Obsidian Nights
Would you like to react to this message? Create an account in a few clicks or log in to continue.


Maryland Vampire Live Action Role Playing
 
HomeLatest imagesSearchRegisterLog in

 

 Derangements

Go down 
AuthorMessage
Admin
Admin
Admin


Posts : 94
Join date : 2013-08-17

Derangements Empty
PostSubject: Derangements   Derangements EmptyThu Sep 12, 2013 5:19 pm

Derangements
   
    All Kindred possess some sort of neurotic need or even psychosis that guides their
behavior. When you are under stress or find a situation offensive, a Derangement can
“activate,” controlling your actions. This curse is a form of frenzy. Other vampires who
sense weakness in you can also activate your Derangements and cause you to frenzy.
Derangements are characterized by the situations that provoke their onset and by the
behaviors that are exhibited when they are provoked. An activated Derangement always
rules the mind of the character. Derangements are engaged only when a Narrator decrees,
or when provoked by another character who knows you possess the Derangement. The
other player must name the correct Derangement, the circumstances must be appropriate
(you must be under some stress related to your Derangement) and your opponent must win
a Social Challenge. Derangement frenzies last varying amounts of time, but 10 minutes is
standard. They always end as swn as the circumstances of their onset are eliminated.
Sample Derangements include:

    Amnesia
    In highly traumatic situations, you sometimes forget who and even what you are.
This typically occurs when you come face to face with your vampiric condition. You
may simply forget the memory of a single situation, or you may forget everything about
your identity, including your true nature. When events and situations that might
remind you of your lost memories present themselves, those memories may return,
sometimes doing so violently and sending you into a frenzy.
    Bulimia
    Bulimic characters salve their guilt and insecurity by overindulging in activities
that comfort them — in this instance, consuming food (or blood, for vampires).
Characters with this affliction will gorge themselves as much as possible when under
stress, then purge their systems through drastic means and consume more. Characters
with this derangement must make a Simple Test when feeding; failure means the
vampire feeds until his blood pool is full, whether or not he needs the blood. If
forcibly kept from feeding, the vampire must resist frenzy.
    Crimson Rage
    You have a tremendous capacity for rage and violence. When you are provoked,
angered, bullied or threatened, you sometimes erupt into a frenzied rage during which
you passionately attack the one who offended you. This frenzy may end as quickly as it
began, but often only after you have vanquished your foe or have yourself been defeated.
    Fugue
    Characters suffering this affliction react to stress by adopting a specific set of
behaviors; in the process they suffer “blackouts” or periods of memory loss. Whenever
confronted by extreme stress, the character must win a Static Willpower Challenge;
failure means the character blacks out and the player must roleplay the character’s
trancelike state. Otherwise, control of the character passes to a Narrator for a scene,
who dictates the actions the character takes in order to remove the stress. At the end of
the fugue, the character “regains consciousness” with no memory of his actions.
    Hunger
    You suffer from a constant lust for blood. You crave it even when your Blood Pool
is not yet depleted. When exposed to blood, you do whatever is necessary to get it.
You’ll attack for it if need be and drink it in reward. When you do feed, you seek to
drink all you can until the source is depleted.
    Hysteria
    Characters with this derangement are unable to properly control their emotions
when subjected to stress or pressure, becoming vulnerable to wild mood
swings and fits of intense violence. The vampire must test to resist frenzy any time
such stress is present; in addition, whenever the vampire fails in a particularly
stressful or prominent instance, she enters frenzy automatically. (Narrators have
final say on what classifies as such a dramatic failure.)
    Immortal Terror
    In the presence of sunlight and fire, you sometimes experience such extreme terror
that you become completely unable to take any sort of action except to flee in fear.
Even the sight of a lighter flame might instill you with a wave of fear. Your reaction
is considered a frenzy, but it is a frenzy of fear rather than anger.
    Intellectualization
    You have recoiled from the horror of your situation and protect yourself by feeling
nothing. You insulate yourself in a world of logic and intellectual vigor where
emotions have no place. By isolating your incompatible needs and thoughts into
separate compartments, you avoid losing control. However, the pressure inevitably
mounts, and the dam eventually bursts. If your passion and emotion are thrust upon
you during a stressful situation, you may frenzy. This frenzy may last for some time
depending on how long it’s been since you last “let off steam” (talk to a Narrator).
    Manic-Depression
    You suffer mood swings that take you from euphoric bliss to utter despair. You begin
each game in either a manic or a depressive phase (Storyteller’s call, or flip a coin).
In your manic phase, you are wildly happy and excited - to the point that anyone or
anything that tries to “bring you down” (i.e., make you listen to reason or frustrate you)
may trigger a frenzy. You will readily spend Blood Traits for the most trivial of reasons.
In your depressive phase, you act as per Undying Remorse (see below). You may switch
from manic to depressive at the whim of the Storyteller.
    Megalomania
    These individuals have made power the focus of their existence, and such
characters must always be the most potent individuals in their environment; where
the power stems from is irrelevant, just so long as they are dominant. They believe
that other people are divided into two classes: lesser beings and beings elevated
beyond their worth. Rivals are considered “competition.” Due to their supreme
confidence, they are considered one Trait up on all Willpower tests while their
derangement is active, but they must also make a Simple Test  to resist any
opportunity to commit diablerie during that time.
    Multiple Personalities
    You possess a number of different personalities and may change Nature and
Demeanor in times of great personal stress. Thus you behave in radically different ways
at different times. Naturally this causes others to distrust and be wary of you. Your
current personality persists until either you change personality again during a stressful
situation or you expend Willpower to return to your “basic” personality.
    Obsession
    When a new person enters your life, or you are faced with a dramatic situation, you
can sometimes become obsessed with that person or some fetish associated with the
situation. This obsession is some sort of perverse ambition toward which you direct all
your energy. If you are directly thwarted in your obsession, you may enter into a frenzy.
    Obsessive/Compulsive
    Characters suffering from this derangement are driven to control their environment.
Obsessive characters keep one aspect of their life constant — personal cleanliness
or keeping things quiet, for example. Compulsive characters perform specific actions or
sets of actions, such as washing their hands constantly or always feeding from mortals
in a ritualistic fashion. Obsessive/ compulsive characters are one Trait up to resist any
attempt to Dominate or otherwise coerce them from their set behaviors, but they frenzy
automatically if forcibly prevented from adhering to their derangement.
    Paranoia
    When someone threatens or stubbornly opposes you, you become convinced that
the person is after you. You become obsessed with those you believe to be your enemies
and make all kinds of insane preparations to protect yourself. During bouts of this
Derangement, you trust no one and hold even your closest friends under suspicion. If
you are pushed too far while in a paranoid state of mind, you may enter into a frenzy.
    Perfection
    When nothing seems to be going right, you can become obsessed with perfection.
Everything must be perfect, and you use all your energy to prevent anything from going
wrong. You focus all your attention on keeping everything about you in perfect,
unaltered condition. When things become hopelessly confused, fault-ridden or messy,
you may enter into a frenzy.
    Power Madness
    You can become so obsessed with control, power and dominance that you lose all
control of yourself. When your ambitions are thwarted, you sometimes become
enraged and attack those who oppose you. In general, you seek total and absolute
control over everything and everyone around you.
    Regression
    In times of stress, when much is being demanded of you, you can become childlike,
retreating to a less mature aspect of yourself. At such times you find it difficult to do
anything for yourself, and without the aid of others, you are quite helpless. If, after you
have become childlike, you are physically threatened, you may enter into a frenzy.
    Sanguinary Animism
    This illness is unique to vampires, a response to guilt for feeding on mortals.
Afflicted vampires believe that they do not merely consume a victim’s blood, but
part of his soul as well. The vampire hears her victim’s voice inside her head and is
assaulted by “memories” of the victim’s life — all created by the vampire’s subconscious.
Whenever the vampire feeds on a mortal, she must make a Static Willpower Challenge;
success means she is distracted as above and is one Trait down on all challenges
for the remainder of the scene. Failure means the character gains a second angry,
reproachful personality bent on driving her to ruin. The character is at a one-Trait
penalty to all actions for the duration of the madness, and he must roleplay the inner
conflict involved; this madness lasts until the moments just before dawn.
    Schizophrenia
    Individuals with this derangement have had their psyche fractured by terrible, unresolvable
inner conflicts. Most people conceive of this type of disorder when they envision
insanity; victims might imagine crucified rabbits floating after them, or swear that their
dead father is telling them to murder their uncle. This disorder is anything but arbitrary
— the player should work with the Storyteller to determine a general set of behaviors
relevant to the original trauma. Kindred with this derangement are unpredictable and
dangerous — in situations where their inner conflict flares up, they must automatically
retest any win to resist frenzy, and they are two Traits down on all Willpower tests.
    Undying Remorse
    When reminded of some great evil or vile deed that you once committed, you
sometimes enter into a state of such complete remorse and self-pity that you are
incapable of taking any action except defending yourself. The pain can become so
great that you enter into a frenzy.
    Vengeful
    When you have been wronged in any way, you can become so obsessed with
vengeance that you direct all your energy toward it. You will not rest until your foes
have been punished for their sins. If you are thwarted in this goal, you may enter into
a frenzy. Once activated, this obsession persists until you have won your vengeance
(or spent Willpower).

