Derangements are behaviors that are created when the mind is forced to confront intolerable or conflicting feelings, such as overwhelming terror or profound guilt. When the mind is faced with impressions or emotions that it cannot reconcile, it attempts to ease the inner conflict by stimulating behavior such as megalomania, bulimia or hysteria to provide an outlet for the tension and stress that the conflict generates.
Vampires or mortals receive derangements under conditions of intense terror, guilt or anxiety. If a player botches a Virtue or Willpower roll (for example, when confronted with Rotschreck), the Storyteller may decide that the experience causes a derangement in the character. Other examples of derangement-inducing events include killing a loved one while in a frenzy, being buried alive, or seeing hundreds of years of careful scheming dashed in an instant of bad luck. Generally, any experience that causes intense and unpleasant emotion or thoroughly violates a character's beliefs or ethics is severe enough to cause a derangement. The Storyteller alone determines which derangement a character receives, choosing (or creating) one appropriate to the character's personality and the circumstances of the event that caused the disorder.
It must be noted that people who are "crazy" are neither funny nor arbitrary in their actions. Insanity is frightening to those who are watching someone rage against unseen presences or hoard rotten meat to feed to the monsters that live next door; even something as harmless-sounding as talking to an invisible rabbit can become disturbing to 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 - to them. Your vampire's derangement is there for a reason, whether he's a Malkavian who resided at Bedlam before his Embrace or a Ventrue who escaped from five months of torture at the hands of an Inquisitor. What stimuli is his insanity inflicting on him, and how is he reacting to what's happening? The player should work with his Storyteller to create a pattern of provocations for his derangement, and then decide how his character reacts to such provocation.
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.
Acute Sanguinary Aversion
This derangement, unique to the undead, involves a persistent fear that any source of vitae is dangerous. Explanations vary - some vampires fear drugged or contaminated blood, the wrath of God or the presence of a blood-borne Antediluvian. Regardless, unless the vampire is frenzied, the player must succeed on a Willpower roll (difficulty 8) each time he feeds. Willpower cannot be spent on this roll, and a botch indicates that the vampire is so revolted by the prospect of feeding that he vomits up half of his blood pool.
Acute sanguinary aversion usually leads to a starve-and-frenzy pattern, with the vampire avoiding feeding until he loses control. Instead, the vampire might develop highly ritualized feeding methods that involve obsession with repeated, largely arbitrary behaviors that must be observed before the Kiss is performed on a particular source of vitae. He might read a passage from the Book of Nod before feeding or drink blood only from a particular individual.
In any case, if the feeding results in a Conscience or Conviction roll, increase the difficulty by one.
Bok: Clanbook Tzimisce Revised
Agoraphobia
Agoraphobia literally means "fear of open spaces," but the translation is misleading. Called "Mad Scientist's Disease" by younger Tzimisce, agoraphobia manifests as an extreme aversion to places the sufferer fears he will panic. Sometimes the derangement is attached to a few locations, but generalized agoraphobics avoid situations in which escape is difficult (an airplane at 30,000 feet) or embarrassing (making a speech).
Agoraphobics don't voulenteer for situations that they fear might cause anxiety. Unless supernaturally compelled, agoraphobic vampires must succeed on a Willpower roll (difficulty 8) to leave their havens each evening and must spend a point of Willpower to enter a situation from which escape will be difficult or embarrassing. If the character fails any Willpower roll during a scene that takes place in such a situation, the character must spend a point of Willpower or flee. Vampires can ignore these constraints while in frenzy.
The territorial nature of many Tzimisce make this derangement relatively common within the clan. No doubt the world is scattered with at least a handful of agoraphobic Cainites driven into torpor from lack of blood.
Bok: Clanbook Tzimisce Revised
Berserk
The Berserk individual has tremendous difficulty controlling his feelings of anger and frustration. When confronted with stressful situations, a berserk individual often loses control, lashing out against his transgressors (or whomever he perceives to be a transgressor) with blind rage.
Berserk individuals are increasingly common among the Sabbat; the bloodlust and violence of the sect seem to breed this sort of madness. Additionally, a berserk manner often paves the way to other derangements, as the uncontrollable vampire finds himself even more often in the thrall of the Beast. Berserk Cainites suffer a +2 difficulty to their rolls to avoid frenzy.
