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Spiders in your Mind

Derangements
I have seen Agnes’s affliction before, though never in adults.
how is he reacting to what’s happening?
The player should work with his Storyteller to create a
My sister Margaret was a normal child before the headaches.
pattern of provocations for his derangement, and then decide
Her speech slurred, hands grasping as if working a cow’s how his character reacts to such provocation. Derangements
udder. Father beat her to stop the twitching gasps. Margaret are a challenge to roleplay, without question, but a little time
loved the outdoors, but now she was not permitted lest and care can result in an experience that is dramatic for all
neighbors spy her affliction. Even Mother became frustrated at involved.
how Margaret insisted on sorting herbs into insensible From Vampire: the Dark Ages Rulebook
patterns. Mother was unsurprised when the fever took Players can use Derangements to show a different side of the
Margaret, treating the shudders and rheum with cow bile, character, or to show how their human side deals with itself
eggs, and nettle tea with milk. When the moon grows heavy, I during times of stress. If the character doesn’t succumb to
shall entreat Agnes to ply the kine with nettle rather than wine, frenzy, it can be an opportunity to reinforce those human
that blood may salve both body and soul.
traits. Besides indicating how a vampire’s mind fractures
under the weight of ages, Storytellers can also use
— Matthias, childe of de Lille, childe of Agathodaimon, Derangements to emphasize the different parts of the
vampiric experience: Dyscrasia is a purely material concern
childe of Rayzeel
(internally focused), whereas Divine Displeasure is a curse
from outside the character, dealing with the wider spirit
world around the Cainite. Sins of the Soul deal with the
From Vampire: the Mascarade Rulebook religious nature of the character’s unlife, a major force in the
Derangements are behaviors that are created when the mind existence of many around the vampire.
is forced to confront intolerable or conflicting feelings, such Much of the learned knowledge describing Derangements
as overwhelming terror or profound guilt. When the mind is in the Dark Ages derives from the work of the ancient
faced with impressions or emotions that it cannot reconcile, Greeks, who held the result of a mind’s illness to be from
it attempts to ease the inner conflict by stimulating behavior organic causes, namely the deficit or surplus of humors
such as megalomania, bulimia, or hysteria to provide an within the body. Muslim scholars of the era codify and
outlet for the tension and stress that the conflict generates. extrapolate from the Greek texts. Christian clergy, on the
Vampires or mortals receive derangements under other hand, holds that Derangements stem from moral flaws
conditions of intense terror, guilt, or anxiety. If a player in the individual, sins and vices cracking open the soul and
botches a Virtue or Willpower roll (for example, when allowing demons to nest within. No few animist cults, or
confronted with Rötschreck), the Storyteller may decide that those descended from ancient religions, hold Derangements
the experience causes a derangement in the character. Other to be supernatural in cause.
examples of derangement-inducing events include killing a
loved one while in a frenzy, being buried alive as part of a From the Guide to the Sabbat
Sabbat ritual, or seeing hundreds of years of careful Bear in mind that a derangement is far more than a simple
scheming dashed in an instant of bad luck. Generally, any mechanical penalty to a character - they are the scars left
experience that causes intense and unpleasant emotion or after a character's struggle with the monster he has become.
thoroughly violates a character’s beliefs or ethics is severe Derangements should have a significant impact on the
enough to cause a derangement. The Storyteller determines character's development and behavior, and are excellent
which derangement a character receives, working with the opportunities for intense roleplaying. Storytellers may wish to
player to choose (or create) one appropriate to the character’s penalize players who neglect their derangements except
personality and the circumstances of the event that caused when the rules absolutely state they must take some action by
the disorder. withholding experience points. Derangements are rarely "on
It must be noted that people who are “crazy” are neither and off" affairs; some degree of the character's emotional
funny nor arbitrary in their actions. Insanity is frightening to erosion should come through in almost every action he takes.
those who are watching someone rage against unseen Astute players and Storytellers will note that derangements
presences or hoard rotten meat to feed to the monsters that tend to set the player up for further frenzies, botches and
live next door; even something as harmless-sounding as ultimately, more derangements. Such is the nature of the
talking to an invisible rabbit can become disturbing to Beast, ad such is the inexorable slide into damnation.
observers. The insane, however, are only responding to a
pattern known to them, stimuli that they perceive in their own
minds. To their skewed perceptions, what’s happening to
them is perfectly normal. Your vampire’s derangement is
there for a reason, whether he’s a Malkavian who resided at
Bedlam before his Embrace or a Ventrue pack member who
escaped from five months of torture at the hands of an
Inquisitor. What stimuli is his insanity inflicting on him, and

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The level of a clan Discipline is higher than the other two
Roleplaying Derangements clan Disciplines together.
The level of a non-clan Discipline is higher than any clan
Derangements create challenges for the player to solve, but Disciplines.
they’re not intended to provide an impediment to play. The character has multiple powers of the same level of the
Derangements are aspects of a character that frequently Discipline.
impact their unlives negatively, and subsequently require The character has reached her maximum potential in the
adjustments to their interactions to manage or avoid this Discipline without reaching at least level 5 in another.
negative impact. Most Derangements lie somewhat dormant, The character has botched uses of the Disciplines several
with their traits present in small mental and verbal traits or times recently.
tics and only manifesting fully during periods of stress — The character has repeatedly achieved phenomenal
generally, most stimuli that could potentially cause frenzy or results (six or more successes) while using the Discipline
any stress that calls for a Self-Control or Instinct roll will recently.
automatically trigger a Derangement. The player and The character relies heavily on using the Discipline, even
Storyteller should agree on what stimuli triggers the when it is not necessary.
Derangement for the character. Once the stress triggers the The character has learned or advanced in the Discipline
Derangement, it remains in effect for the rest of the night. By as a result of diablerie.
spending a Willpower point, a Cainite may experience a
single turn of lucidity, holding the Derangement at bay by Temporary Discipline derangements fade when the
sheer force of will. Each Derangement stipulates how it conditions that brought them about no longer apply, while
affects vampires; while mortals much the same way vampires permanent Discipline derangements are just that. They may
can, the actual mechanical effects are up to the Storyteller. eventually be overcome just as other derangements, but the
character cannot find a cure by simply refraining from the
use of the Discipline that brought on the derangement; it
Generic System lingers on.
The system effects of derangements vary from case
to case. They usually result from having botched a
Virtue roll or experienced a truly traumatic event.
Use of Merits and Flaws
When appropriate, the Storyteller can ask a Aside from the list below, many Mental, Social or
deranged character’s player to roll Self-Control or Supernatural Merits and Flaws could be used as inspiration
Instinct to resist a derangement overcoming the for "new" derangements. A merit could be reversed, while a 1-
character when presented with a relevant stimulus. pt flaw should be amplified. When doing so, of course, the
The difficulty ranges from 5 to 8 depending on bonus or penalty in freebie points is disregarded.
the power of the stimulus. Most of these "new" derangements would probably fall into
one or more of the derangements described therein, but with
a definite or specific flavor that could make them more
Discipline Derangements unique.
(Source: Player's Guide to High Clans.)
While a Cainite who possesses advanced levels of one or
more Disciplines might have incredible power at her disposal,
such power can (and often does) also begin to affect her
mentally. Just as some mortal lords become corrupt
and degenerate because of the power they wield
over their fellow humans, a Cainite might find her
sanity eroded by the powers of the Gifts of Caine.
When to afflict “Discipline Derangements” is ultima-
tely up to the Storyteller. Below is a list of conditions that
indicate that a Discipline derangement might develop. In
general, only characters who have a Discipline at level 6
or above are in danger of developing Discipline
derangements, but if the player and Storyteller agree,
such a derangement might come at earlier levels. If a
character fulfills three conditions, she is in serious
danger of receiving a temporary derangement.
Fulfilling five or more conditions might inflict a
permanent derangement. The derangements
appropriate to each Discipline are listed in their
own section.

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List of Derangements
Modern Derangements
Derangement Page Derangement Page Derangement Page
Aboulomania 12 Fantasy 6 Obsessive-Compulsive 9 / 14
Acute Sanguinary Aversion 12 Fits 7 Overcompensation 9
Alien Hand Syndrome 12 Fregoli's Delusion 13 Paranoia 9
Amnesia 5 Fugue 7 Pathohypochondria 13
Antisocial (Sociopathy) 5 Gluttony 7 Perfectionism 10
Avoidant 5 Habbakuk's Achronia 13 Phobia 10
Barklay's Complaint 12 Histrionic 7 Post-Traumatic Stress Disorder 10
Berserk 5 Hysteria 7 Power-Object Fixation 10
Bigorexia 12 Intellectualization 7 Quixotism 13
Bipolar Disorder
5 Jumping Frenchmen Disorder 13 Regression 10
(Manic-Depression)
Blood Sweat 5 Laudau-Kleffner Syndrome 13 Sanguinary Animism 10 / 15
Borderline 5 Leroi's Compulsion 13 Sanguine Personality Disorder 13
Bulimia 6 Lunacy 7 / 14 Self-Annihilation Impulse 11
Capgrass Syndrome 12 Macropsia/Micropsia 13 Schizoid 11
Catatonia 6 Masochism 7 Schizotypal 11
Cotard's Syndrome 12 Megalomania 8 Schizophrenia 11
Dependant 6 Melancholia 8 Stendahl Syndrome 13
Desensitization 6 Memory Lapses 8 Surgical Addiction 13
Dissociative Blood-Spending 6 Multiple Personalities 9 Synthesia 12
Drapetomania 12 Narcissistic 9 Truman's Syndrome 13
Face Blindness 13 Nyphomania/Satyriasis 9 Visions 12 / 15

