Derangements are behaviors that occur when the mind is forced to confront intolerable or conflicting feelings, such as overwhelming terror or profound guilt. When your character is faced with impressions or emotions that he cannot reconcile, his mind attempts to ease the inner turmoil by stimulating behavior such as megalomania, schizophrenia or hysteria as an outlet. People in the World of Darkness, unwittingly tormented, persecuted and preyed upon by incomprehensible beings, often develop these ailments by the mere fact of existing. Alternatively, regret, guilt or remorselessness for inflicting abuses eats away at mind and soul. The night's creatures are not immune to such pressures, either. Existence as an unnatural thing overwhelms what little humanity these beings might have left, driving them mad.

The primary means by which your character may develop derangements is by performing heinous acts and suffering the mental or emotional repercussions. See Morality for more details.

Otherwise, the Storyteller may decide that a scene or circumstance to which your character is exposed is too much for him to bear and he breaks under the pressure. A bad drug trip might reveal too much of the monstrous reality of the world for a person's mind to bear. A drug overdose could imbalance a character mentally. Or witnessing a creature in all its horrific glory might make an onlooker snap.

Ailments caused by fallen Morality can be healed through your character's own efforts toward treatment or contrition (by spending experience points). The Storyteller decides if a more spontaneously inspired condition is temporary or permanent. A spontaneous ailment might be temporary, lasting until the character resolves the situation that triggered the condition. It might become permanent if reconciliation is refused, the condition goes untreated or the trigger that caused it is insurmountable. With Storyteller approval, a starting character might have a spontaneously inspired derangement as a Flaw, gaining experience in stories in which the condition or problem is prominent. Spontaneous ailments developed during play might be represented in-game as evolutionary Flaws, not ones established at character creation.

It must be noted that people who are "crazy" are neither funny nor arbitrary in their actions. Insanity is frightening to onlookers who witness someone rage against an unseen presence or hoard rotten meat "to feed to monsters." Even something as harmless-sounding as constantly talking to one's self can be disturbing to observers.

The insane respond to a pattern only they grasp, to stimuli that they perceive in their own minds. To their skewed perceptions, what happens to them is perfectly normal. A characterÕs derangement is there for a reason, whether she committed a crime or saw her own children devoured. What stimuli does her insanity inflict upon her, and how does she react to what happens? Work with the Storyteller to create a pattern of provocations for your character's derangement, and then decide how she reacts.

Each of the following ailments is defined in terms of mild and severe. The first might apply to your character if an action or experience imbalances him, but he remains functional. The second can apply if a previously mild condition intensifies with more irreconcilable behavior or spectacles, or if a single act or scene is so mind numbing that only full-blown insanity and dysfunction can result. If treatment or reconciliation occurs and ailments are alleviated, a severe case of a condition must be addressed and overcome before a mild case of the same derangement.

Mild Grav Extrem
Depression Melankoli, Manodepression (VtR)
Fobi Hysteri
Narcissism Storhetsvansinne
Fixering Tvångstankar, Bulimi (VtR)
Misstänksamhet Paranoia
Mindervärdeskomplex Ångest
Vokalisering Schizofreni Schizofreni (VtR)
Irrationalitet Kluven personlighet, Delusional Obsession (VtR), Dependent-Personality Disorder (VtR) Multipla personligheter (VtR)
Undvikande Fugue Fugue
Power Fetish Obsession
Sanguinary Animism
Blodfascination (Ghouls) Hemophilic Compulsion (Ghouls)
Sömnlöshet (Ghouls/Asylum) Kataplexi (Ghouls/Asylum)
Degernerativ fixering (Ghouls) Identity Erasure (Ghouls)
Fetishism (Ghouls/Asylum) Masochism (Ghouls/Asylum)
Wanderlust (CtL) Hedge-Calling (CtL)
Bortträngning (Asylum) Konfabulation (Asylum)
Supernatural Fascination (Asylum) Zealotry (Asylum)

Milda störningar


Grad: Mild

Du har trängt bort minnet av den händelse som orsakade denna störning. Du kanske minns oviktiga av händelsen eller vad som ledde upp till den. Bara genom intensiv terapi, hypnos eller övernaturlig hjälp kan du återfå dessa minnen. Du vet att något hände, och kanske är villig att återfå minnet om möjligt, men lyckas inte på egen hand.

Om du finner dig i en liknande situation måste du slå Resolve + Composure för att inte även tränga bort minnet av denna händelse.


Grad: Mild

If your character fails or succeeds at an important action such as leaping between buildings or making a getaway in a sports car, he might fixate on his loss or victory. Roll Resolve + Composure after such an event for him to avoid this unhealthy obsession.

Effect: If your Resolve + Composure roll fails, roll a single die. The result is the number of scenes in which your character is focused on the offending or inspiring event or task, to the possible exclusion of more important goals. He fixates on what he believes caused him to lose or win his goal, whether it's an opponent, a broken shoelace or the model of car driven. In the case of a defeat, he cannot help but simmer in anger, cursing a circumstance or trying to devise a method of circumventing it in the future. In the case of a victory, he becomes a fanatic, spending
much of his time researching, observing or acclaiming an activity or factor that allowed him to succeed.

The Storyteller rules on how this derangement affects your character's dice pools or behavior. It might cause him a -1 on any task not related to his fixation, or he might refuse to engage in an activity if it doesn't somehow tie into his obsession. Since this derangement is potentially active for many scenes, rather than one, its effects should be mild but persistent.

Grava störningar


Grad: Grav

Inte bara tränger du bort besvärliga minnen, du fabulerar ihop historier att passa in och ersätta dem, och kan bli irriterad och till och med aggressiv om någon säger emot dig. När någon försöker övertyga dig om den korrekta händelseförloppet, slå Resolve + Composure. Om du lyckas står du fast vid din konfabulation, och försöker ilsket stänga ämnet. Om du misslyckas lättar din övertygelse och du blir villig att åtminstone lyssna på den andres perspektiv.


Nivå: Grav

The trauma, guilt or inner conflict that causes this derangement forces your character to focus nearly all of his attention and energy on a single repetitive behavior or action. Obsession relates to an individual's desire to control his environment — keeping clean, keeping an area quiet and peaceful, or keeping undesirable individuals out. A compulsion is an action or set of actions that an individual is driven to perform to soothe his anxieties — placing objects in an exact order, constantly checking to make sure a weapon is loaded, praying every few hours to give thanks for surviving that long.

Effect: Determine a set of specific actions or behaviors that your character follows to the exclusion of all else (even if doing so interferes with his current agenda or endangers his life or others'). The effects of obsessive compulsion can be negated for the course of one scene by making a successful Resolve + Composure roll at a -2 penalty. If your character is forcibly prevented from adhering to his derangement, he may lose control among enemies or allies and attack either (or both) indiscriminately.

Extrema störningar

Unless otherwise stated, the content of this page is licensed under Creative Commons Attribution-ShareAlike 3.0 License