Sabbat Derangements
Only Sabbat characters may take the following Derangements (Unless Stroyteller Approved):

    Berserk
    You have tremendous difficulty controlling your anger and frustration. When
confronted with stressful situations, you often lose control, lashing out at those
unfortunate enough to cross your path, whether friend or foe. The bloodlust
and violence of the Sabbat suits you well; indeed, the sect seems to breed this
kind of madness. You must win two Simple Tests to avoid frenzy.
    Blood Addict
    You are addicted to the blood of your pack. It gives you a physical and emotional
high that can’t be beat. For every period of six hours you go without consuming pack
vitae, you lose one Physical Trait until you get your fix. When you wake, you are down
one Physical Trait until you get pack blood.
    Blood Sweats
    When you’re stressed, you get so nervous and agitated that your state of
mind affects your body. Much like a mortal may become jumpy and break
out in cold sweats, you become likewise ill at ease. The “sweat” in your case,
however, is blood that works its way to your skin. This blood is very obvious in
your sleeping environs, not to mention staining your clothes and making you a
disturbing sight to vampires and mortals alike. Blood sweats cause you to begin
play each night an additional point down in your Blood Pool. In addition, the
blood is quite obvious (your clothes are stained not long after changing, and
you “perspire” continuously), and you’re often nervous and twitchy.
    Blood Taste
    You hate the taste of blood. Your body craves it, but you think it tastes disgusting.
You go out of your way to feed on drunks (the alcohol helps kill the taste), even going
to such extremes as hanging out in mortal bars to get your dinners sloshed. You have
tried everything to make it taste better, but nothing seems to help. The Vaulderie is
torture; one person’s blood is bad enough by itself, but the blood of a whole pack let
out to go stale in the air like that is really vile. You must win or tie a Static Test each
time you participate in the Vaulderie to see if you spit out the blood. If you fail the test,
you must burn a Willpower Trait if you wish to keep the noxious fluid in your mouth.
    Confusion
    When you emerged from the grave during your Creation Rites, you had no idea what
was going on. While you may have been nearly incapacitated by your intense confusion
then, your befuddlement still lingers. Every time you see a Storyteller, or an individual
you and she select, you become horribly confused about your Nature, identity and
current events. This lasts for three to five minutes. You and the Storyteller might also
choose to invoke your Derangement whenever you hear a pre-specified word.
    Creation Memory
    High stress, especially violence, usually triggers plaguing memories of your Creation
Rites. You may also choose a random factor and invoke the memories whenever you see
a Storyteller or hear a specific word. Your thoughts will immediately return to the time of
your creation, and you feel a pressing need to share these memories with whoever is around.
This Derangement can be played as anything from a near frenzy to the burning desire to
tell anecdotes. You are down one Mental Trait whenever you lapse into memory.
    Gluttony
    Gluttonous vampires have difficulty taking their sustenance in moderation.
Why stop when one is merely sated? Why not drink in the heady vitae
until there is no more? This derangement is particularly prevalent among elder
vampires who have indulged their vices for so long that they lack the ability to
control their hunger. Vampires suffering from this derangement must spend
a Willpower Trait when they wish to stop feeding. A gluttonous vampire automatically
frenzies when confronted with the sight, smell or taste of blood when
hungry (blood pool is at 3 or less), and may be continuously “snacking”, despite
not needing more (such overeating may lead to many episodes of bloat, where
an overfull vampire sheds blood tears and has pronounced ruddy skin).
    Handler
    Guns are for pansies. If you can’t do it with your hands, you don’t deserve to do it.
It is your philosophy that vampires are a superior species and should use their
Disciplines as their war tools. Force the bravery out of those you fight. Ropes, stakes
and weapons of nature are acceptable in a pinch, but firearms are a no-no.
    Hangover Helper
    You like to kill, but not if it’s really hard work. You prefer to feed on those who have
incapacitated themselves. You have cured many hangovers by feeding fully on those
who have been in need of a remedy. Death is a wonderful cure for a hangover, and you
feel so lovely afterwards.
    Ideology Fanatic
    You believe in Sabbat ideology so deeply that you are willing to do anything to
spread the word. You believe in converting before killing, although those who are
weak and stupid are not worth proselytizing. You are driven to convert from within the
ranks of the enemy and will sacrifice your unlife to do so. Your personal mission is to
win a willing Camarilla to the Sabbat. You may engage in one retest per night when
you fail your initial Static Test to resist frenzy from a Path Trait, but may only do this
in the presence of one or more Camarilla members.
    Mercenary
    Killing is a gift. You are a great and powerful hunter and may, if you so choose, bestow
the gift of death. However, it is not remotely worth your while if there is not an exchange,
a gift for a gift. You happily kill for money, valuables or elder blood, but you refuse to
bestow your gift without receiving one in exchange - the satisfaction of doing the sect