Bok: Guide to the Sabbat
Blood Sweats
In rare cases, a vampire may become so nervous and agitated that his state of mind affects his body. Much as a mortal may exhibit jumpiness and cold sweats, the vampire can become likewise ill at ease. The "sweat" in this case of vampires, however, is composed of blood that works its way to the Cainite's skin. Many other vampires find this particulary disturbing, as the sweat stains clothes and makes the vampire in question a horrid sight to look upon. Obviously, this causes a few uncomfortable situations in which mortals are involved as well.
A vampire with blood sweats exceretes and additional point of worth of vitae over the course of every night he rises from his slumber. This blood is almost always very obvious, though by judiciously wiping his brow and changing clothes, he may briefly appear "normal" before displaying beads of collected blood-sweat again. Additionally, the character should act twitchy and unnerved.
Bok: Guide to the Sabbat
Bulimia
Individuals with bulimia assuage their guilt and insecurity by indulging in activities that comfort them - in this case, consuming food. A bulimic will eat tremendous amounts of food when subjected to stress, then empty her stomach through drastic measures so she can eat still more.
In the case of vampires with this derangement, the need to feed is a means of relieving the fear and anxiety endemic to the World of Darkness. A bulimic vampire may feed four or more times a night - gorging herself, burning the blood in pointless (or not so pointless) activity, then starting the cycle again.
A vampire with bulimia gets hungry much more quickly than other vampires do. When feeding, a bulimic vampire must make a Conscience roll (difficulty 7). Ifshefails the roll, she feeds untilher blood pool is full, whether the vampire needs the extra blood or not. A vampire who is forcibly kept from feeding risks frenzy (make a frenzy roll, difficulty 6). The difficulty increases by one for every 15 minutes that she is prevented from drinking.
Desensitization
The vampire with this affliction is a virtual emotional amputee. As a derangement, desensitization inhibits the vampire's ability to feel any sort of strong emotion whatsoever, whether joy, sadness, anger or love. The afflicted just can't make the appropriate neural connections ( well, for want of a better term).
The power of Dominate or the blood bond can still hold a vampire so afflicted in check, but even though such supernatural compulsion governs the vampire's actions, it has less of an effect on her psyche. Even when blood bound, the vampire goes through the motions of love and devotion like a distracted actor half-heartedly playing a part. She will still throw herself in front of a car to save her "loved one," but she will do so without so much as a word, a tear or a smile. When she frenzies, she does so in a chillingly silent paroxysm of violence; when struck with the Rotschreck, she scuttles away like a cockroach instinctively fleeing the light.
Vampires with this derangement find it difficult to truly believe in their own ideals, and so make all Humanity, Path, Conscience or Conviction rolls at + 2 difficulty. They also suffer a one-die penalty to any Social dice pools that require some show of emotion or warmth, and cannot purchase the Performance Ability at all.
Bok: Clanbook Malkavian Revised
Disassociative Blood-Spending
One of the less obvious derangments, this affliction inhibits a vampire's conscious control over his own vitae. Vampires with this derangement have a tendency to unconsciously spend blood points to raise their Attributes at unusual and inappropriate times - increasing their strength in the middle of a round of drinks, upping their reaction speed while trying to compose a letter, and so on. These vampires have even been known to spend blood points during the day while they sleep, waking up even hungrier than usual and never knowing why.
If a character has this derangement, once per session the Storyteller can rule that the vampire has just spent a blood Point to raise a given Attribute, or that the vampire wakes up an extra blood point low. The Storyteller is even within her rights to tell the player that his character's missing a blood point, without elaborating exactly when and where he spent the blood, or what for. After all, the vampire wouldn't know where it went. Players are also welcome to roleplay this derangement, of course (and it can be fun to start randomly spending blood in the middle of a tense scene, just to worry the oilier players), but the Storyteller has final control over making this derangement a drawback railier than a simple quirk.
Bok: Clanbook Malkavian Revised
Disassociative Perceptions Syndrome
Since the Week of Nightmares, Chimerstry hasn't behaved quite the same as it did before. Theories range from the notion that the Antediluvian's death somehow changed the Discipline's nature, or that his existence buffered Ravnos from more extreme effects. Another theory states that the final curse the Antediluvian laid upon the clan as he was destroyed distorted Chimerstry's effects. Whatever the reason, Ravnos who indulge in Chimerstry often slowly lose the ability to distinguish between what is real and what is not.
At first, the Ravnos suffers as if from the Dementation power, The Haunting. This happens after a Ravnos has completely depleted his Willpower reserves (zero temporary Willpower) to create a Chimerstry illusion. Whenever the player spends all of the character's Willpower, the character suffers from The Haunting.