Discipline Derangements
Derangement Page Derangement Page Derangement Page
Animal Personification 15 Disregard of Human Form 16 Plague's Bride's Contagion 16
Blood Fetishism 15 Empathic Blindness 16 Psychometric Repetition 16
Caise's Unreliability 16 Hyper-Evangelism 16 Telepathic Schizophrenia 16
Compulsive Invibility 15 Illusion Addiction 16 Thaumaturgical Glossolalia 16 / 18
Disdain of Weakness 15 Lack of Survival Instincts 16 Unconscious Influence 16
Dissociative Perceptions Syndrome 15 Novothesia 16 Unconscious Thought Reading 16
Disorientation 15

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Dark Ages Derangements Tremere-Specific Derangements
Derangement Page Derangement Page
Cholerics 14 Hierarchical Sociology Disorder 18
Compulsion 9 / 14 Sanguinary Cryptophagy 18
Melancholics 14 Thaumaturgical Glossolalia 16 / 18
Phlegmatics 14
Ghoul-Specific Derangements
Sacred Disease (Epilepsia) 14
Derangement Page
Saint-Vitus's Dance (Sydenham's Chorea) 14
Animalistic Hysteria 19
Sanguinary Animism 10 / 15
Dependent Personality Disorder 20
Sanguines 14
Self-Defeating Personality Disorder 20
Visions 12 / 15
Severe Dysmenorrheic Psychosis 20
Voices 15
Sexual Dysfunction 20

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perceives to be a transgressor) with blind rage.
Modern Derangements Berserk individuals are increasingly common among the
Sabbat; the blood lust and violence of the sect seems to breed
Amnesia this sort of madness. Additionally, a berserk manner often
Amnesiac characters blot out some part of their past, perhaps paves the way to other derangements, as the uncontrollable
a horrific incident (for example their Embrace) or even a vampire finds himself ever more often in the thrall of the
whole period in their lives. The reasons for this memory loss Beast.
are almost always stress-related, though physical injury may Berserk Cainites suffer a +2 difficulty to their rolls to avoid
cause a similar effect. Amnesia usually affects just memory, frenzy.
but in some cases, a character may forget some Abilities and
be unable to use them, or be surprised by his ability to do Bipolar Disorder
certain things. (Amnesia can be represented by its Flaw.) (Manic-Depression)
Antisocial (Sociopathy) Bipolar individuals suffer from severe mood swings,
sometimes resulting from severe trauma or anxiety. Victims
This label might be considered a misnomer, as people with may be upbeat and confident one moment, then
antisocial personality disorder are not necessarily shy or uncontrollably lethargic and pessimistic the next.
reclusive, nor do they lack social skills as schizoids or Kindred with this derangement are constantly on a hair
avoidants do. Often times, the opposite is the case —— a trigger, never knowing when the next mood swing will strike.
person is very socially domineering, even aggressive. Whenever the vampire fails a task, the Storyteller has the
Antisocial personality disorder refers to a lack of compassion, option of secretly making a Willpower roll (difficulty 8) for the
empathy and superego/conscience. The person simply cannot character. If the character fails the roll, she lapses into
care about any being other than himself, and almost always depression. Additionally, the vampire will go into depression
places his own wants and needs above those of others. whenever one of her rolls is botched, or if her blood pool ever
People with this disorder casually lie, steal, cheat and exploit drops below 2. The Storyteller should roll a die to determine
— and a few even rape and kill. Most psychologists and law how many scenes the character remains depressed, keeping
enforcers consider this the “serial—killer disorder." Ted the number a secret.
Bundy, John Wayne Gacy and other notorious monsters are Vampires in a depressive state have their Willpower ratings
classic examples of offenders who, while legally sane and halved (minimum 1). In addition, the vampire may not access
capable of making moral distinctions, simply don’t care. her blood pool to raise Attributes. Upon emerging from the
Psychopathy is a severe form of this derangement. depressive state, the character is energetic, relentlessly
Most Cainites develop this dysfunction to some degree. upbeat and active (obsessively so) for a number of scenes
Indeed, it can be seen as the flagship disorder of Humanity proportionate to the time spent in depression. When a
loss. Sufferers may transition this condition into the Fugue vampire is in this manic state, the difficulty of all rolls to
derangement (Vampire, p. 224) as the worst of their resist frenzy is raised by one.
dismissal of others is blanked out, even routinely.
Blood Sweats
Avoidant
In rare cases, a vampire may become so nervous and agitated
Avoidant personality disorder is characterized by extreme that his state of mind affects his body. Much as a mortal may
social anxiety. Vampires with this condition often feel exhibit jumpiness and cold sweats, the vampire can become
inadequate. avoid social situations, and seek isolation in their likewise ill at ease. The "sweat" in the case of vampires,
nightly routines. They fear rejection and social humiliation, however, is composed of blood that works its way to the
often needlessly so. They prefer routine and exaggerate the Cainite's skin. Many other vampires find this particularly
potential difficulties of new situations to rationalize avoiding disturbing, as the sweat stains clothes and makes the
them. Some display an imaginative bent, creating fantasy vampire in question a horrid sight to look upon. Obviously,
worlds in which they are dominant, loved or triumphant. this causes a few uncomfortable situations in which mortals
Unlike schizoid personality disorder, avoidant people yearn are involved as well.
for social relations yet feel unable to obtain them. They are A vampire with blood sweats excretes an additional blood
frequently depressed and have low self—confidence. point worth of vitae over the course of every night he rises
Vampires with this disorder typically have low Social from slumber. This blood is almost always very obvious,
Attributes and low Willpower. Uncontrolled. they can though by judiciously wiping his brow and changing clothes,
succumb to the Manic—Depression or Paranoia he may briefly appear "normal" before displaying beads of
derangements (see Vampire. pp. 223—224). collected blood-sweat again. Additionally, the character
should act twichy and unnerved.
Berserk
The berserk individual has tremendous difficulty controlling Borderline
his feeling of anger and frustration. When confronted with Vampires with borderline personality suffer from mood
stressful situations, a berserk individual often loses control, instability and low self—image. Constant, sudden mood
lashing out against his transgressors (or whomever he swings and bouts of anger characterize sufferers of this
disability, particularly when frustrated. Borderline victims

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sometimes takeout their anger on themselves, vampire gos through the motions of love and devotion like a
masochistically inflicting injury or even trying to kill distracted actor half-heartedly playing a part. She will still
themselves. They think in very blackvandhite terms and often throw herself in from of a car to save her "loved one", but she
form intense, conflict ridden relationships. will do so without so much as a word, a tear or a smile. When
Borderline Cainites might succumb to the Manic- she frenzies, she does so in a chillingly silent paroxysm of
Depression or Hysteria derangements (Vampire, p. 7.24). violence; when struck with the Rötschreck, she scuttles away
like a cockroach instinctively fleeing the light.
Bulimia Vampires with this derangements find it difficult to truly
Individuals with bulimia assuage their guilt and insecurity by believe in their own ideals, and so make all Humanity, Path,
indulging in activities that comfort them — in this case, Conscience or Conviction rolls at +2 difficulty. They also
consuming food. A bulimic will eat tremendous amounts of suffer a one-die penalty to any Social dice pools that require
food when subjected to stress, then empty her stomach some show of emotion or warmth, and cannot purchase the
through drastic measures so she can eat still more. Performance Ability at all.
In the case of vampires with this derangement, the need to Dissociative Blood-Spending
feed is a means of relieving the fear and anxiety endemic to
the World of Darkness. A bulimic vampire may feed four or One of the less obvious derangements, this affliction inhibits
more times a night — gorging herself, burning the blood in a vampire's conscious control over his own vitae. Vampires
pointless (or not so pointless) activity, then starting the again. with this derangement have a tendency to unconsciously
A vampire with bulimia gets hungry much more quickly spend blood points to raise their Attributes at unusual and
than other vampires do. When feeding, a bulimic vampire inappropriate times - increasing their strength in the middle
must make a Conscience or Conviction roll (difficulty 7). If of a round of drinks, upping their reaction speed while trying
she fails the roll, she feeds until her blood pool is full, whether to compose a letter, and so on. These vampires have even
the vampire needs the extra blood or not. A vampire who is been known to spend blood points during the day while they
forcibly kept from feeding risks frenzy (make a frenzy roll, sleep, waking up even hungrier than usual and never
difficulty 6). The difficulty increases by one for every 15 knowing why.
minutes that she is prevented from drinking. If a character has this derangement, once per session the
Storyteller can rule that the vampire has just spent a blood
Catatonia point to raise a given Attribute, or that the vampire wakes up
A character suffering from this derangement may withdraw an extra blood point low. The Storyteller is even within her
from the world entirely at times of stress, remaining largely rights to tell the player that his character's missing a blood
immobile and unresponsive. Due to the major limiting factors point, without elaborating exactly when and where he spent
on their actions, catatonia is not recommended as a player the blood, or what for. After all, the vampire wouldn't know
derangement. where it went. Players are also welcome to roleplay this
derangement, of course (and it can be fun to start randomly
Dependant spending blood in the middle of a tense scene, just to worry
the other players), but the Storyteller has final control over
Beings with dependent personality disorder are needy and making this derangement a drawback rather than a simple
helpless. Unlike beings with the Child Nature, they don’t quirk.
necessarily retain a sense of wonder or innocence. In fact, the
opposite is often true. People with this condition can't stand Fantasy
being alone or acting on their own. They cling to others and Some characters cannot accept the real world, so they
fear losing them, often jumping from relationship to transpose themselves into an illusory world instead. The
relationship, even abusive ones. They are overly sensitive to scope and degree of this fantasy varies considerably. A
disapproval and may break down, even to the point of suicide character may hold conversations with characters who aren’t
when faced with rejection. They let others make important there, or hear “voices from the gods” commanding him to
decisions for them. carry out a wide range of acts. He may also interact with
A Dependent Cainite may be particularly vulnerable to the people and institutions of the Dark Medieval in an almost
Bulimia derangement (Vampire, p. 223). normal manner but with their perception of events skewed by
their fantasy. For example, a Cainite may regard himself as
Desensitization Lancelot from the Arthurian legends, on a quest to slay a vile
The vampire with this affliction is a virtual emotional demon or rescue a fair princess. Such fantasies manifest as a
amputee. As a derangement, desensitization inhibits the quirky outlook, but they are rarely dangerous (unless the
vampire's ability to feel any sort of strong emotion whatsover, Cainite believes that he can walk about in the daylight…).
whether joy, sadness, anger or love. The afflicted just can't They can, however, adversely affect the character’s reaction to
make the appropriate neural connections (well, for want of a others, perhaps making them more likely to frenzy (“They are
better term). Mordred’s get, milord!”) or determined to carry out a mad
The power of Dominate of the blood bond can still hold a assault (“The grail lies this way!”)
vampire so afflicted in check, but even though such a
supernatural compulsion governs the vampire's actions, it has
less an effect on her psyche. Even when blood bound, the

