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The Kindred Chronicle
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THE MONSTER OF EALING
Last night, several people reported the sighting of a "screaming red monster" in a quiet neighbourhood of Ealing. After a power shortage in the area, a building caught fire. It was then when, what was described as a "man shaped, footless creature" emerged from the flames, leaping, running, and screaming. One woman has told our reporters that the man had "teeth like a wolf, and the face of the devil". Police officers are still trying to get to the bottom of this; neither the power shortage nor the fire have still been explained. A spokesperson from Scotland Yard has stated that the "so called monster" might be a wounded person, escaping the fire.

TRAGEDY IN TOOLEY STREET
The police has found the bodies of three TFL workers in the construction site at Tooley Street. One of their colleagues raised the alarms last week, when the three workers didn't attend their shifts. The bodies of the men have been found in a deep hole, uncovered by the refurbishment works that are taking place in the area. According to the Police, the bodies were horribly mutilated, which has led to the wildest speculations. The names of the three workers are being kept anonymous, following the wishes of their families.

HOROSCOPE
MARCH 8 - PISCES
You are used to making sacrifices, to prioritising the happiness of others before yours. Even though that is a noble attitude, there are times in life where the only healthy alternative is to embrace your own selfishness and allow yourself some enjoyment. Reserve one hour per day to do something you really like. Treat yourself! Your colour for this month is blue.
Echoes from the past ring back into London. Their intensity increases until they are deafening. What once was a faded memory of a glorious time, now becomes a shocking reality. The consequences of actions taken decades ago ripple into the present, altering the lives of everybody in the City. Unguided and blind, Kindred wander around, trying to make profit out of the reigning chaos.


The appearance of four mysterious figures turned the city upside down. Mistrust and jealousy became the official currency of London. Serpents and fiends rise to power, misdirecting the blaming eyes of the Camarilla towards imaginary enemies. Only those with clear vision and the ability to trust each other strive, while the rest run towards a shallow grave.



Across The Board
Current Chronicle: Dragons and Lions; Pride and Fire
Current Season: Spring
Controlling Sect: Camarilla



Index
Getting Started
General Information
Central London
North London
East London
West London
South London
Miscellaneous
Out of Character


Population: 31

Camarilla
Anarchs
Other
Ventrue: 1
Toreador: 5 (6)
Brujah: 2 (3)
Malkavian: 7
Tremere: 2
Nosferatu: 3
Gangrel: 1
Ventrue: 1
Toreador: 0
Brujah: 2 (3)
Malkavian: 0
Nosferatu: 1
Gangrel: 1
Setites: 5
Sabbat: ???


THE CAMARILLA

Prince

Nobody

Sheriff
Meredith Furlong
Hounds
Robyne Sheridan
Rosella Marie Allain


Keeper of Elysium
Davvad Bisset

Grand Harpy
Catherine Wilke

Primogen
Ventrue: Marcus Antonio Russo
Brujah: Thomas Krusen
Gangrel: Alexa Mallik
Malkavian: Ellora Reese
Tremere: Hannah Sundling
Toreador: Arsenio Pozzi
Nosferatu: Dogan Khojak



ANARCHS

Baron

Khoza

Baronets
Enfield: Leslie
Haringey & Barnet: Clarice Harris
Harrow: Jelena Korolenko

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Derangements Resource [WIP]; Mental Disorders/Conditions
Topic Started: Friday, 11. April 2014, 00:53 (909 Views)
Cid
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Raise the retirement age?
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Explanation!
 
As a Paragon of Clan Malkavian *giggles*, I have taken it upon myself to make available resources with which to improve our understanding and employment of Derangements or Mental Disorders/Conditions. How they should be written and considered. Ways they can be comorbid or even conflict with other afflictions. Summaries, examples, and links to articles to help not just Malkavians, but any character who carries a Derangement/s. After all, Malkavian's aren't the only crazies around here.

Remember, though, mental health/disorders are not a joke. Derangements are serious business. They are not meant to be 'quirky' traits or just randomness. They shouldn't really be 'cute' or 'funny'. A character might very well be the epitome of cute, funny, random, quirky, whatever, but it should not really be due to an actual Derangement or Mental Disorder/Condition. It shouldn't even define a character, per se. Insanity does not necessarily make a character interesting. It's an obstacle, something in the character's way, usually. Very important for Malkavians, Insanity is a Curse.

Of course, far be it from me to say someone can't use these subjects for material that might be considered comedic or irreverent or outright disrespectful.

All Malkavians have a primary Derangement that cannot be cured or really mitigated. Anything else, though, can be removed under the right circumstances. All other characters can get rid of their Derangements through effort or some other difficult development (on this board, of course, it's up to Moderator approval for such things), though I would think it near impossible for some.

Anyway... On to some links and stuff! I will try to cover all the Derangements currently listed for characters, as well as others that may be useful. If some other disorder/condition needs to be mentioned, either PM/skype/shoutbox me or post your own resources here.

(This is a very early rough draft. Much work and research to be done before I or anyone else considers this project complete.)

Derangements - White Wolf
(Here are some Derangements from Vampire the Masquerade sourcebooks. Mostly ones I think are not necessarily real life mental disorders/conditions.)

"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.

Book: 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.

Book: 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.

Book: Guide to the Sabbat


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.

Book: 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.

Book: 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.

Book: Clanbook Ravnos Revised


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.