If the Ravnos continues to overuse Chimerstry, 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 bulid 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 Willpoer to negate the hallucinations for a scene.
Fugue
Victims suffering from fugue experience "blackouts" and loss of memory. When subjected to stress, the individual begins a specific, rigid set ofbehaviors to remove the stressful symptoms.
This differs from multiple personalities, as the individual in the grip of a fugue has no separate personality, but is on a form of "autopilot" similar to sleepwalking.
Kindred suffering from this derangement require a Willpower roll when subjected to extreme stress or pressure (difficulty 8). If the roll fails, the player must roleplay her character's trancelike state; otherwise, control of the character passes to the Storyteller for a number of scenes equal to the roll of a die. During this period, the Storyteller may have the character act as she sees fit to remove the source of the stress. At the end of the fugue, the character "regains consciousness" with no memory of her actions.
Gluttony
Gluttonous vampires have difficulty takning their susenance in moderation. To the mind of the gluttonous Cainite, why stop when one is merely sated? Why not drink in the heady vitae until one is full as a bloated tick? This derangement is particulary common among elder vampires, who have indulged their vices for so long they lack the ability to control their hunger.
Vampires suffering from gluttony must spend a point of Willpower when they wish to stop feeding from a vessel, unless they have reached their maximum blood pool capacity. Also, a glutonous character automatically frenzies when confronted with the sight, smell or taste of blood when hungry (at 3 blood pool or less).
Bok: Guide to the Sabbat
Hierarchical Sociology Disorder
Enforcement of the Tremere's pyramid structure sometimes has negative effects. Strong-willed individuals are the ones most commonly Embraced by the Tremere, but the occasional exception does slip through. Furthermore, centuries of practice in conditioning young neonates to their policies means that sometimes Tremere organizational practices are a little too effective.
Most Tremere have at least a marginal loyalty to the clan as an abstract whole, enforced both through the blood of the Seven and through the psychological conditioning of the oath administered during the turmoil just after the Embrace. Vampires who adjust comparatively well go on to normalize their personal drives with the problems of undead condition. Those who can't handle the stress, though, sometimes turn to the pyramid as a surrogate for responsibility.
A recent inductee who's unable to cope with the stress of hunting blood and dealing with the beast may transfer such responsibility to the Tremere pyramid. In such cases the individual becomes almost dronelike; such victims cannot handle their own moral responsibility, so they delineate their world by the bounds of the Tremere code. What their superiors order, they obey; what the code prohibits, they fanatically shun. By making the Tremere clan the repository of their consciences, these poor souls are "only following orders." The degradation of Humanity and the toll of frenzy, hunger and fear still drive the Kindred into a downward spiral, but it's one that he can almost sociopathically ignore. After all, it's neither his fault nor his problem.
Confronted with a choice, a victim of this disorder looks to the Tremere hierarchy for answers. Every action must be supported by the pyramid. Pressed for a personal opinion, the hapless vampire gives a pat answer or an uncomfortable "I don't know." Unsurprisingly, Tremere superiors are quick to weed out neophytes who succumb to this disorder - a drone without personal initiative or imagination is even more volatile than a revolutionary. Such individuals find themselves assigned to dangerous tasks where they'll succeed with the clan's interests in mind, die horribly or snap into a more rational state of mind.
Histrionics
Some ghouls sublimate their urge to escape or believe that their new powers entitle them to a certain amount of attention. Ghouls who develop histronics must be center stage in all situations. They affect extreme but shallow emotions or behave and dress provocatively. Each scene, a histronic ghoul must spend a point of Willpower to avoid seeking the spotlight in some way. If his quest for recognition is unsuccessful, he cannot spend Willpower; raise his difficulty to avoid frenzy by three the rest of the scene.
Vampires develop this derangement as well. A childe might subconsciously rebel againt the indifference of a sire. An old Cainite who lacks the status implied by his age might become obsessed with being noticed. A Nosferatu might overcompensate for his hideous appearance or even for spending too much time Obfuscated.
Players beware: This derangement isn't a licence to hog every scene, then write it off as roleplaying. Histronics are hypersensitive to the opinions of others, not oblivious to the glares of the crowd as they enact som slapstick melodrama. 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 person might latch onto one person the entire evening and pester her for every ounce of attention. He might become sullen or leave in a huff if he believes that someone has upstaged him. If your Storyteller allows this derangement, roleplay it as the emotional disorder it is rather than an excuse to be obnoxious.