or a friend a favor is not enough. You rarely kill those you feed from (a complete waste
of time) and will not kill or feed from animals unless they have something you need, like
a pelt, bones for some ritual you need performed or something else of value.
    Obsession
    You are obsessed with someone in your pack. You have a Vinculum of 10 for her and can’t
shake the desire to be constantly in her business and affections. You try to suck up as much
of her attention and blood as you can and prevent others from getting what you crave.
    Pack Feeding
    You believe you can no longer feed on mortals or vampires other than thw in your pack
and become ill when vitae from other sources passes into your system. You have very high
Viculum ratings because all of your food comes from your pack. No one is sure if this is a
psychological condition or a physical addiction, but it is reality for you. This Derangement
makes diablerie almost impossible, and it is up to the Storyteller whether or not the character
may spend Willpower Traits to attempt diablerie or to feed from another source.
    Paranoid of Ancients
    Everyone, everything that is not expressly Sabbat is a tool of the Antediluvians
dedicated to your personal destruction. All of your loyal comrades are doomed
along with you. You are suspicious and wary of anything outside the sect and will
not infiltrate the Camarilla for fear of being taken over subliminally by their
ancient masters. You feel the need to purify those who have made contact
outside the sect to be sure they have not been overcome by the influence of the
Ancients themselves.
    Passion Player
    While you strongly dislike and refuse to take part in torture, you believe that
killing is your divine duty. Camarilla vampires avoid killing because they
disrespect their Creator’s wishes. They hide behind the Masquerade even when
they do kill, though it is God’s will for them to reveal themselves as the angels
of death that they are. Each time you kill, you make sure your victim knows
exactly what you are first.
    Path Lust
    You are obsessed with your code of ethics, following your Path to the letter and not
backing down whensome point regarding your Path philosophy is debated. Thanks toyour
overwhelming dedication to your Path, you enjoy the frenzy your Path Traits invoke. You
may only engage in one Test per night to determine if you can control your frenzy.
    Phobia
    Something in your past affected you deeply. It may be the sight of a shovel or
the feeling of cold water around your body, but you have an instinctual trigger that
causes you to frenzy. If this trigger affects you, you must test as if for Rötschreck.
This Phobia frenzy, if entered, does not cause any lasting Negative Traits.
    Progenitor
    You feel personally responsible for the procreation of your race. The world must be
peopled with vampires, and the Sabbat (hopefully your pack) will sire them. You dream
of breeding juice bags for food and having a universe run by the Sabbat, the superior species.
All vampires who are not Sabbat are among the weak and are nothing more than prey.
    Promise
    You force people to promise you things in order to help them learn to keep their word.
Honor is the only thing that will strengthen the sect, and it is your personal quest to be sure
the sect is strong. You run the risk of frenzy if you discover that someone has lied to you.
    Ritual Freak
    The more rituals your pack performs, the happier you are. You insist on Vaulderie
at least twice a night, once at rising and once before sleep. You encourage others to
participate in rituals before every anticipated combat and after every unanticipated
one. You believe everyone who ventures into the realm of infiltration should be
blessed by a Sabbat priest before they go and upon each return.
    Sect Fanatic
    You love and are unwaveringly loyal to the Sabhat, for the Sabbat made you what
you are today, a powerful hunter long past your miserable life as a juicebag. If it were
not for your packmates or those who Embraced you, you would still be one of the small,
weak and disgusting. Moreover, the ideology of the sect enchants you: You unquestioningly
believe every word and will do anything to see that the Sabhat is victorious
in the coming Jyhad with the Ancients. Consequently, killing the Camarilla infidels
is a pleasure and a treat.
    Strangler
    You cannot bear the sight of blood. You shut your eyes during the Vaulderie and
clean up as soon as possible afterwards. You enjoy killing and love the taste of blood,
but must find ways to kill without bloodshed because the visuals are too much. If
someone handed you a glass of blood outside of the Vaulderie, it would almost he too
much for your stomach to handle.
    Wrist Slitter
    You love to bleed. You encourage others to drink from you at every opportunity and
are willing to drink from them as well. You cannot live without that rush of your brothers’
and sisters’ blood in your veins. Even when you aren’t hungry, you have been known to
find a member of your pack and snatch their wrist, hut you will not drain or harm them.
The blood of immortals tastes delicious and full of truth, far richer than anything mortals
could offer. To be denied pack blood is the worst punishment you could think of. You
will, however, happily drain a mortal and then return to your pack to spread the wealth.
Back to top Go down
https://obsidiannights.rpg-board.net
 
Derangements
Back to top 
Page 1 of 1

Permissions in this forum:You cannot reply to topics in this forum
Obsidian Nights :: General Info :: House Rules-
Jump to: