
for the curing of a derangement. Time, Willpower and roleplaying the struggle
of self- reflection and cathartic events that bring peace of mind to the
afflicted are the only methods of removing a derangement. Malkavians may
never cure the original derangement brought on by their Clan Disadvantage.
Acute Sanguinary
Aversion: The vampire has a persistent fear that any source of vitae
is dangerous. Explanations vary - some vampires fear drugged or contaminated
blood, the wrath of God or the presence of a blood-borne Antediluvian.
Unless the vampire is in Frenzy, the player must succeed on a Static Willpower
test (difficulty 8) each time he feeds. Willpower cannot be spent on a
retest, and a loss indicates that the vampire is so revolted by the prospect
of feeding that it vomits up half of his blood pool.
Acute sanguinary aversion usually
leads to a starve-and-frenzy pattern, with the vampire avoiding feeding
until he/she loses control. Instead, the vampire might develop highly ritualized
feeding methods that involve obsession with repeated, largely arbitrary
behaviours that must be observed before they feed on a particular source
of vitae. He might read a passage from the Book of Nod before feeding or
drink blood only from a particular individual, etc. If feeding results
in a Conscience or Conviction Test, the difficulty is increased by one.
Agoraphobia: Called "Mad Scientist's Disease" by younger Kindred This Derangement manifests as an extreme aversion to places the Vampire feels they will panic. Sometimes the Derangement is attached to a few locations, but generalized agoraphobics avoid situations in which escape is difficult (an airplane at 30,000 feet) or embarrassing (making a speech).
Agoraphobics don't volunteer for situations that they fear might cause anxiety. Unless supernaturally compelled, agoraphobic vampires must succeed on a Simple test of Willpower against 8 traits to leave their havens each evening and must spend a point of Willpower to enter a situation from which escape will be difficult or embarrassing. If the character fails any Willpower test during a scene that takes place in such a situation, the character must spend a point of Willpower or flee. Vampires can ignore these constraints while in Frenzy.
Angelism: You believe that you are a celestial being who has been sent to Earth by a higher power to protect and serve humanity. When this Derangement is active, you must conduct your actions as if you were at a Humanity rating of 5. Anything that would cause you to make a Humanity test beyond your true (read Derangement) Morality rating instead causes you to make a Frenzy test.
Anachronistic Regression: This Derangement is usually found in Elders and old Ancillae. No Kindred embraced after the Industrial Revolution is known to have developed it. In time of acute fear or intense social stress those vampires with this Derangement regress back to the time and culture of their living years or to the time of their Embrace. By seeking shelter in a paradigm they know and can traverse, the vampire is then able to calm her fears and insecurities. Sufferers of Anachronistic Regression use no Abilities or languages other than those of their chosen paradigm/time period. Anachronisms suffer a -1 to Courage tests when applied to using anything modern, -1 to Self Control/Instinct tests when forced to use or interact with modern technology, -1 Conscience/Conviction versus adapting to social values outside your paradigm and a -1 Social trait.
Berserk: As a result of your inability to control your anger and frustration you often lose control, lashing out at everyone around you, friend or foe. You must Win 2 Simple tests to avoid entering Frenzy.
Bi-Polar Disorder also known as Manic-Depression: As a result of his devastating mood swings, if the vampire fails to achieve a personal goal they fall into a depressive state that lasts a number of scenes (as dictated by the Narrator.) While Depressed, his Willpower traits are considered to be halved (round down, minimum of 1,) and he may not spend blood to raise his Physical traits. Afterward the vampire enters an upbeat or Manic phase where he pursues his goals with renewed obsession for a number of scenes equal to the time spent in depression. While in the Manic phase he has a -1 penalty to resist Frenzy.
Blood Sweats: Your nervous and agitated state of mind affects your body. “Sweating” blood through your skin leaves your sleeping environs as well as your personal appearance disturbing to Mortals and Kindred alike. Start each game down 1 additional blood trait. Your bleeding is quite obvious and you are often nervous and edgy.
Bulimia:
The vampire salves his guilt and insecurities by over-indulging in blood
consumption, often gorging himself as often as possible when stressed.
He then purges himself, only to go out and consume more. Vampires must
make a static Conscience/Conviction test when feeding. Failure indicates
that the subject feeds until full whether he needs the blood or not. If
restricted or restrained from feeding, the vampire Frenzies.