Bok: Clanbook Tzimisce Revised
Hysteria
A person in the grip of hysteria is unable to control her emotions, suffering severe mood swings and violent fits when subjected to stress or anxiety.
Hysterical Kindred must make frenzy checks whenever subjected to stress or pressure. The difficulties of these rolls are normally 6, increasing to 8 if the stress is sudden or especially severe. Additionally, any action that results in a botch causes the vampire to frenzy automatically.
Manic-Depression
Manic-depressives suffer from severe mood swings, sometimes resulting from severe trauma or anxiety. Victims may be upbeat and confident one moment, then uncontrollably lethargic and pessimistic the next.
Kindred with this derangement are constantly on a hair trigger, never knowing when the next mood swing will strike.
Whenever the vampire fails a task, the Storyteller has the option of secretly making a Willpower roll (difficulty 8) for the character. If the character fails the roll, she lapses into depression.
Additionally, the vampire will go into depression whenever one of her rolls is botched, or if her blood pool ever drops below 2.
The Storyteller should roll a die to determine how many scenes the character remains depressed, keeping the number a secret.
Vampires in a depressive state have their Willpower ratings halved (minimum 1). In addition, the vampire may not access her blood pool to raise Attributes. Upon emerging from the depressive state, the character is energetic, relentlessly upbeat and active ( obsessively so) for a number of scenes proportionate to the time spent in depression. When a vampire is in this manic state, the difficulty of all rolls to resist frenzy is raised by one.
Masochism
A person with this derangement closely associates pain with pleasure. In vampires, who no longer enjoy sex in its own right, masochism tends to be linked to the pleasure received by drinking blood or receiving the Kiss. Masochism is usually linked to deep feelings of shame, and masochistic vampires have a tendency to be repulsed by the actual process of feeding from mortals. They are only fulfilled when they're suffering, presumably as some sort of penance for the pleasure they feel when feeding.
Vampires with this derangement begin to have difficulty operating when they become wounded. Once a masochistic vampire drops below the Bruised health level, he must make a Willpower roll, difficulty 6; failure indicates that he takes no action next turn, instead delighting in the sensation of pain.
Furthermore, the masochist must make a Self-Control roll, difficulty 8, in order to use blood points to heal himself, no matter how terrible his injuries.
Bok: Clanbook Malkavian Revised
Megalomania
Individuals with this derangement are obsessed with accumulating power and wealth, salving their insecurities by becoming the most potent individuals in their environment. Such individuals are invariably arrogant and supremely sure of their abilities, convinced of their own inherent superiority . The means of achieving their status can take many forms, from devious conspiracies to outright brutality. Any individual of equalor higher status than the victim is perceived to be "competition." Kindred with this derangement constantly struggle to rise to the height of power and influence, by whatever means necessary. In a megalomaniac's view, there are only two classes of people: those who are weaker, and those who do not deserve the power they have and must be made weaker. This belief extends to everyone around the vampire, including members of her own coterie. This derangement lends an extra die to all of the victim's Willpower rolls, due to her towering sense ofsuperiority.
If a megalomaniacal vampire is presented with the chance to diablerize a more potent Kindred, she will be sorely tempted.
A Willpower roll (difficulty 10) is needed for the vampire to avoid taking "what is rightfully hers."
Memory Lapses
This derangement isn't like amnesia in the classic sense. It's not that a portion of the vampire's memories has been permanently blocked off - it's that the vampire tends to lose random portions of her memory at inopportune times. The memories fade in and out, and can return as quickly as within a few minutes, or they might not come back for decades.
At least once per scene, the vampire suffering from memory lapses will forget something relevant for a time. This might be as simple as forgetting where she left her keys (which can be a real problem when you're locked out of your haven and the eastern sky's getting brighter), or as complicated as forgetting an entire Ability - and even the knowledge that she once had that skill.
("Why are you looking at me like that? I've never touched a keyboard before in my life.")
Since this derangement requires particular attention from the Storyteller, players should double-check that it's okay to take this for a character. Yes, the player can ad-lib minor memory lapses as they come along, but sooner or later the lapse has to get more serious. It can be hard to determine just when forgetting how to use a gun will be dramatically appropriate, and when it'll make the other players organize an impromptu lynch mob.
Storyteller discretion is particularly advised.
Bok: Clanbook Malkavian Revised
Multiple Personalities
The trauma that spawns this derangement fractures the victim's personality into one or more additional personas, allowing the victim to deny her trauma or any actions the trauma causes by placing the blame on "someone else." Each personality is created to respond to certain emotional stimuli - an abused person might develop a tough-as-nails survivor personality, create a "protector," or even become a murderer in order to deny the abuse she is suffering. In most cases none of the personalities is aware of the others, and they come and go through the victim's mind in response to specific situations or conditions.
When a vampire suffers this derangement, the Storyteller and the player must agree upon how many and what kind of personalities develop, and the situations that trigger their domi nance in the victim. Each personality should be relevant to the trauma that causes it. Not only is each personality distinct, but in the case of Kindred, the different personalities might believe themselves to be from different clans and sires.
Kindred with multiple personalities can manifest different Abilities and even Virtues for each of their personalities, but it is the Storyteller's responsibility to determine the specific details.
Nymphomania/Satyriasis
A notable few vampires have subconsciously denied their undead state, and find themselves "sexually" attracted to mortals, other vampires (and, in particularly severe cases, other paramours). Of course, as vampires lack the ability to procreate due to their undead status, any couplings they may achieve are inevitably frustrating and fruitless.
Such limitations do not hinder the efforts of those who suffer from this derangement, however, and they pursue the carnal act with every ounce of their being. By spending a blood point, the vampire may "function" and even bring a partner to climax, provided they're not dead, too. Vampires under the influence of this derangement often sink into ever more depraved activity, hoping to somehow stimulate the pleasures they have been denied. Indeed, outside of "normal" hetero- and homosexual affairs, these vampires may indulge in bestiality, pedophilia, rape and all manner of other vile acts.
A character afflicted with this derangement is always "on the prowl" and should attempt to consummate as many relationships as he can, according to his orientation (which may well change over the course of the chronicle). This derangement has no mechanical effect; it is included as a curious condition rather than a dice-governed system.
Bok: Guide to the Sabbat
Obsessive/Compulsive
The trauma, guilt or inner conflict that causes this derangement forces the individual to focus nearly all ofher attention and energy onto a single repetitive behavior or action. Obsession relates to an individual's desire to control her environment keeping clean, keeping an area quiet and peaceful, or keeping undesirable individuals from an area, for example. A compulsion is an action or set of actions that an individual is driven to perform to soothe her anxieties: for example, placing objects in an exact order, or feeding from a mortal in a precise, ritualistic fashion that is never allowed to vary.
Vampires with an obsessive or compulsive derangement must determine a set of specific actions or behaviors, as described above, and follow them to the exclusion of all else. The effects of obsessive/compulsive behavior can be negated for the course of one scene by spending a temporary Willpower point. The difficulty of any attempt to coerce or Dominate a vampire into ceasing her behavior is raised by one. If a vampire is forcibly prevented from adhering to her derangement, she automatically frenzies.
Overcompensation
A fear of failure gnaws at some vampires, and this fear colors their every action. Perhaps the character barely passed his Creation Rites, or perhaps he had a close encounter that almost left him with the Final Death. Indeed, the character may harbor a secret lack of self-esteem that causes him to push himself to even greater heights in order to find a sense of worth. Whatever the case, the overcompensator always makes sure what he undertakes succeeds spectacularly.
A character with the overcompensation derangement never undertakes anything half-heartedly; nothing is worth doing for it's own sake. Every time something of significance arises, the player of the overcompensating Cainite must spend a point of Willpower to make sure the action succeeds. This need not happen on every roll, only matters of critical nature require the Willpower expenditure. Storytellers and players are advised to take the Nature of the overcompensating character into account when applying this definition, however. A Bravo may be forced to spend a Willpower in a physical fight, while a Chameleon may spend a Willpower on manipulation rolls; the mandatory expenditure does not apply to "generic" stressful situations, only those deemed most vital to the character's personality.
Bok: Guide to the Sabbat
Paranoia
The victim of paranoia believes that her misery and insecurity stem from external persecution and hostility. Paranoids obsess about their persecution complexes, often creating vast and intricate conspiracy theories to explain who is tormenting them and why. Anyone or anything perceived to be "one of them" is often subjected to violence.
Kindred who suffer from paranoia have difficulty with social interaction; the difficulties of all dice rolls involving interaction are increased by one. They are distrustful and suspicious of everyone, even their own blood bound progeny. The slightest hint of suspicious behavior is enough to provoke a frenzy roll, with the difficulty relative to the degree of the behavior. This paranoia may even extend to complex and rigorous feeding practices, to keep "them" from contaminating the vampire's food supply.
Phobia
Sometimes, the Beast leaves the mark of its passage as an irrational, debilitating fear. Although most Sabbat vampires loathe admitting it, some of them have acquired phobias that relate somehow to their loss of control. Indeed, some Sabbat have collected several of these terrors, symbols of their struggle with and loss to their lesser, baser selves. A phobia may take any form, from a simple (and fairly mortal) fear of spiders, to a fear of automobiles, to a crippling fear of other vampires.
The player and Storyteller should work together to determine which phobia best fits a certain character's circumstances. Any time the character in confronted by the object or person of his phobia, she must make Rötschreck roll against a difficulty of 6 (or spend a point of Willpower before making the roll) or flee the presence of whatever causes her phobia. Of course, this isn't necessarily in response to fire, as Rötschreck suggests, but it serves to simulate the fear as well. If the character botches this roll or has no escape route, the Storyteller may well increase the difficulty of subsequent rolls regarding the given phobia to 8.
Bok: Guide to the Sabbat
Post-Traumatic Stress Disorder
Post-Traumatic Stress Disorder (PTSD) arises in response to severe trauma such as combat, rape or servitude to a Tzimisce. A ghoul who has been the subject of his master's latest experiment with supernatural bone art or witnessed his hungry master devour his mortal family might develop this derangement. PTSD can even afflict vampires, perhaps those who survived a lupine attack or awoke one night to find their havens on fire.
Symptoms manifest as recurrent, debilitating flashbacks and extreme avoidance of situations likely to recreate the initial trauma. The player of a ghoul or Cainite afflicted with PTSD must spend a point of Willpower for her character to enter such situations. If compelled by a blood bond or other forms of control, the sufferer's player cannot spend Willpower to gain automatic successes on any rolls, and all of the character's dice pools are halved (round down). In any circumstances, botched Willpower rolls or other stimuli deemed appropriate by the Storyteller induce flashbacks of the traumatic episode with the same penalties described above. Ghouls laboring under this disorder are typically disposed of by their domitors. Clan Tzimisce require servants made of sterner stuff.
Bok: Clanbook Tzimisce Revised
Power-Object Fixation
The vampire afflicted with this derangement has invested much of her self-confidence in an external object, to the point where she believes she cannot function properly without its presence. Such a derangement is often linked to some past trauma in which the object in question played a major role although not always in the obvious way. For instance, a victim might fixate on his dead fiancee's engagement ring if holding his fiancee's hand was his only source of comfort during hard years, but another individual might focus on the belt her father beat her with as her source of strength.
Victims of this fixation lose two dice from all their dice pools if somehow separated from their object of focus. It is hard to hide this fixation from careful observers; in times of stress, the vampire must make a Willpower roll to avoid cradling the object to her torso, rubbing it obsessively or otherwise physically comforting herself with its presence.
This derangement sometimes spawns other related derangements over time. The fixated person may, for instance, develop multiple personalities related to the object - the aforementioned abuse victim might develop a bullying personality much like her abusive failier's, and so on.
Bok: Clanbook Malkavian Revised
Regression
When confronted with stressful situations, a character with this derangement has a tendency to mentally revert back to a childlike state. Regressives are notable for poor senses of cause and effect, flawed interpretations of morality, and a general tendency to avoid confrontation. They do not, however, usually believe themselves to be actual children who've lost their parents - more typically, regressive vampires continue to think of themselves as the same people they always are. Ofcourse, they're notably much more self-centered, fearful of the unknown, and reliant on strong "parent" figures, but this is a nuance that the vampire in question tends to miss.
Vampires with this derangement are at a permanent + 2 difficulty on all Self-Control and Instinct rolls; children have very little sense of discipline for the sake of discipline, and aren't sufficiently self-aware to master their own Beasts. The regressive is no different.
[Storytellers beware: This derangement, improperly used, leads to Malkavians who are cute railier than creepy; you know the type. The ones with teddy bears and bunny slippers. When properly used, a regressive should be a terrifying supernaturally powerful creature with no real sense of right or wrong - so feel free to crack down on players who tend to play this derangement more for laughs than for horror value.]