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Fits person the entire evening and pester her for every ounce of
attention. He might become sullen or leave in a huff if he
You suffer t errible fits in stressful situations. The form of the believes that someone has upstage him. If your Storyteller
fit varies with the situation, but it is always inappropriate. You allows this derangement, roleplay it as the emotional
might break into hysterical laughter at a funeral, wracking disorder it is rather than an excuse to be obnoxious.
sobs when you are trying to impress some bigshots with your
finesse, or epileptic seizures when it would be better to Hysteria
remain still. When you find yourself in a stressful situation A person in the grip of hysteria is unable to control her
you become very nervous, always wondering when your curse emotions, suffering severe mood swings and violent fits when
will overtake you and betray you for an uncontrolled fool. subjected to stress or anxiety. Hysterical Kindred must make
Fugue frenzy checks whenever subjected to stress or pressure. The
difficulties of these rolls are normally 6, increasing to 8 if the
Victims suffering from fugue experience “blackouts” and loss stress is sudden or especially severe. Additionally, any action
of memory. When subjected to stress, the individual begins a that results in a botch causes the vampire to frenzy
specific, rigid set of behaviors to remove the stressful automatically.
symptoms. This differs from multiple personalities, as the
individual in the grip of a fugue has no separate personality, Intellectualization
but is on a form of “autopilot” similar to sleepwalking. (Source: The Anarch State.)
Kindred suffering from this derangement require a You have recoiled from the horror of your situation and
Willpower roll when subjected to extreme stress or pressure protect yourself by feeling nothing. You insulate yourself in a
(difficulty 8). If the roll fails, the player must roleplay her world of logic and intellectual vigor where emotions have no
character’s trancelike state; otherwise, control of the place. By isolating your incompatible needs and thoughts into
character passes to the Storyteller for a number of scenes separate compartments you avoid losing control. However,
determined by the roll of a die. During this period, the the pressure inevitably mounts and the dam eventually
Storyteller may have the character act as she sees fit to bursts. If you passion and emotion are thrust upon you during
remove the source of the stress. At the end of the fugue, the a stressful situation, you may frenzy. This frenzy may last for
character “regains consciousness” with no memory of her some time depending on how long it's been since you last "let
actions. off steam".
Gluttony Lunacy
Gluttonous vampires have difficulty taking their sustenance This madness comes and goes, linked to the cycle of the
in moderation. To the mind of the gluttonous Cainite, why moon. When the moon is full, the character is manic and
stop when one is merely sated? Why not drink in the heady delirious, while at the time of the new moon, he may be
vitae until one is full as a bloated tick? This derangement is reserved and melancholic. At other times, he may appear
particularly common among elder vampires, who have normal and unaffected. His ability to resist frenzy and
indulged their vices for so long they lack the ability to control Rötschreck varies accordingly, increasing and decreasing by
their hunger. a point to reflect his mood.
Vampires suffering from gluttony must spend a point of
Willpower when they wish to stop feeding from a vessel, Masochism
unless they have reached their maximum blood pool capacity.
Also, a gluttonous character automatically frenzies when A person with this derangement closely associates pain with
confronted with the sight, smell or taste of blood when pleasure. In vampires, who no longer enjoy sex in its own
hungry (at 3 blood pool or less). right, masochism tends to be linked to the pleasure received
by drinking blood or receiving the Kiss. Masochism is usually
Histrionic linked to deep feelings of shame, and masochistic vampires
have a tendency to be repulsed by the actual process of
Some ghouls sublimate their urge to escape or believe that feeding from mortals. They are only fulfilled when they're
their new powers entitle them to a certain amount of suffering, presumably as some sort of penance for the
attention. Ghouls who develop histrionics must be center pleasure they feel when feeding.
stage is all situations. They affect extreme but shallow Vampires with this derangement begin to have difficulty
emotions or behave and dress provocatively. Each scene, a operating when they become wounded. Once a masochistic
histronic ghoul must spend a point of Willpower to avoid vampire drops below the Bruised health level, he must make
seeking the spotlight. a Willpower roll, difficulty 6; failure indicates that he takes no
Player beware: this derangement isn't a license to hog action next turn, instead delighting in the sensation of pain.
energy scene, then write it off as roleplaying. Histronics are Furthermore, the masochist must make a Self-Control roll,
hypersensitive to the opinions of others, not oblivious to the difficulty 8, in order to use blood points to heal himself, no
glares of the crowd as they enact some slapstick melodrama. matter how terrible his injuries.
Histronic cases are pathetic, and most people recognize them
as such the first time they flash their shit-eating grins or
refuse to leave the stage. A histronic might latch onto one

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Megalomania normal value, round up) and they have difficulty becoming
motivated. These depressive periods often follow failure of a
Individuals with this derangement are obsessed with particular action, though they may also result from hunger (a
accumulating power and wealth, salving their insecurities by blood pool of one-quarter or less) or psychological factors.
becoming the most potent individuals in their environment.
Such individuals are invariably arrogant and supremely sure Memory Lapses
of their abilities, convinced of their own inherent superiority. This derangement isn't like amnesia in the classic sense. It's
The means of achieving their status can take many forms, not that a portion of the vampire's memories has been
from devious conspiracies to outright brutality. Any individual permanently blocked off - it's that the vampire tends to lose
of equal or higher status than the victim is perceived to be random portions of her memory at inopportune times. The
“competition.” memories fade in and out, and can return as quickly as within
Kindred with this derangement constantly struggle to rise a few minutes, or they might not come back for decades.
to the height of power and influence, by whatever means At least once per scene, the vampire suffering from
necessary. In a megalomaniac’s view, there are only two memory lapses will forget something relevant for a time. This
classes of people: those who are weaker, and those who do might be as simple as forgetting where she left her keys
not deserve the power they have and must be made weaker. (which can be a real problem when you're locked out of your
This belief extends to everyone around the vampire, haven and the eastern sky's getting brighter), or as
including members of her own coterie. This derangement complicated as forgetting an entire Ability - and even the
lends an extra die to all of the victim’s Willpower rolls, due to knowledge that she once had that skill. ("Why are you looking
her towering sense of superiority. at me like that? I've never touched a keyboard before in my
If a megalomaniacal vampire is presented with a realistic life.")
chance to diablerize a more potent Kindred, she will be sorely Since this derangement requires particular attention from
tempted. A Willpower roll (difficulty 9) is needed for the the Storyteller, players should double-check that it's okay to
vampire to avoid taking “what is rightfully hers.” that this for a character. Yes the player can ad lib minor
Melancholia memory lapses as they come along, but sooner or later the
lapse has to get more serious. It can be hard to determine
Cainites with this derangement frequently slip into deep just when forgetting how to use a gun will be dramatically
depression, losing interest in their normal activities and appropriate, and when it'll make the other players organize
becoming withdrawn. When suffering from melancholia, the an impromptu lynch mob. Storyteller discretion is
vampire’s Willpower rating is greatly reduced (half the particularly advised.