Catatonia:
During times of stress, you will withdraw from reality - completely. You
will sit staring and immobile, not reacting to any outside stimuli. You
can be led around; fed, etc, but will do nothing autonomously. While suffering
a catatonic episode the vampire is Oblivious x5. If continually provoked
and irritated for response, you will Frenzy.
Crimson Rage: The vampire takes little if any provocation to fly into bursts of anger. Because of the subject’s feelings of inadequacy and weakness, they can be pushed over the edge into Frenzy with little to no stimulus. The vampire suffers from the Negative Mental traits: Impatient x 1 and Violent x 2 while suffering from the Crimson Rage.
Delusion of Grandeur (Narcissism): The vampire believes himself to be one of great importance and station, having special knowledge or power or possessing a special relationship with someone important or famous. The vampire suffers from the Negative Social traits: Condescending x1 and Obnoxious x1.
Desensitization:
Vampires with this derangement find it difficult to truly believe in their
own ideals, and so make all Humanity/Path, Conscience or Conviction tests
at -1. They also suffer a -1 trait penalty to any Social challenge that
requires some show of emotion or warmth, and cannot purchase the Empathy
or Performance Abilities at all.
Disassociative
Blood Spending: Vampires with this derangement expend blood traits
unconsciously once per session, and the Storyteller can rule that the vampire
has just spent a blood point to raise his Physical traits or that he wakes
up an extra blood point low. The Storyteller is even within her rights
to tell the player that his character is missing a blood point, without
elaborating exactly when and where he spent the blood, or what for. After
all, the vampire wouldn't know where it went. Players are also welcome
to roleplay this derangement, of course (and it can be fun to start randomly
spending blood in the middle of a tense scene, just to worry the other
players), but the Storyteller has final control over making the derangement
a drawback rather than a simple quirk.
Dissociative Perceptions Syndrome (Hallucinations): This malady causes the afflicted to see, hear, and sense things which do not exist. The more exiting or stressful the situations that cause the trigger, the more vivid and encompassing the hallucinations are. Threatening creatures, haunting voices, sudden mutations, manifestations of objects or new powers, companions long dead or gone, are some of the things that the vampire will perceive. In this state the vampire must spend a Willpower trait in order to discern “realities” and thus communicate with others. Vampires suffering from hallucinations gain the Negative Mental trait: Witless x 2.
Fugue: Vampires adopt a method of “blacking out” or have a period of memory loss to deal with the harshness of Kindred existence. The vampire must win a Static Willpower test when confronted with extreme stress. Failure means the vampire enters a trancelike state or control of the PC is turned over to the Narrator for the rest of the scene. At the end of the Fugue the vampire regains consciousness and remembers nothing of her actions.
Gambling: To the vampire all of life’s choices are chance; nothing is simple or sure. Chance made them a vampire, so Fates be damned. This derangement compels the Vampire into risking property, limb and unlife on any challenge or odds made against them, as they truly feel unworthy of all they possess. Even if others, so to speak, make the “Odds”, the Vampire will “Take that bet” just to show others that he’s correct in his beliefs and that his paradigm is paramount. This, of course, generally leads to tragedy as the “House” always wins in the end. However, until then the vampire dares anything. Because of their cavalier attitudes vampires suffering from this derangement are -2 Social traits to resist Leadership or Subterfuge challenges. They also suffer a -1 to Self-Control and Conscience/Conviction tests when the derangement is active.
Gluttony: You have great difficulty taking in sustenance in moderation. This derangement is prevalent among vampires who have low Humanity ratings and/or have indulged in their vices for a long time. The vampire must spend a Willpower trait to stop feeding. The Vampire automatically frenzies at the sight, smell or taste of blood when hungry (less than 4 Blood traits).
Habromania: You find humor in the morbid happenings around you. Although you are unlikely to make a joke at someone's death, you will usually giggle at the most inappropriate, perverse times. While in the throes of this derangement, the vampire is -1 on all Conscience/Conviction Tests and gains the Negative Social traits; Callous x1 and Obnoxious x1.