Bok: Clanbook Malkavian Revised
Sanguinary Animism
This derangement is unique to the Kindred, a response to vampires' deep-seated guilt regarding the act of feeding on the blood of mortals. Kindred with this derangement believe that they do not merely consume victims' blood, but their souls as well, which are then made apart of the vampire's consciousness.
In the hours after feeding, the vampire hears the voice of her victim inside her head and feels a tirade of "memories" from the victim's mind - all created by the vampire's subconscious. In extreme cases, this sense of possession can drive a Kindred to carry out actions on behalf of her victims. Obviously, diablerie would be unwise for an animist to perform….
Whenever a vampire with this derangement feeds on a mortal, a Willpower roll is needed ( difficulty 6, or 9 if she drains the mortal to the point of death). If the roll succeeds, she is tormented by the "memories" of the person whose soul she has partially consumed, but is still able to function 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, an angry andreproachful personality that seeks to cause harm to the vampire and her associates. The player must roleplay this state; otherwise, control of the character passes to the Storyteller, who runs the character as if the mind ofher victim is in control. During the moments just before dawn, control automatically reverts to the vampire.
Sanguinary Cryptography
Subsistence upon blood to the exclusion of normal foods is one of the first practical adjustments that vampires must make. Tremere have a particularly curious adjustment, fed as they are blood that transubstantiates into the vitae of the council, then trained in powers to examine the tastes of blood for it's peculiar qualities. A few Tremere become enamored by the flavors in exotic blood. While it's true that any vampire can develop a taste for certain pedigrees, so to speak, the common Tremere sensitivity to unusual currents - both through superlative sensation and thaumaturgical study - leads some Tremere to hunt down the most extraordinary bouquets that they can.
Naturally, some vampires move to rather exclusive tastes and learn the savory thrill of other Cainite blood. Tremere, often able to detect the subtleties of bloodlines or unique manifestations of the vampiric condition, may take this to extremes. A cryptophage becomes obsessed with the pursuit of more and different flavors of blood. Such individuals sometimes have a penchant for diablerie, becoming fixated on the tastes of various other clans. Stranger Tremere take to hunting the globe for "rare vintages" like Lupine or Faerie blood. Unchecked, such an obsession throws the Tremere into dangerous situations as she hunts other supernatural creatures. Worse still, such Tremere often becomes bored with "lesser vintages." Although still able to subsist upon human or animal blood (physically if not psychologically), cryptophages develop a distaste for such common fare. A cryptophage may even be incapable of swallowing such common blood without an effort of will.
Again, note that cryptophagy is a psychological condition and not a physical dependency; a cryptophage still can (and will) drink from any form of blood during a frenzy. In extreme cases this may be the only sustenance that the vampire gets; she becomes nervous and twitchy from the hunger while she hunts supernatural creatures for their scarlet nectar. A cryptophage may even go to the lengths of exerting herself to expend blood or draining her own veins in order to cause a greater appreciation for the rush and taste for unusual vitae.
Schizophrenia
Conflicting, unresolveable sets of feelings and impulses can cause a victim to develop schizophrenia, which manifests as a withdrawal from reality, violent changes in behavior, and hallucinations. This is the classical sort of derangement, causing victims to talk to walls, imagine themselves to be the King of Siam, or receive instructions from their pets telling them to murder people.
Roleplaying this derangement requires careful thought, because the player must determine a general set of behaviors relevant to the trauma that caused the derangement. The hallucinations, bizarre behavior and unseen voices stem from a terrible inner conflict that the individual cannot resolve. The player needs to establish a firm idea of what that conflict is and then rationalize what kind of behavior this conflict will cause.
Kindred with this derangement are unpredictable and dangerous. In situations that trigger a vampire's inner conflict, the difficulties of all rolls to resist frenzy increase by three, and the vampire loses three dice from all Willpower rolls.
Self-Annihilation Impulse
This derangement is more common among older vampires, although there's nothing stopping a neonate from acquiring the affliction. The afflicted vampire feels a deep sense of revulsion for his flesh, and is literally terrified of the thoughtof "living" forever, or of continuing to exist inside a cold, dead shell. This revulsion is entirely unconscious, however; on a conscious level, the vampire is wholly unaware of his "death wish," although he may demonstrate a morbid streak.
Whenever the character is confronted with more-or-less direct evidence of his immortality - such as visiting the churchyard where his mortal daughter is buried, or watching a ghoul die - he must make an immediate Willpower roll, or begin to undertake some sort of potentially deadly behavior. This behavior might be as direct as storming into Elysium and giving the prince a piece of his mind, or it might be more subtle, such as breaching the Masquerade by talking to a reporter.