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Multiple Personalities A character afflicted with this derangement is always "on the
prowl" and should attempt to consummates as many
Also called Dissociative Identity Disorder, the trauma that relationships as he can, according to his orientation (which
spawns this derangement fractures the victim’s personality may well change over the course of the chronicle). This
into one or more additional personas, allowing the victim to derangement has no mechanical effect; it is included as a
deny her trauma or any actions the trauma causes by placing curious condition rather than a dice-governed system.
the blame on “someone else.” Each personality is created to
respond to certain emotional stimuli — an abused person Obsessive-Compulsive
might develop a tough-as-nails survivor personality, create a The trauma, guilt, or inner conflict that causes this
“protector,” or even become a murderer in order to deny the derangement forces the individual to focus nearly all of her
abuse she is suffering. In most cases none of the attention and energy onto a single repetitive behavior or
personalities is aware of the others, and they come and go action. Obsession relates to an individual’s desire to control
through the victim’s mind in response to specific situations or her environment — keeping clean, keeping an area quiet and
conditions. peaceful, or keeping undesirable individuals from an area, for
When a vampire suffers this derangement, the Storyteller example. A compulsion is an action or set of actions that an
and the player must agree upon how many and what kind of individual is driven to perform to soothe her anxieties: for
personalities develop, and the situations that trigger their example, placing objects in an exact order, or feeding from a
dominance in the victim. Each personality should be relevant mortal in a precise, ritualistic fashion.
to the trauma that causes it. Not only is each personality Vampires with an obsessive-compulsive derangement must
distinct, but in the case of Kindred, the different personalities determine a set of specific actions or behaviors, as described
might believe themselves to be from different Clans and sires. above, and follow them to the exclusion of all else. The effects
Kindred with multiple personalities can manifest different of obsessive-compulsive behavior can be negated for the
Abilities and even Virtues for each of their personalities, but course of one scene by spending a temporary Willpower
it is the Storyteller’s responsibility to determine the specific point. The difficulty of any attempt to coerce or Dominate a
details. vampire into ceasing her behavior is raised by one. If a
vampire is forcibly prevented from adhering to her
Narcissistic derangement, she automatically frenzies.
Narcissistic personality disorder is characterized by self-
centeredness. As with histrionic disorder, people with this Overcompensation
condition seek attention and praise. They grossly exaggerate An overcompensating character attempts to make up for a
and distort their accomplishments, expecting others to flaw in her character (real or perceived) by stressing another
acknowledge them as superior. They tend to be choosy about aspect of her personality. This limits her actions and skews
picking friends, since they believe that not just anyone is her perceptions of the world. She may take a “holier than
worthy of them. They tend to make good fist impressions, yet thou” attitude toward others, lecturing them about their
have difficulty maintaining long—lasting relationships. They shortcomings, constantly attempting to take the moral high
are generally uninterested in the feelings of others and may ground. If the character’s own flaws are revealed, the
take advantage of them. embarrassment would be acute and her reaction
A narcissistic vampire is a prime candidate to end up with unpredictable.
the Megalomania derangement (Vampire, p. 223).
Paranoia
Nyphomania/Satyriasis
The victim of paranoia believes that her misery and insecurity
A notable few vampires have subconsciously denied their stem from external persecution and hostility. Paranoid
undead state, and find themselves "sexually" attracted to individuals obsess about their persecution complexes, often
mortals, other vampires (and, in particularly severe cases, creating vast and intricate conspiracy theories to explain who
other paramours). Of course, as vampires lack the ability to is tormenting them and why. Anyone or anything perceived to
procreate due to their undead status, any couplings they may be “one of them” is often subjected to violence.
achieve are inevitably frustrating and fruitless. Kindred who suffer from paranoia have difficulty with
Such limitations do not hinder the efforts of those who social interaction; the difficulties of all dice rolls involving
suffer from this derangement, however, and they pursue the interaction are increased by one. They are distrustful and
carnal act with every ounce of their being. By spending a suspicious of everyone, even their own blood-bound progeny.
blood point, the vampire may "function" and even bring a The slightest hint of suspicious behavior is enough to provoke
partner to climax, provided they're not dead, too. Vampires a frenzy roll, with the difficulty relative to the degree of the
under the influence of this derangement often sink into ever behavior. This paranoia may even extend to complex and
more depraved activity, hoping to somehow stimulate the rigorous feeding practices, to keep “them” from
pleasures they have been denied. Indeed, outside of "normal" contaminating the vampire’s food supply.
hetero- ans homosexual affairs, these vampires may indulge
in bestiality, pedophilia, rape and all manner of other vile
acts.

10
Perfectionism This derangement sometimes spawns other related
derangements over time. The fixated person may, for
Perfectionists seek to control every aspect of their unlives, instance, develop multiple personalities related to the object -
often following a rigid set of rules intended to ensure that the aforementioned abuse victim might develop a bullying
everything “runs to plan.” All their efforts are directed to personality much like her abusive father's, and so on.
ensuring that things happen as intended, and if they don’t, the
perfectionists become agitated, possibly even entering frenzy. Regression
Phobia Characters suffering from regression also have difficulty
accepting the real world. However, rather than retreating into
You have a deep-seated fear of something. Whatever it is, you a fantasy environment, they retreat into a more simplistic
dream of it at night, waking to soaked sheets and your own mentality, often that of a child. Such characters are usually
choked screams of terror. Nothing is more horrible than heavily dependent on others, both for tasks and decision-
being confronted with the object of your fear. You will go to making. They are frequently naïve, which may be a boon or a
almost any lengths to avoid this kind of confrontation. You curse depending on the circumstances. This refuge of youth
know it is always possible for you to find yourself in a may be permanent, or it may kick in as a result of stress.
nightmare from which you can not escape, because you are Some characters retreat even further when placed under
already awake. great pressure, their mental faculties completely shutting
down and leaving them to operate on instinct alone. These
Post-Traumatic Stress Disorder episodes result in blackouts and periods of memory loss that
Post-traumatic stress disorder (PTSD) arises in response to may be roleplayed, with the character acting on instinct
subject to a predetermined set of guidelines, or abstracted,
severe trauma such as combat, rape or servitude to a with the character coming to her senses with no recollection
Tzimisce. A ghoul who has been the subject of his master's of the last few minutes/ hours/ days.
latest experiment with superdermal bone art or witnessed his Vampires with this derangement are at a permanent +2
hungry master devour his mortal family might develop this difficulty on Self-Control/Instinct rolls; children have very
derangement. PTSD can even afflict vampires, perhaps those little sense of discipline for the sake of discipline, and aren't
who survived a Lupine attack or awoke one night to gfind sufficiently self-aware to master their own Beasts. The
their havens on fire. regressive is no different.
Symptoms manifest as recurrent, debilitating flashbacks (Storyteller beware: This derangement, improperly used,
and extreme avoidance of situations likely to recreate the leads to Malkvavians who are cute rather than creepy; you
initial trauma. The player of a ghoul or Cainite afflicted with know the type. The ones with teddy bears and bunny slippers.
PTSD must spend a point of Willpower for her character to When properly used, a regressive should be terrifying - a
enter such situations. If compelled by a blood bond or other supernaturally powerful creature with no real sense of right
forms of control, the sufferer's player cannot spend Willpower or wrong - so feel free to crack down on players who tend to
to gain automatic successes on any rolls, and all of the play this derangement more for laughts than for horror
character's dice pools are halved (rounded down). In any value.)
circumstances, botched Willpower rolls or other stimuli
deemed appropriate by the Storyteller induce flashbacks of Sanguinary Animism
the traumatic episode with the same penalties described
above. Ghouls laboring under this disorder are typically This derangement is unique to the Kindred, a response to
disposed on by their domitors. Clan Tzimisce requires vampires’ deep-seated guilt regarding the act of feeding on
servants made of sterner stuff. the blood of mortals. Kindred with this derangement believe
that they do not merely consume victims’ blood, but their
Power-Object Fixation souls as well, which are then made a part of the vampire’s
The vampire afflicted with this derangement has invested consciousness. In the hours after feeding, the vampire hears
much of her self-confidence in an external object, to the point the voice of her victim inside her head and feels a tirade of
where she believes she cannot function properly without its “memories” from the victim’s mind — all created by the
presence. Such a derangement is often linked to some past vampire’s subconscious. In extreme cases, this sense of
trauma in which the object in question played a major role - possession can drive a Kindred to carry out actions on behalf
although not always in the obvious way. For instance, a victim of her victims. Diablerie would be particularly unwise for an
might fixate on his dead fiancée's engagement ring if holding animist. Whenever a vampire with this derangement feeds on
his fiancée's hand was his only source of comfort during hard a mortal, a Willpower roll is needed (difficulty 6, or 9 if she
years, but another individual might focus on the belt her drains the mortal to the point of death). If the roll succeeds,
father beat her with as he source of strength. she is tormented by the “memories” of the person whose soul
Victims of this fixation lose two dice from all their dice she has partially consumed, but is still able to function
pools if somehow separated from their object of focus. It is normally. If the roll fails, then the images in her mind are so
strong that it is akin to having a second personality inside her,
hard to hide this fixation from careful observers; in time of an angry and reproachful personality that seeks to cause
stress, the vampire must make a Willpower roll to avoid harm to the vampire and her associates.
cradling the object to her torso, rubbing it obsessively or
otherwise physically comforting herself with its presence.

11
The player must roleplay this state as if the mind of her contact. Their social skills are often weak and they do not
victim in control. During the moments just before dawn, show a need for attention or acceptance. They are perceived
control reverts to the vampire. as humorless and distant and often are termed “loners.”
A schizoid Cainite who pulls too far away from reality may
Self-Annihilation Impulse develop Fugue, Schizophrenia or Multiple Personality
This derangement is more common among older vampires, derangements (see Vampire. pp. 222-224).
although there's nothing stopping a neonate from acquiring Schizotypal
the affliction. The afflicted vampire feels a deep sense of
revulsion for his flesh, and is literally terrified of the thought Schizotypal personality disorder might be a lesser form of
of "living" forever, or of continuing to exist inside a cold, dead schizophrenia (see Vampire, p. 222). While not as severe as a
shell. This revulsion is entirely unconscious, however; on a derangement, this condition is characterized by odd forms of
conscious level, the vampire is wholly unaware of his "death thinking and perceiving. Individuals often seek isolation from
wish," though he may demonstrate a morbid streak. others, have difficulty concentrating for long periods of time,
Whenever the character is confronted with more-or-less and engage in “conspiracy theory" behavior. Their speech
direct evidence of his immortality - such as visiting the patterns are convoluted, sometimes nearly nonsensical, with
churchyard where is mortal daughter is buried, or watching a a free association style of thoughts juxtaposed. Schizotypal
ghoul die - he must make an immediate Willpower roll, or speech is not as incoherent as schizophrenic “word salad,"
begin to undertake some sort of potentially deadly behavior. but jarring nonetheless.
This behavior might be as direct as storming into Elysium
and giving the Prince a piece of his mind, or it might be more Schizophrenia
subtle, such as breaching the Mascarade by talking to a Conflicting, unresolveable sets of feelings and impulses can
reporter. cause a victim to develop schizophrenia, which manifests as a
In any event, the pursuit of self-destruction is not a withdrawal from reality, violent changes in behavior, and
conscious decision, and it's not open for debate. The hallucinations. Roleplaying this derangement requires careful
character will doggedly go about his "chosen" task until it's thought, because the player must determine a general set of
completed, resisting any attempts to talk him out of it. He behaviors relevant to the trauma that caused the
may even consciously believe that the actions he's derangement. The hallucinations, bizarre behavior, and
undertaking are perfectly safe. The compulsive behavior lasts unseen voices stem from a terrible inner conflict that the
only for a scene or so; however, depending on the nature of individual cannot resolve. The player needs to establish a
the threats he's called down on himself, the consequences firm idea of what that conflict is and then rationalize what
can last quite a bit longer. kind of behavior this conflict will cause.
Schizoid Kindred with this derangement are unpredictable and
dangerous. In situations that trigger a vampire’s inner
Characters with schizoid personality disorder not only have a conflict, the difficulties of all rolls to resist or direct frenzy
difficult time with interaction, they prefer it that way. They increase by three, and the vampire loses three dice from all
genuinely choose to be alone and do not secretly wish for Willpower rolls.
popularity. They tend to seek jobs that require little social

12
Synesthesia Acute Sanguinary Aversion
This derangement has little to do with logic and more with (Source: The Anarch State).
sensory interpretation. The afflicted vampire's sensory input This derangement, unique to the undead, involves a
is somewhat "scrambled"; although he's still capable of persistent fear that any source of vitae is dangerous.
receiving sensory information, the information each sense Explainations vary - some vampires fear drugged or
provides is processed in terms of a different sense. In short, contaminated blood, the wrath of God or the presence of a
the synesthetic "hears" colors, "smells" textures, "tastes" blood-borne Antediluvian. Regardless, unless the vampire is
sounds and the like, and is hard-pressed to this of such frenzied, the player must succeed on a Willpower roll (diff 8)
stimuli in any other fashion. each time he feeds. Willpower cannot be spent on this roll,
Although the synesthetic is presumably accustomed to the and a botch indicates that the vampire is so revolted by the
unusual sensory input, his real problem lies in prospect of feeding that he vomits up half his blood pool.
communicating what he senses to others. A character so Acute sanguinary aversion usually leads to a starve-and-
afflicted has difficulty expressing concepts as simple as "cut frenzy pattern, with the vampire avoiding feeding until he
the red wire" - he's much more likely to say "cut the loses control. Instead, the vampire might develop highly
sandpapery wire" or something similar - and even has similar ritualized feeding methods that involve obsession with
difficulties comprehending speech from others. Since the repeated, largely arbitrary behaviors that must be observed
associations vary from individual to individual, there's not before the Kiss is performed on a particular source of vitae.
even any guarantee that another synesthetic would be able to He might read a passage from the Book of Nod before
understand the vampire. feeding or drink blood only from a particular individual.
Apart from the aforementioned difficulties in daily In any case, if the feeding results in a Conscience or
communication, the synesthetic receives +2 difficulty to any Conviction roll, increase the difficulty by one.
Expression and Performance rolls that don't involve creating
purely surreal art, poetry or the like. The synesthetic may Alien Hand Syndrome
spend a Willpower point to correlate her sensory input in a One of your arms acts with a mind and personality
"normal" fashion for a turn - or rather, at least to be able to completely separate from your own.
communicate "normally" in terms of colors, textures, smells,
tastes, temperature or sound. The character would still hear a Barklay’s Complaint
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 Related to Truman’s Syndrome, Barklay’s Complaint is a
hears with what other people call "ringing." relentless detachment rooted in the persistent belief that
nothing is ‘real’ and therefore of value, permanence or
Visions consequence. Sufferer’s from this delusional complex often
This derangement leads sufferers to believe that they are state about how every person they meet is ‘just so many
granted an insight into the divine through visions, trances plastic dolls’ or ‘bundles of twigs’. It is a chronic inability to
and other ecstatic states. During these spells, they may be recognize the sincerity or authenticity of all that one
catatonic, in a trance-like state or rave uncontrollably. Their encounters.
ability to recall details of the visions is similarly varied, Bigorexia
sometimes recalling precise details while having only the
vaguest recollections of others. Some details may not In some ways the opposite of anorexia, bigorexia is a disorder
resurface until days after the revelation, emerging in of compulsive exercise and body building. The afflicted
response to some external stimulus. becomes obsessed with gaining muscle mass and becoming
These visions may be products of an overactive as strong as possible.
imagination, or they could, at the Storyteller’s discretion and
very rarely, reflect a real insight into the unknown. Capgrass Syndrome
You continuously believe that other people around you are
Additional Derangements imposters, pretending to be the person that they replaced.
(Source: by u/LeRoienJaune, on r/WhiteWolfRPG, except as You're never really sure if somebody is who they claim to be.
noted.) Cotard's Syndrome
Aboulomania You are dead. Quite dead. And you're a ghost, walking around.
Periodic crippling attacks of paralyzing indecision. Not over This is the afterlife. Nobody can see you. Only other dead
major decisions - aboulomania is suddenly being paralyzed people can see you.
for hours over whether to ask for a side of fries or a side of
onion rings Drapetomania
A sudden overwhelming compulsion to flee your
surroundings and set up a new life and new identity
elsewhere.

13
Face Blindness must make lists, indexes, tables. You develop graphs and
charts for everything. Your haven is cluttered with tables and
You are utterly incapable of recognizing other people, or their non-sensensical case studies, statistical analyses, and
body language. Everybody looks the same to you - they've all algorithms. Only you have managed to identify the correlation
got two arms, two legs, two eyes. The ugliest Nosferatu and between Tremere regent feeding cycles and federal reserve
the most beautiful Toreador are equally indistinct and quantitative easing.
unremarkable to your perception. A person with Face
Blindness continuously has to ask people to wear name tags, Macropsia/Micropsia
because they can't tell anyone apart. Also known as Alice in Wonderland Syndrome, a visual
Fregoli’s Delusion neurodisorder in which the sufferer continuously
misperceives visual data. Thus, other persons and objects
The opposite of Capgrass syndrome: you believe that multiple seem to shrink or grow randomly. One also perceives their
people are really just one person, in disguise. A person with own limbs to grow and shrink.
Fregoli’s Delusion often mistakes and reacts to strangers as if
they were people that they already knew. Pathoheterodoxy
Habbakuk's Achronia A misguided and delusional expression of Narcissism that
manifests as a continuous under-estimation of the
A supernatural mental disorder, wherein your memory competence and benignity of others. A patient suffering
happens in reverse to the normal time flow. You remember pathoheterodoxy believes the world to be populated by
tomorrow like it was yesterday, but have no knowledge of the bumbling venal idiots. It’s a compulsive expectation of the
past, because it has yet to occur to you. It's amnesia, but you worst behavior of others, and an inability to recognize the
model it by maxing out all pre-cognitive/fortune telling merits. potential of other people.
For advanced players only.
Psychohypochondria
Jumping Frenchmen Disorder A continuous anxiety disorder that one is developing new
Your anxiety and stress expresses itself in sudden burst of mental illnesses and psychological disorders. At any given
intense physical action. You climb walls and you don't know time, a psychohypochondriac is a bipolar schizophrenic
why. You take off sprinting for no reason. Sometimes, you epileptic with megalomania, or something else like that.
hurtle yourself through a window, just because.
Quixotism
Landau-Kleffner Syndrome There are no mortals or mundanes. Everybody and
A neurolinguistic disorder affecting syntactic structures. everything is a supernatural creature. Everybody is a part of
Think of it as verbal dyslexia, or Yoda's disease. You still some greater conspiracy.
understand individual words, but you continuously confuse
word order and tense without grammar or syntax. Sanguine Personality Disorder
Leroi's Compulsion Blend together Schizoid with Sanguinary Animism. Your
character assumes the personality and identity of whoever
You must quantify, and classify, and organize. A taxonomical they fed on most recently. Not necessarily what the victim
expression of Obsessive-Compulsive Disorder, wherein you was actually like, but what you subconsciously believed/
assumed them to be like.
Stendahl Syndrome
Formerly known as Lizstomania, Stendahl Syndrome
involves hysterical reactions to the works of a particular
artists or musician.
Surgical Addiction
The character is addicted to body modification and the
surgical process, possibly doing so without anaesthesia.
Their dysmorphia causes them to continuously pursue new
forms and body shapes.
Truman's Syndrome
You believe that you are the star of a TV show, and everything
around you is a set, and everybody you meet are actors. The
world is controlled by the directors, whom you will never
meet.

14
Discipline Derangements Disregard of Human Form
Commonly associated with Serpentis, the vampire finds
Animal Personification himself more comfortable in another form than the one
Commonly associated with Animalism, the vampire comes to resembling his mortal days. If suggested that they transform
treat animals like humans, believing that they can understand back, they have to check Frenzy.
him and expecting them to answer.
Empathic Blindness
Blood Fetishism Commonly associated with Dominate, the vampire cannot
Commonly associated with Quietus, the vampire suffers an understand why anyone would not heed his commands or
unhealthy fascination with blood. They cut themselves just to else disagree with him, similar to sociopathy.
see the blood flow, feed slow to savour the taste, and perform
other disturbing acts. Illusion Addiction
Commonly associated with Chimerstry, the vampire becomes
Compulsive Invisibility so enamored with his own creations that they completely lose
Commonly associated with Obfuscate, the vampire has been sight of the real world, instead surrounding themselves with
so attuned to invisibility that it costs Willpower for him to pleasurable illusions.
turn his powers off. Lack of Survival Instincts
Disdain of Weakness Commonly associated with Fortitude, the vampire comes to
Commonly associated with Potence, the vampire will always believe that he is actually indestructible, willingly facing
use full force when interacting with objects and comment on mortal danger.
the fragility and weakness of their surroundings.
Thaumaturgical Glossolalia
Dissociative Perceptions Syndrome (See also under the Tremere-Specific Derangements.)
Since the Week of Nightmares, Chimerstry hasn't behaved Commonly associated with Thaumaturgy (although in
quite the same as it did before. Theories range from the theory, any school of Blood Magic could be the catalyst), the
notion that the Antediluvian's death somehow changed the vampire falls into speaking and thinking only in terms of
Discipline's nature, or that his existence buffered Ravnos magical correspondences and symbology. Similar to magical
from more extreme effects. Another theory states that the aphasia, the vampire cannot communicate this state of mind
final curse the Antediluvian laid upon the clan as he was to others and eventually fails to recognize anything other than
destroyed distorted Chimerstry's effects. Whatever the these correspondences.
reason, Ravnos who indulge in Chimerstry often slowly lose
the ability to distinguish between what is real and what is not. Unconscious Influence
At first, the Ravnos suffers as if from the Dementation Commonly associated with Presence, the vampire activates
power, The Haunting (Vampire: The Masquerade, p. 155). his persuading powers without acknowledging that he use
This happens after a Ravnos has completely depleted his them. If someone would point the use out to them, they
Willpower reserves (zero temporary Willpower) to create a vehemently deny it.
Chimerstry illusion. Whenever the player spends all of the
character's Willpower, the character suffers from The
Haunting.
If the Ravnos continues to overuse Chirnerstry, he
experiences full-sensory hallucinations. These hallucinations
can happen at any time, especially moments of great stress.
They can range from seeing a friend as an enemy (or vice
versa) to seeing a busy street as completely empty. The
hallucinations start at relatively low scale and build up over
time until they become potentially threatening to the Ravnos'
continued existence. If the Ravnos realizes he's experiencing
hallucinations, the player can spend one point of Willpower
to negate the hallucinations for a scene.
Disorientation
Commonly associated with Celerity, the vampire finds the
way things move in normal speed disorienting, insisting that
they should move slower.

15
Unconscious Thought Reading Dark Ages Derangements
Commonly associated with Auspex, the vampire begins to The derangements below include some of those above but
casually invade the mind of others, reacting to thoughts grouped into three sub-groups, reflecting the "medical"
before they are spoken. Too many people cause a static knowledge that mortals and Cainite of the Dark Ages had.
background noise that can drive the vampire into Frenzy. Aside from this classification, these derangements are used
as any others. Furthermore, other "modern-day"
Additional Discipline derangements can afflict characters of the Dark Ages equally;
they would just be identified and classified differently.
Derangements
(Source: by u/LeRoienJaune, on r/WhiteWolfRPG) Divine Displeasure
A curse upon the mind. Sacred curses are, hearth wisdom
Caise's Unreliability holds, the result of incurring the displeasure of pagan gods
Your Obfuscate powers are tied to your derangement, and and spirits.
triggers random invisibility or at the Storyteller's discretion. Compulsion: The disorder of nature causes a physical
When you're obfuscated, you've ceased to exist. Essentially, discomfort in the character, resulting in an obsessive
you occasionally flicker in and out of existence. desire to order the world around them. Nervous and
meticulous, they have some form of ritual taboo that they
Hyper-Evangelism obsessively practice during periods of stress — frequent
You have the compulsive need to imprint (through dominate bathing, counting coins, or sorting books and possessions
perhaps) certain beliefs and opinions onto others. Not by size or type. If they can’t practice this ritual, they suffer
necessarily because it would be useful to you. You just go from extreme agitation (-3 dice to all frenzy rolls; the
around converting random people to Hinduism. Or radical Storyteller should call for a frenzy roll more often than
Marxism. Or being unwavering fans of Bobby Darin. normal when this Derangement is triggered).
Lunacy: First codified by the Romans but well-known for
Novothesia centuries, this Derangement is caused by a curse of Luna,
the moon’s goddess. The character experiences mania and
Frequently expressed in characters who over-use Heightened depression according to the lunar cycle. While the moon
Senses (Auspex 1), Novothesia is the delusional perception of waxes, the character slowly grows more irritable until
the non-existent stimuli. A novothesia sees more colors than they’re manic and full of energy during the full moon (-1
there a words for colors, hears sounds that exist beyond difficulty to all extended rolls, +1 to all difficulties to
human language. They are continuously making judgements frenzy). Waning moons cause a deepening lethargy
based on imperceptible stimuli: "I don't like that guy- he's resembling melancholia, and the new moon requires more
emitting way too much infra-red, and he smells like he effort to from their blood to rouse them (vampire’s
smoked marijuana when he was in his twenties." Willpower rating is reduced by half the normal value,
rounding up; the vampires requires an additional blood
Plague Bride's Contagion point to rise on the night of the new moon).
Also called "Folie des Autres". Pick a particular mental Sacred Disease: Even great Caesar himself suffered from
disorder. You know have a compulsion to inflict that the same curse the character does. No matter how
particular disorder onto random people, using your Dominate implacable or stalwart the character is, they’re a victim to
or Dementation abilities. Perhaps you believe it's a trembling disorder that renders them insensate. On a
enlightenment. Perhaps your anxiety, or your ego, or your Derangement trigger, the player rolls Stamina (difficulty
enthusiasm, just has a way of rubbing off on people. 8). On a failure, the character feels the disease
Whatever the case, you leave a trail of madmen in your wake, overpowering them, collapsing into a seizure within three
where-ever you go. turns. They writhe and slam their limbs about, frothing
blood at the mouth as their veins bulge and distend.
Psychometric Repetition Unlike other Derangements, the sacred disease only lasts
for the rest of the scene, though the character is worn out
You feel the irresistible compulsion to re-enact what you for rest of the night (-1 die penalty to all Physical tests).
perceive with The Spirit's Touch/Psychometry (Auspex 3). (Known as Epilepsy in the modern days.)
Your perception is so lucid as to overwhelm you, and the Saint Vitus’s Dance: Related to the Sacred Disease, the
power fires at random. At least once in any given night, you dance causes involuntary movements of the face and
are re-enacting somebody else's past. limbs, with a sweating fever and bloody rheum streaming
from the eyes. While the individual’s mental faculties
Telepathic Schizophrenia aren’t impaired, the difficulty for all her Social rolls
You are constantly subconsciously using your telepathic increases by two. Saint Vitus’s Dance can spread
power (Auspex or otherwise) to skim the emotions and throughout a group, leading to mass outbreaks of the
surface thoughts of others, and then interpreting the received “madness.” (Known as the Sydenham's Chorea in the
thoughts to be your own. modern days.)

16
Dyscrasia Sins of the Soul
A disease of the body. The four humors of the human (and A damning pall over the soul. The Church and its adherents
Cainite) body lie in a delicate balance, though individuals are hold that the moral failures of the impious are what cause
predisposed towards different temperaments depending on these Derangements, but they can affect even the holiest
how much of one humor they’ve got in their body. However, individuals.
factors both internal and external can lead to one humor’s
ascendency over the others, causing a physical and mental Sanguinary Animism: This uniquely Cainite
reaction. Derangement leads sufferers to believe they drink the
Players of characters with a humor imbalance should souls of their victims with the blood. Feeding causes
choose one that’s fairly close to the character’s personality. intense guilt in sufferers of sanguinary animism; their
Humor imbalances are personality traits magnified to victims communicate with them as voices in their heads
extremes. and memories seeping into their consciousness. The
suffering vampire often blames his actions on these
Melancholics are introverted, introspective, and irritable. voices, claiming that they are an effort to pacify his
They can be startlingly dispirited (even when the situation tormentors. The vampire is compelled to reply to the
calls for or demands a more spirited response). They tend voices, and must utter these replies aloud (even if it’s just a
to stare off listlessly, lost in sadness deep and dark as low muttering). This may result in variable difficulties to
black bile. They lose track of themselves, and can’t touch Social rolls.
their emotions easily. Melancholia causes a -1 penalty to Visions: You’ve transgressed against your culture, causing
all dice pools, but a -1 difficulty for all manner of frenzy. potentially irreparable harm to your soul. You’ve struggled
Phlegmatics are calm, thoughtful, and patient. The to put your guilt behind you. But someone, or something,
temperament is common amongst academics, and they forgives you — and they let you know. During times of
tend to be extremely orderly about their area of expertise. stress, the character sees holy figures encouraging her to
However, due to their inward focus, they have trouble act according to her better nature, ready to punish her if
adapting quickly or adroitly to changes in their she fails again. She is especially wary of the holy figures’
environment (-1 die to Wits and Dexterity rolls). watchfulness (-2 dice to all degeneration rolls).
Sanguines are lively, sociable, optimistic, and passionate, Voices: The demons know your sins, and they’re hunting
sometimes overly so. When the blood sings in their veins, you for it. Victims of demon voices become paragons of
every emotion is heightened and verges on the self-persecution, fearing divine retribution and seeing it in
inappropriate. They have deep difficulties in focusing on every angle. Their paranoia exhibits during times of
the moment. The Storyteller chooses three Abilities at stress; they’re wary of social interactions (+1 difficulty to
random; the difficulty for rolls using these Abilities Social rolls) and fearful that anyone could be a demon in
increases by one, due to the character’s lack of focus. disguise. A botch on a Social roll (from either party) will
Increase the difficulty of all rolls featuring Mental invariably result in panicked flight from the perceived
Attributes by one as well. demon (an automatic fear frenzy).
Cholerics are restless, aggressive, and impulsive. They
tend to be ambitious, but may become angered or even
violent when their ambitions are thwarted. When gripped
by an imbalance of black bile, increase the character’s
difficulty to resist frenzy by two, but reduce the difficulty to
perform any acts of painful physical violence by one.

17
Confronted with a choice, a victim of this disorder looks to
Tremere-Specific the Tremere hierarchy for answers. Every action must be
supported by the pyramid. Pressed for a personal opinion, the
Derangements hapless vampire gives a pat answer or an uncomfortable “I
Of all the clans, the Tremere are the most universally steeped don’t know.” Unsurprisingly, Tremere superiors are quick to
in mystic understanding. While Malkavians have a built-in weed out neophytes who succumb to this disorder — a drone
perception of a broken universe, and Tzimisce have their own without personal initiative or imagination is even more
forms of sorcery, the Tremere’s very seat of power predicates volatile than a revolutionary. Such individuals find themselves
upon symbolism, mystical links, symmetry and patterns of assigned to dangerous tasks where they’ll succeed with the
will. As Tremere students of the occult must pit their minds clan’s interests in mind, die horribly or snap into a more
against unnatural forces and permutations of their own rational state of mind.
vampiric Curse, it’s no surprise that some levels of mental Sanguinary Cryptophagy
imbalance and affliction crop up among an unfortunate few,
as well as those who repeatedly delve into mysteries best left Subsistence upon blood to the exclusion of normal foods is
unexplored. one of the first practical adjustments that vampires must
Conservative Cainite scholars argue that the Curse make. Tremere have a particularly curious adjustment, fed as
encompasses only certain needs, and thus that some types of they are blood that transubstantiates into the vitae of the
power fly in the face of what is “normal” for vampirism. council, then trained in powers to examine the tastes of blood
Thaumaturgy is foremost on the lists of such reactionaries. for its peculiar qualities. A few Tremere become enamored of
While most Tremere scoff at this and merely assert that their the flavors in exotic blood. While it’s true that any vampire
formidable training and methods allow them to access can develop a taste for certain pedigrees, so to speak, the
powers that other Cainites simply haven’t the skill to use, common Tremere sensitivity to unusual currents — both
some indications have arisen that thaumaturgical study can through superlative sensation and thaumaturgical study —
be rather unbalancing. Indeed, the very nature of leads some Tremere to hunt down the most extraordinary
Thaumaturgy — pitting one’s will against the curse of undeath bouquets that they can.
to channel the power of blood into new forms — speaks of Naturally, some vampires move to rather exclusive tastes
unwholesome investigation into the terrible malison that and learn the savory thrill of other Cainite blood. Tremere,
afflicts the Kindred. Some Tremere find the truths unearthed often able to detect the subtleties of bloodlines or unique
therein too terrible to confront rationally. manifestations of the vampiric condition, may take this to
extremes. A cryptophage becomes obsessed with the pursuit
Hierarchical Sociology Disorder of more and different flavors of blood. Such individuals
Enforcement of the Tremere’s pyramid structure sometimes sometimes have a penchant for diablerie, becoming fixated
has negative effects. Strong-willed individuals are the ones on the tastes of various other clans. Stranger Tremere take to
most commonly Embraced by the Tremere, but the hunting the globe for “rare vintages” like Lupine or faerie
occasional exception does slip through. Furthermore, blood. Unchecked, such an obsession throws the Tremere into
centuries of practice in conditioning young neonates to their dangerous situations as she hunts other supernatural
policies means that sometimes Tremere organizational creatures. Worse still, such Tremere often become bored with
practices are a little too effective. “lesser vintages.” Although still able to subsist upon human
Most Tremere have at least a marginal loyalty to the clan as or animal blood (physically if not psychologically),
an abstract whole, enforced both through the blood of the cryptophages develop a distaste for such common fare. A
Seven and through the psychological conditioning of the oath cryptophage may even be incapable of swallowing such
administered during the turmoil just after the Embrace. common blood without an effort of will.
Vampires who adjust comparatively well go on to normalize Again, note that cryptophagy is a psychological condition
their personal drives with the problems of the undead and not a physical dependency; a cryptophage still can (and
condition. Those who can’t handle the stress, though, will) drink any form of blood during a frenzy. In extreme
sometimes turn to the pyramid as a surrogate for cases this may be the only sustenance that the vampire gets;
responsibility. she becomes nervous and twitchy from hunger while she
hunts supernatural creatures for their scarlet nectar. A
A recent inductee who’s unable to cope with the stress of cryptophage may even go to the lengths of exerting herself to
hunting for blood and dealing with the Beast may transfer expend blood or draining her own veins in order to cause a
such responsibility to the Tremere pyramid. In such cases the greater appreciation for the rush and taste of unusual vitae.
individual becomes almost dronelike; such victims cannot
handle their own moral responsibility, so they delineate their Thaumaturgical Glossolalia
world by the bounds of the Tremere code. What their
superiors order, they obey; what the code prohibits, they Language is a means to build common symbols for the
fanatically shun. By making the Tremere clan the repository description of concepts. Thaumaturgy recognizes this power;
of their consciences, these poor souls are “only following the voice alone is a potent tool, but so too are symbols.
orders.” The degradation of Humanity and the toll of frenzy, Indeed, skilled thamaturges learn to think in symbolic
hunger and fear still drive the Kindred into a downward languages, much as a mathematician may construct complex
spiral, but it’s one that he can almost sociopathically ignore. explanations out of numbers. Some sorcerers theorize that
After all, it’s neither his fault nor his problem. thaumaturgical numerology functions because of its mystical