Hebephrenia: As a result of the horrors of being introduced to the World of Darkness, the vampire’s mind snaps. Preceptions of what’s logical or real are permanently and irrevocably shattered. As a way to deal with this crisis, the vampire believes that everything is going on inside his head. Everyone they know are but characters they have made up in an ongoing bad dream. Those about the vampire tend to get quite upset, as the vampire with this derangement is overtly rude to them, blames anyone and everyone for the slightest issue of upset, and is dismissive of those in positions of authority (they don’t exist anyway). While under the effects of this derangement, the vampire gains the Negative Social traits: Callous x1 and Obnoxious x1. If “shown” in any way the reality of their surroundings the vampire Frenzies, trying to destroy the world they wish not to be a part of. (Narrator discretion)
Hysteria: The vampire is unable to control their emotions when subject to stress or pressure, falling to wild mood swings and periods of intense violence. When sufficient stimulus is present, the vampire must win a Simple test to resist Frenzy. If the vampire ever fails in a course of action at a particularly stressful or prominent instance, they automatically enter Frenzy. (Narrator discretion)
Intellectualization: The rigors of new vampiric life are simply too much to bear for some kindred. In defence, instead of feeling everything the vampire recoils and forces herself to feel nothing. She throws up a defensive wall within her psyche, separating incompatible emotions from cold, clear logical thought. During times of extreme duress, if her emotions and/or passions are brought forward she will Frenzy. Because of her emotional detachment to issues of morality, all Virtue traits of Conscience/Conviction are made at -1 and may not be retested. (Narrator discretion)
Masochism: Vampires with this derangement begin to have difficulty operating when they become wounded. Once a masochistic vampire drops below the Bruised Health level, he must make a Willpower test versus 6 traits; failure indicates that he takes no action the next turn, instead delighting in the sensation of pain. Furthermore, the masochist must spend a temporary Self-Control in order to use blood points to heal himself, no matter how terrible his injuries.
Megalomania: Such vampires must be the most potent individuals in their environment: the source of power is irrelevant, so long as they are the most dominant person present. All others are either lesser beings or individuals elevated beyond their worth. Rivals soon become “competition”. Sufferers of this Derangement are considered up 1 trait for Willpower tests, however, they must make a Willpower test versus 6 traits to resist any opportunity to commit Diablerie.
Memory Lapses: As opposed to Amnesia, you lose random pieces of your memory at inopportune times. The memories fade in and out and sometimes do not come back for weeks or years. The vampire must succeed in a Simple test to recall any Ability for use in a challenge. Beyond that, the vampire affected by this derangement must also succeed in a Static Mental test versus 6 traits to recall any long term memories.
Moralistic: Vampires with this derangement prattle on about their temperance and virtue all the while condemning the lack of it in others. They play the role of the vampire “morality squad” while revelling in their own base excesses. To conceal their overt hypocrisy, they offer others their council on how not to suffer from lapses in virtue or restraint. However, those vampires with the Moralistic derangement are only using those around them to assuage their own flawed conscience. If any other vampires points this out, the “Moralist” may Frenzy (Self-Control test vs. 4 traits). While the Moralistic derangement is active, the Vampire suffers a -1 on Willpower tests and a -1 on Conscience/Conviction tests.
Multiple Personality Disorder: The vampire suffers from mental anguish so severe that her mind reacts by creating additional personas. Each persona is relevant to the trauma that caused it, and each personality can be drastically different (i.e. different clans, different names) or they could quite similar (i.e. same name, different outlook.) When a personality is triggered it assumes control until the conditions it was created to deal with have passed. NOTE: This Derangement is only available with the Head Story Teller's permission.
Nymphomania/Satyriasis: Although a vampire’s sex organs do not work as they used to, kindred suffering from this derangement are still on the prowl looking for sexual stimulation. Although they cannot be satisfied, they keep trying, looking in the oddest of places as well as developing aberrant sexual practices: necrophilia, bestiality, sadism, chronophilia, etc. Because of their frustration and lack of fulfillment/release from their practices, the vampire may Frenzy if not gratified by their sexual experiences. (Narrator discretion.)
Obsession: Whenever a new person in the vampire's unlife impresses them (for boon or bane), or a dramatic and emotionally intense situation occurs, the vampire may become obsessed with either the individual or an item associated with the situation(s). The obsession leads to a perverted and twisted ambition to which the vampire directs all energies towards accomplishing. If thwarted in any way from engaging in its present obsession, the Vampire will Frenzy.
Obsessive/Compulsive: The vampire is driven to control their environment: one aspect of their existence must be constant. Compulsive kindred perform specific actions or sets of actions in ritualistic fashion. The vampire is considered up 1 trait to resist Dominate or otherwise being coerced from their sets of behaviours. If they are forcibly prevented from adhering to their derangement they will Frenzy.
Overcompensation: You recognized a weakness in yourself and you have to hide it. It's your Achilles' heel. You will distract others from noticing it by drawing their attention to other characteristics of yours, such as bullying, cleverness, or stupidity. If someone or some series of events leave you open to others witnessing this “weakness” you will Frenzy. Those who suffer from this derangement gain the Negative Mental trait: Impatient x1.
Paranoia: Paranoid vampires believe that their suffering stems from an outside source. They come up with numerous intricate theories about who is against them and why. Those suspected of being “One of Them” are often subject to swift and brutal violence. The vampire trusts nobody, not even those blood bound to them. Social interaction with others is difficult at best. The vampire is down 1 Social trait on all Social challenges and must win a Simple test to resist Frenzy when there is any sign of “suspicious activity”.
Perfection: When nothing seems to be going right for the vampire, they can become obsessed with perfection. Everything must be perfect, and the vampire uses all energy and resources to prevent anything from going wrong or from having thier conditions altered. When fault-ridden, hopelessly confused and/or soiled the vampire enters Frenzy.
Post-Traumatic Stress Disorder (PTSD): PTSD can be the result of any number of traumatic incidents. These include battle fatigue/shell shock, kidnapping, serious accidents such as car or train wrecks, natural disasters such as floods or earthquakes, violent attacks such as a mugging, rape, or torture, or being held captive. Often, people with PTSD have persistent frightening thoughts and memories of their ordeal and feel emotionally numb, especially with people they were once close to. The event that triggers it may be something that threatened the person's life or the life of someone close to him or her. Or it could be something witnessed, such as mass destruction after a plane crash.
A person having a flashback (which can come in the form of images, sounds, smells, or feelings,) usually believes that the traumatic event is happening all over again. As a vampire you have suffered such a great trauma. Whenever circumstances arise that are similar to this trauma, no matter how minor they are, you relive the traumatic memories again. Sometimes you may begin speaking and performing actions related to the original trauma, such as shooting an enemy or calling the name of an ally. A flashback may make the kindred lose touch with reality and re-enact the event(s) for a period of seconds, a scene, or the rest of the night. NOTE: This Derangement is only available with the Head Story Teller's permission.
Promise: The vampire views honour and truth to be the only thing that holds the Sect/coterie/clan together. Thus they make others promise to help them and to keep their word. It is the embodiment of the vampire's personal drive to ensure their social group is strong. If someone has lied to the vampire or endangered the group with their actions, the subject enters Frenzy.
Power Madness: The vampire becomes so obsessed with power and control that they seek total and absolute dominion over everything and everyone around them. If the vampire's ambitions are thwarted they become enraged and may even attack those who directly opposed them. If plans or resources for personal power are attacked or restricted, the subject then enters Frenzy.
Power-Object Fixation: Victims of this fixation bid three less traits in all challenges if somehow separated from their object of focus. It is hard to hide this fixation from careful observers; in times of stress, the vampire must make a Willpower test against 6 traits to avoid cradling the object to their torso, rubbing it obsessively or otherwise physically comforting themself with its presence.
Regression: Vampires with this derangement avoid facing responsibilities or consequence for their actions by retreating to a younger state when less was required/demanded of them. Their disposition will alternate between whimsies and temperamental, however they will always seek out a more powerful individual to put between them and whatever is plaguing them. Vampires adopt the Demeanor: Child and are 2 traits down on all Mental challenges for the duration of the Regression.
Regression
2: Vampires with this Derangement become terrifyingly supernaturally
powerful, tempermental creatures with no real sense of right or wrong.
As Children, they have very little sense of discipline for the sake of
discipline, and aren't sufficiently self-aware to master their own Beasts.
(Think selfish five-year-old.) The regression is no different. Vampires
with this derangement adopt the Demeanor: Drunk Uncle and are at a permanent
-1 on all Self-Control/Instinct tests.
