End of Eternity Basic Rules Set: Derangements



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
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.

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.
 
 

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