18
tie to universal concepts. Just as mathematics describes the
physical universe, Thaumaturgy describes the metaphysical. Ghoul-Specific
Because these symbols function on such an abstract level,
though, they do not fit easily within the human or undead Derangements
mind. Derangement in this category are more often observed
Highly proficient thaumaturges sometimes suffer a bizarre amongst the ghouls living in servitude to an abusing domitor,
form of regression. A mind trained to examine the world in though some could also apply to mortals and Cainites in
supernatural terms cannot always cope with stress in a similar situations.
rational manner. Under tension, such thaumaturges revert to
speaking in tongues, but in this case, in thaumaturgical Animalistic Hysteria
symbology. The affliction of glossolalia (speaking in tongues)
comes hysterically upon these unfortunates and makes them Animalistic Hysteria — the vaunted “frenzy” so often spoken
incomprehensible. of in Kindred circles — poses a constant threat to many
While normal glossolalia involves speaking in dead ghouls, even those who seem to retain control of their half—
tongues, a thaumaturge reverts to arcane constructs. Other vampiric natures. This behavioral disorder can strike a ghoul
thaumaturges may recognize scattered words, but often the at any time — often, embarrassingly enough, when he is in
mind of the individual seems to shift into a different state of the company of mortals. it is thankfully only a temporary
thought almost like magical aphasia. Oftentimes the subject condition in most ghouls, but it becomes much more difficult
reverts to words that he would not formally know or study. for the haIf-mortal ghoul to interact with humans when he is
The thaumaturge in question rarely has any idea that he in the throes of hysterical rage. The ghoul, often not realizing
sdoing anything unusual. His own mind still equates these that his “Beast” (vampiric nature) is taking over, feels
concepts to the strange words, while conversely he becomes tremendous shame and guilt when he succumbs to Hysteria
unable to translate more mundane language. Given enough in front of humans. After such an episode occurs, he often
time or concentration, the thaumaturge usually reverts to grows fearful of punishment by his domitor, who may
normal speech, with no real understanding of what he instinctively know that the attack occurred even if she is not
mystically said before. present (see Case Study 15-4, involving myself and Dr.
Most Tremere would be mildly unnerved to see this Netchurch).
derangement in action; thaumaturges have displayed Animalistic Hysteria is triggered by sensory, environmental,
knowledge of concepts normally far beyond their skill while physical or emotional stimuli that the ghoul construes as
so possessed. Of course, a frenzied thaumaturge shouting out negative: feelings of inferiority to his domitor; abandonment
guttural invectives in some dead magical language would be by his domitor; his domitor becoming injured; overdose or
enough to terrify almost anyone. lack of vampire blood; unrequited romantic feelings for his
This is a difficult derangement to portray well, and domitor; grave physical endangerment; or being forced to
Storytellers should not only be wary of assigning it too commit acts in violation of his moral, cultural, or ethical
cavalierly, they may wish to offer additional experience points codes. Really, any stressful situation may cause the ghoul to
for players who handle it with grace. Evinced correctly, enter frenzy; the triggers vary according to the individual
Thaumaturgical Glossolalia is not idiotic gibberish or ghoul’s perceptions and past experiences.
childish babble it is the transition of symbols to words by Electroconvulsive therapy — ECT, more commonly known
which a fractured mind communicates the horrors that have as “shock treatment” — has been utilized more effectively in
driven it to madness. the treatment of severe frenzy attacks than have various drug
treatments. Because 80% of ghoul study subjects’ hysteria
symptoms cease within five hours of the initial attack, the
best treatment may be none at all. ln cases where ghouls
experience frenzy for more than 48 consecutive hours.
however, they may prove unresponsive t0 anything short of
lobotomy or hypnosis. Drug treatment is often to be avoided
because many of the psychopharmaceuticals presently
available have adverse effects when introduced into a vitae-
permeated bloodstream. These drugs can, in fact, increase
the intensity of the symptoms evident during hysterical
episodes.
As a Derangement: All ghouls run the risk of frenzy, but a
ghoul who gains Animalistic Hysteria as a specific
Derangement must check against difficulties equal to those of
vampires. Bratovitch revenants automatically suffer from
similar afflictions and thus may not gain Animalistic Hysteria.

19
Dependent Personality Disorder Self—defeating Personality Disorder usually goes untreated,
as many domitors prefer their ghouls to be somewhat
As the name of this disorder implies, a ghoul possessing it submissive. Often this disorder is accompanied by
displays tremendous dependence on others, namely the promiscuity in the ghoul, who may receive sexual gratification
domitor or any remaining human contacts he may have after from pain, feeling that this is the only form of attention she
the transformation into ghoulhood takes place. A ghoul gets from her domitor.
affected by this personality disorder is usually extremely As a Derangement: The ghoul's nature changes to that of
indecisive — if it were up to him, his domitor would tell him Masochist or Martyr. Fulfilling the conditions of the Nature is
what to wear, what to eat, whom to associate with, when to the only way this ghoul can regain Will- power (i.e., he does
go to sleep and what to enjoy. Most of this behavior is brought not regain an automatic point per story, etc.).
on by excessive fear of abandonment. Fearing disownment,
the ghoul instead tolerates constant abuse. The more the Severe Dysmenorrheic Psychosis
ghoul tolerates others’ control over him, the more he feels This disorder manifests itself in approximately 30-40% of
helpless and stupid, and so he is further discouraged from “healthy” female ghouls who continue to have regular
taking any actions that would ease his situation. Thus, this menstrual cycles after the transformation into ghoulhood.
disorder often goes untreated as long as the dependent Aside from painful menstrual cramps, the victim suffers from
ghoul’s clingy behavior is reinforced by his domitor. bouts of severe depression and paranoid delusions during her
As a Derangement: The victim must make a Willpower period. These episodes usually Iast from five to seven days,
roll (usually difficulty 6) to refuse an order or suggestion from depending on the average length of the ghoul’s menstrual
his domitor. The ghoul‘s Nature often changes to that of cycle and the amount of blood lost during the cycle. If a ghoul
Sycophant. has not yet ingested her required monthly dose of vampire
Self-Defeating Personality vitae by the time her menstrual cycle begins, the blood loss
that occurs during her menstrual period has traumatic
Disorder psychological effects. The ghoul feels that she is about to die,
More commonly known as masochism, Self—defeating and i she becomes extraordinarily paranoid about not being
Personality Disorder appears routinely in ghouls, particularly tended to by her domitor. During the onset of SDP, the ghoul
those ghouls in vassalage to Cainite “elders.” The servitors in bursts into hysterics at every perceived slight, literally deathly
question seem compulsively drawn into situations or afraid that her domitor will fail to replenish the dwindling
relationships that they know will cause them intense pain supply of vampire vitae in her bloodstream. There is no
(often to the detriment of their mortal liaisons). They make known cure for Severe Dysmenorrheic Psychosis, although
numerous sacrifices, often needless ones. in the names of Dr. Netchurch has formulated a serum that alleviates some of
their domitors. These disturbed ghouls often have difficulty the disorder's symptoms. This drug has not been approved by
relating to other ghouls, mortals or vampires who treat them the Food and Drug Administration and is currently available
with respect. only on the black market or through the express permission
Contrary to common opinion, many ghouls who display of Dr. Netchurch.
signs of Self-defeating Personality Disorder do not As a Derangement: Whenever the appropriate conditions
necessarily enjoy pain and suffering; most sufferers of this exist, the ghoul loses two points of temporary Willpower;
disorder simply fear to assert themselves to their domitors. these points return at the end of the menstrual cycle.
Others were abused or sexually molested as mortals, and do Sexual Dysfunction
not know how to be treated any differently. Still others deny
that they are being abused, as they feel sacrifices must be A ghoul who spends any time in the thrall of a Tzimisce
made in exchange for the eternal life provided by their domitor is likely encumbered with a variety of sexual
domitors. Finally, a few ghouls rationalize that they are being dysfunctions. Female ghouls typically develop vaginismus,
rightfully punished for “sinning” against the God in which involuntary contracting of the vulval and rectal muscles
they believed during mortal years. preventing penetration, or dyspareunia, severe pain during
intercourse. Males, if not rendered completely impotent,
sometimes fixate sexually on acts favored by their domitors.
All such conditions are likely to instill an extreme aversion to
sex, further separating ghouls from the lifestyles they lead
prior to their servitorship.
Before allowing this derangement, Storytellers should
consider whether its inclusion will make any player
uncomfortable. Many people prefer not to explore such
personal issues in detail, especially during a game. Although
the setting is a suitable venue for such unpleasantness, you
can challenge your players without resorting to poor taste.
These caveats in mind, this derangement can be played
without mentioning graphic details - Storytellers can
extrapolate the likely effects such a condition might have on a
ghoul's relationship with his or her partners.

20
Image Sources

The marks Cover : Neuroimaging techniques


Page 3: Paranoia is paralysing
Page 5: Mutilate, by Eric Peterson (for Magic:

of your
the Gathering)
Page 9: Split: The One Man Show
Page 12: Schizophrenia
Page 14: Fregoli's Delusion, by Rafal

struggles
Hrynkiewicz (for Call of Cthulhu LCG)
Page 15: Clanbook: Malkavian cover
Page 17: Asylum Visitor, by Bastien Lecouffe
Dehame (for Magic: the Gathering)
Page 19: Arcanum Sanguinis Physical
Page 20: Dementation
Derangements are behaviors that are created
White Wolf Game Studio References
when the mind is forced to confront intolerable Vampire: the Mascarade Rulebook, 20th
Anniversary Edition
or conflicting feelings, such as overwhelming Player's Guide Second Edition
terror or profound guilt. When the mind is faced Vampire: the Dark Ages, 20th Anniversary
Edition
with impressions or emotions that it cannot Dark Ages: Vampires
Player's Guide to High Clans
reconcile, the derangement is its attempt to ease Player's Guide to Low Clans
Clanbook: Malkavian (Revised)
the inner conflict. Clanbook: Ravnos (Revised)
Clanbook: Tremere (Revised)
Clanbook: Tzimisce (Revised)
Other examples of derangement-incuding events Chaining the Beast
Ghouls: Fatal Addiction
include killing a loved one while in a frenzy, Guide to the Sabbat
being buried alive, or seeing hundreds of years of Demon: the Fallen
Revision Log (r1)
careful scheming dashed in an instant of bad Table of Content
luck. Generally, any experience that causes More images and revised image locations

intense and unpleasant emotion or thoroughly


violates a character’s beliefs or ethics is severe
enough to cause a derangement.

Derangements are a challenge to roleplay,


without question, but a little time and care can
result in an experience that is dramatic for all
involved.

WWW.GMBINDER.COM

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