Reverie:
This is a type of vampiric senility effecting only old Ancilla and Elder
vampires.The derangement is activated either at Narrator discretion or
player-written specific instances. While affected by the Reverie, the vampire
stops being aware of his immediate surroundings and is transported to a
time and/or place in his mind when he was happier. This could be mortal
days or his early Fledgling years; it will never be a rememberance of anything
remotely current. The kindred stops interacting with surrounding characters,
delving deep into a full-blown delusion, and speaks, moves and reacts as
if he were in the time of their memory. From the outside, this will make
Vampire vulnerable and seem quite mad. Any attacks on a vampire experiencing
Reverie gain a free retest. The duration of Reverie is at Narrator discretion,
but can last between a moment and a scene. This derangement does not completely
subvert the vampiric survival instinct and the victim may defend themself,
but the duration and frequency do increase as the vampire becomes more
and more distant from present-night social interactions and tasks, losing
touch completely over a vast amount of time.
Sadism:
You enjoy inflicting pain on others. In fact, you cannot feed unless your
victim is in tremendous amounts of pain. Many times this behavior results
from an abusive relationship. Possibly your sire beat you many times before
and after Embracing you and this is your way of coping with it. While affected
by this derangement the vampire suffers from the Negative Mental trait:
Impatient x1 and the Negative Social trait: Callous x2. If you cannot find
an individual to bully and torture or if you are somehow prevented from
acting out your sadism you will Frenzy.
Sanguinary
Animism: In response to the guilt from feeding on mortals, the Vampire
believes that along with blood that she consumes a part of her victim’s
soul. The Vampire begins to hear her victims voice within her mind and
is besieged by “Memories” of her victim’s experiences - all created by
the subconscious of the Vampire. When feeding: make a Static Willpower
test. Failure indicates the vampire is assaulted by a second reproachable
personality intent or destroying her. Success only reduces the effect to
a distraction. Regardless the Vampire is down 1 Trait on any and all challenges
for the duration of the madness.
Sanguinary
Cryptophagy: Subsistence upon blood to the exclusion of normal foods
is one of the first practical adjustments that vampires must make.
A few vampires become enamoured of the flavours found in exotic blood types.
While it’s true that any vampire can develop a taste for certain pedigrees,
so to speak, the uncommon sensitivity to unusual currents leads some vampires
to hunt down the most extraordinary bouquets that they can. Naturally,
some vampires move to rather exclusive tastes and learn the savoury thrill
of other kindreds' blood. A Cryptophage becomes obsessed with the pursuit
of more and different flavours of blood. Such individuals sometimes have
a penchant for diablerie, becoming fixated on the tastes of various other
clans. Stranger vampires take to hunting the globe for “rare vintages”
like Lupine or Fae blood. Unchecked, such an obsession throws the vampire
into dangerous situations as she hunts other supernatural creatures.
Worse still, such afflicted minds often become bored with “lesser vintages”.
Although still able to subsist upon human or animal blood (physically,
if not psychologically,) Cryptophages develop a distaste for such common
fare. A Cryptophage may even be incapable of swallowing such common blood
without first spending a Willpower trait.
Again, note that Cryptophagy is a
psychological condition and not a physical dependency; a Cryptophage still
can (and will) drink any form of blood during Frenzy. In extreme cases
this may be the only sustenance that the vampire gets; she becomes nervous
and twitchy from hunger while she hunts supernatural creatures for their
vitae. A Cryptophage may even go to the lengths of exerting herself to
expend blood or draining her own veins in order to cause a greater appreciation
for the rush and taste of unusual vitae.
Schizophrenia:
Suffering from terrible and irresolvable inner conflicts the Vampire with
this disorder epitomizes the stereotypes of Insanity. Vampires with this
derangement are dangerous and unpredictable to the extreme. When their
inner conflicts flare up the Vampire must automatically retest any Frenzy
challenges. While suffering from their derangement schizophrenics are down
2 Traits on Willpower tests. - The disorder is anything but arbitrary,
and the player must work out the original trauma as well as the general
set of behaviours relevant to the trauma. Note: This Derangement is only
available with the Head Story Tellers permission
Sect Fanatic:
The kindred with this derangement possesses an unwavering loyalty to the
Camarilla, believing that the august Sect has provided all the comforts,
protections and dignity it affords to him in his present state of being.
If not for the Camarilla and its Traditions he would be either a slavering
monster or cheated from his gift of immortality. The Sect's enemies and
criminals must be brought to kindred justice and/or destroyed. Hence these
kindred are the first to volunteer their skills and resources to aid the
Sect in its defence. He is also the first to point out any obvious breaches
in Tradition, as well as appoint himself as the final arbiter of what is
best for the Sect. If the vampire is witness to gross corruption or incompetence
in another ranking kindred he must make a Virtue test of Self-Control versus
4 traits or Frenzy. While affected by this derangement, the vampire suffers
from the Negative Mental trait: Impatient x 1 and the Negative Social traits:
Obnoxious x1 and Tactless x1.
Self-Annihilation
Impulse: Stemming for the Vampires inability to deal with the weight
that immortality brings the mind and soul, the Vampire develops a strong,
yet unconscious “death wish”. When confronted with direct evidence of his
immortality, the vampire begins to seek his own destruction, resisting
attempts to persuade him otherwise. Make a Static Willpower Challenge versus
4 traits or take immediate actions that may result in the PC Vampires destruction.
Synesthesia:
Although the synesthetic is presumably accustomed to the unusual sensory
input, his real problem lies in communicating what he senses to others.
A character so afflicted has difficulty expressing concepts as simple as
"cut the red wire" -- he's much more likely to say "cut the sandpapery
wire" or something similar -- and even has similar difficulties comprehending
speech from others. Since the associations vary from individual to individual,
there's not even any guarantee that another synesthetic would be able to
understand the vampire.
Apart from the aforementioned difficulties
in daily communication, the Synesthetic is at -3 on any Expression and
Performance challenges that don't involve creating purely surreal art,
poetry or the like. The Synesthetic may spend a Willpower point to correlate
her sensory input in a "normal" fashion for a turn -- or rather, at least
to be able to communicate "normally" in terms of colours, textures, smells,
tastes, temperature or sound. The character would still hear a ringing
noise and think of it as a spicy smell, for instance -- he's just able
to focus enough to associate that spicy smell he hears with what other
people call "ringing."
Total Restraint:
The vampire is the icon of self-restraint, dignity and emotional fortitude.
But looks are deceiving. Underneath the facade is a tempest of confusion
and rage, however, the vampire with this derangement never lets it out
nor do they express worry, fear, anger, loss, or embarrassment. Sufferers
of this derangement do not leave the area/event that stimulates their beast,
they stand resolute in a battle for self-mastery and containment. Those
vampires with self-restraint go as far as suppressing their Frenzies, to
a point. When a vampire with Total Restraint Frenzies they show no sign
of it, all available Willpower traits are spent to suppress it and maintain
the façade of self-control. When all Willpower is depleted the vampire
then enters a Frenzy so violent that they cannot be talked down , lasting
10 minutes plus 3 min for each permanent Willpower trait they possess.
It is this repeating pattern of Frenzy-and-Restraint that damns the vampire
to cycles of madness. Because of their discipline vampires with this derangement
are considered +1 on the Virtue of Self-Control. (Narrator’s
discretion)
Undying Remorse:
When reminded of some evil or vile deed that the vampire once committed,
they occasionally enter a state of all-consuming remorse and self-pity
so deep that they become unable to take any action other than to defend
themselves from physical attacks. The emotional pain can become so great
that the subject enters Frenzy. (Narrator’s discretion)
Whiner:
You seek to gain sympathy from others in order to bolster your feelings
of self-worth despite your abject failure (whatever caused the last Frenzy).
You seek the approval of others until you have overcome your derangement.
Unless you get approval, you cannot regain Willpower nor use Willpower.
Ghoul Derangements
Animalistic
Hysteria: The person with this severe disorder is under the constant
threat of Frenzy. Striking at any time, including in the company of mortals,
the ghoul finds interactions grow much more difficult as the “Beast” manages
to overthrow reason and compassion. As a result, shame and guilt begins
to overcome the ghoul. If exposed to environments or interactions where
the ghoul feels inferior or is rejected by his domitor, and/or he is injured
or forced into actions that violat his morals/ethics, the ghoul may Frenzy.
All ghouls with this derangement suffer a -1 to all Virtue tests of Self-Control.
Blood Thirst:
The ghoul has craved the blood of her Regnant since the very beginning
of her exsistence as a vassal; she will do anything to keep receiving it.
The once-a-month feedings are not enough. She will go to any lengths to
get vitae, doing anything from lying to her Regnant about use of the blood
previously granted to actively hunting other vampires for their blood.
Even though she knows the dangers of drinking too much, the ghoul cannot
resist the intoxicating elixer and the rush it provides. When her Regnant
feeds her, she is always tempted to drink all that he has. Whenever a ghoul
with this derangement feeds directly from her Regnant, she must make a
Self-Control test with a -1 penalty or enter Frenzy and attempt to drain
him completely.
Cannibalism:
Aside from the necessity of feeding from your Regnant, you have developed
an obsessive taste for human flesh. You must feed from the flesh of humans;
depending on your Humanity level, you must consume flesh at a rate of:
Humanity 5 - once a month; Humanity
4 - once every two weeks; Humanity 3
- once a week; Humaanity 2 - once every three
days; Humanity 1 - daily. If the ghoul does
not feed within the schedule, he must make a Self-Control test at a difficulty
of 4 traits or else Frenzy and attack the first vulnerable source of walking
meat available.
Dependant Personality
Disorder: For the derangement, the ghoul displays tremendous dependence
on others, namely her domitor. She is usually extremely indecisive and
would prefer that her domitor controlled and dictated all aspects of her
existence. The behaviour stems from the ghoul's fear of abandonment and
thus she tolerates all manner of abuse. As to prevent looking stupid or
helpless, she tolerates others' control over her and is subconsciously
discouraged from taking any action that would ease her suffering. The ghoul
must make a Static Willpower test versus 3 traits to refuse any order or
suggestion from her domitor; in addition, the ghoul's Nature becomes Sycophant
for the duration of the scene.
Hypochondria:
The ghoul gets sick every time he faces stress. The symptoms are usually
just a headache or upset stomach, however, sometimes they are much worse.
If the ghoul becomes upset, stressed of threatened, he believes that he
is coming down with something suitably viral or nasty. In probability the
ghoul is quite healthy, but he needs an excuse to garner sympathy from
those around him.When the ghoul gets “sick” he is effectively down one
Physical trait for the evening or until the ”attack” passes.
Immortal Fear:
This derangement reflects an absolute fear of becoming a vampire. The ghoul
will go to great lengths to safegaurd herself from being Embraced. She
would rather choose death than existence as a creature cursed and feared
the world over. What’s more, the ghoul becomes enthralled with the sun
and everything associated with it. Any attempt by the ghoul's Regnant to
even broach the subject of the Embrace is met with a stony silence or panicked
protestation. The ghoul may even turn and flee. Should any vampire try
to embrace her, she will Frenzy.
Self-Defeating
Personality Disorder: Commonly know as “masochism”, the ghoul seems
compulsively drawn into situations or relationships that he knows will
cause him intense pain. He makes needless sacrifices in the name of his
domitor. The vassal often has trouble relating to other ghouls, mortals
or vampires who show them kindness or respect. For the duration of the
madness, the ghoul’s Nature changes to Masochist or Martyr. He is unable
to use Willpower to refresh traits or to retest Mental or Social challenges.
Sychophancy:
If it’s one thing a ghoul knows (and knows it very well), it is that he
cannot survive without his domitor. She made him and and she can unmake
him. To keep her from leaving him to die, he does anything she says. In
fact, he will go beyond the letter of her law, doing things that he thinks
that she would want him to do. If she likes classical music, he will get
her tickets to the symphony. Who cares if the tickets cost over four hundred
dollars? Isn’t this new life worth it? While under the effects of this
derangement, the ghoul spends all his Resources and Influences on frivolous
things to make his domitor happy and thus finds himself caught short when
cruch time comes.
Back to the General
Character Creation page
Ghouls may suffer from mental instability
as well as kindred, perhaps more so. With the acts they must endure (or
witness) to the gross perversions that they must become accustomed to,
many a ghoul finds the half-human half-vampire existence too much. Many
ghouls fall victim to derangements similarly found in their vampire lords
(including: Manic-Depression, Obsession, Overcompensation, Perfection,
Post-Traumatic Stress Disorder or Regression). Some develop derangements
unique to their own kind which are given below.
Page name, content and "End of Eternity" are (c)
2007 unless otherwise credited. Any problems
with posting content, technological glitches,
etc, should be forwarded to the Webmaster. All content is the opinion and
creative property of the author unless otherwise noted. Feedback becomes
the property of the author and
may be reused
in any medium. Original texts and excerpts are (c) White Wolf Publishing.