In any event, the pursuit of self-destruction is not a conscious decision, and it's not open for debate. The character will doggedly go about his "chosen" task until it's completed, resisting any attempts to talk him out of it. He may even consciously believe that the actions he's undertaking are perfectly safe. The compulsive behavior lasts only for a scene or so; however, depending on the nature of the threats he's called down on himself, the consequences can last quite a bit longer.
Bok: Clanbook Malkavian Revised
Sexual Dysfunction
A ghoul who spends any time in the thrall of a Tzimisce domitor is likely encumbered with a variety of sexual dysfunctions. Female ghould typically develop vaginismus, involuntary contracting of the vulval and rectal muscles 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 players uncomfortable. Many people prefer not to explore such personal issues in detail, especially during a game. Although the setting is a suitable venue for 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.
Bok: Clanbook Tzimisce Revised
Synesthesia
This derangement has little to do with logic and more with sensory interpretation. The afflicted vampire's sensory input is somewhat "scrambled"; although he's still capable of receiving sensory information, the information each sense provides is processed in terms of a different sense. In short, the synesthetic "hears" colors, "smells" textures, "tastes" sounds and the like, and is hard-pressed to tlink of such stimuli in any other fashion.
Although the synesthetic is presumably accustomed to the unusual sensory input, his real problem lies in communicating what he senses to others. A character so afflicted has difficulty expressing concepts as simple as "cut the red wire" - he's much more likely to say "cut the sandpaperywire" or something similar - and even has similar difficulties comprehending speech from others. Since the associations vary from individual to individual, there's not even any guarantee that another synesthetic would be able to understand the vampire.
Apart from the aforementioned difficulties in daily communication, the synesthetic receives + 2 difficulty to any Expression and Performance rolls that don't involve creating purely surreal art, poetry or the like. The synesthetic may spend a Willpower point to correlate her sensory input in a "normal" fashion for a turn - or rather, at least to be able to communicate "normally" in terms of colors, textures, smells, tastes, temperature or sound. The character would still hear a ringing noise and think of it as a spicy smell, for instance - he's just able to focus enough to associate that spicy smell he hears with what other people call "ringing."
Bok: Clanbook Malkavian Revised
Thaumaturgical Glossolalia
Language is a means to build common symbols for the description of comcepts. Thaumaturgy recognizes this power; the voice alone is a potent tool, but so too are symbols. Indeed, skilled thaumaturges learn to think in symbolic languages, much as a mathematician may construct complex explanations out of numbers. Some sorcerers theorize that thaumaturgical numerology functions because of its mystical tie to universal concepts. Just as mathematics describes the physical universe, Thaumaturgy describes the metaphysical. Because these symbols function on such an abstract level, though, they do not fit easily within the human - or undead - mind.
Highly proficient thaumaturges sometimes suffer a bizarre form of regression. A mind trained to examine the world in supernatural terms cannot always cope with stress in a rational manner. Under tension, such thaumaturges revert into speaking in tongues, but in this case, in thaumaturgical symbology. The affliction of glossolalia (speaking in tongues) comes hysterically upon these unfortunates and makes them incomprehensible.
While "normal" glossolalia involves speaking in dead tongues, a thaumaturge reverts to arcane constructs. Other thaumaturges may recognize scattered words, but often the mind of the individual seems to shift into a different state of thought - almost like magical aphasia. Oftentimes the subject reverts to words that he would not formally know or study. The thaumaturge in question rarely has any idea that he's doing anything unusual. His own mind still equates these concepts to the strange words, while conversely he becomes unable to translate more mundane language. Given enough time or concentration, the thaumaturge usually reverts to normal speech, with no real understanding of what he mystically said before.
Most Tremere would be mildly unnerved to see this derangement in action; thaumaturges have displayed knowledge of concepts normally far beyond their skill while so possessed. Of course, a frenzied thaumaturge shouting out guttural invectives in some dead magical language would be enough to terrify almost anyone.
This is a difficult derangement to portray well, and Storytellers should not only be wary of assigning it too cavalierly, they may wish to offer additional experience points for players who handle it with grace. Evinced correctly, Thaumaturgical Glossolalia is not idiotic gibberish or childish babble - it is the transition of symbols to words by which a fractured mind communicates the horrors that have driven it to madness.