Book: Vampire the Masquerade


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).

Book: 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.

Book: Clanbook Tremere Revised


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.

Book: 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.

Book: Vampire the Masquerade


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.

Book: Clanbook Malkavian Revised


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.

Book: Clanbook Malkavian Revised


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.

Book: Guide to the Sabbat


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.

Book: 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.]

Book: 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.

Book: Vampire the Masquerade


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.

Book: Clanbook Tremere Revised


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.

Book: 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.

Book: 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."

Book: 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.

Book: Clanbook Tremere Revised


Edited by Cid, Monday, 14. April 2014, 11:34.
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Wikipedia Stuff!



Addiction (e.g. Gambling/Exercise/Drug Abuse) - "is the continued repetition of a behavior despite adverse consequences, or a neurological impairment leading to such behaviors.

Addictions can include, but are not limited to, drug abuse, exercise addiction, food addiction, computer addiction and gambling. Classic hallmarks of addiction include impaired control over substances or behavior, preoccupation with substance or behavior, continued use despite consequences, and denial. Habits and patterns associated with addiction are typically characterized by immediate gratification (short-term reward), coupled with delayed deleterious effects (long-term costs)."



Antisocial Personality Disorder - " is characterized by a pervasive pattern of disregard for, or violation of, the rights of others. There may be an impoverished moral sense or conscience and a history of crime, legal problems, impulsive and aggressive behavior."



Attention deficit hyperactivity disorder (ADHD) - "is a psychiatric disorder of the neurodevelopmental type in which there are significant problems of attention, hyperactivity, or acting impulsively that are not appropriate for a person's age. These symptoms must begin by age six to twelve and be present for more than six months for a diagnosis to be made. In school-aged individuals the lack of focus may result in poor school performance.

Despite being the most commonly studied and diagnosed psychiatric disorder in children and adolescents, the cause in the majority of cases is unknown. It affects about 6-7% of children when diagnosed via the DSM-IV criteria and 1-2% when diagnosed via the ICD-10 criteria.Rates are similar between countries and depend mostly on how it is diagnosed. ADHD is diagnosed approximately three times more in boys than in girls. About 30-50% of people diagnosed in childhood continue to have symptoms into adulthood and between 2-5% of adults have the condition. The condition can be difficult to tell apart from other disorders as well as that of high normal activity."



Avoidant Personality Disorder (AvPD) - "also known as anxious personality disorder, is a Cluster C personality disorder recognized in the Diagnostic and Statistical Manual of Mental Disorders handbook as afflicting persons when they display a pervasive pattern of social inhibition, feelings of inadequacy, extreme sensitivity to negative evaluation, and avoidance of social interaction. Individuals afflicted with the disorder tend to describe themselves as ill at ease, anxious, lonely, and generally feel unwanted and isolated from others.

People with avoidant personality disorder often consider themselves to be socially inept or personally unappealing and avoid social interaction for fear of being ridiculed, humiliated, rejected, or disliked. Avoidant personality disorder is usually first noticed in early adulthood. Childhood emotional neglect and peer group rejection (e.g., bullying) are both associated with an increased risk for the development of AvPD."



Anorexia nervosa - is an eating disorder characterized by immoderate food restriction, inappropriate eating habits or rituals, obsession with having a thin figure, and an irrational fear of weight gain, as well as a distorted body self-perception. It typically involves excessive weight loss and is diagnosed approximately nine times more often in females than in males. Due to their fear of gaining weight, individuals with this disorder restrict the amount of food they consume. Outside of medical literature, the terms anorexia nervosa and anorexia are often used interchangeably; however, anorexia is simply a medical term for lack of appetite, and the majority of individuals afflicted with anorexia nervosa do not, in fact, lose their appetites. Patients with anorexia nervosa often experience dizziness, headaches, drowsiness, fever, and a lack of energy. To counteract these side effects, particularly the latter, individuals with anorexia may engage in other harmful behaviors, such as smoking, excessive caffeine consumption, and attempting to take diet pills, along with an increased exercise regimen.

Anorexia nervosa is often coupled with a distorted self image which may be maintained by various cognitive biases that alter how the affected individual evaluates and thinks about their body, food, and eating. People with anorexia nervosa often view themselves as overweight or "big" even when they are already underweight."



((I would caution against using any 'Autism Spectrum Disorder' as a 'Derangement' or even referring to it as such, as it's quite common and complicated and there are likely members of this board who are diagnosed Autistic and might resent the idea of being 'deranged', unless you really know what you're doing.))

Autism - "is a disorder of neural development characterized by impaired social interaction and verbal and non-verbal communication, and by restricted, repetitive or stereotyped behavior. The diagnostic criteria require that symptoms become apparent before a child is three years old. Autism affects information processing in the brain by altering how nerve cells and their synapses connect and organize; how this occurs is not well understood. It is one of three recognized disorders in the autism spectrum (ASDs), the other two being Asperger syndrome, which lacks delays in cognitive development and language, and pervasive developmental disorder, not otherwise specified (commonly abbreviated as PDD-NOS), which is diagnosed when the full set of criteria for autism or Asperger syndrome are not met."



Bipolar Disorder (Manic Depression) - "is a mental illness typically classified as a mood disorder. It is characterized by episodes of an elevated or agitated mood known as mania, usually alternating with episodes of depression. These episodes can impair the individual's ability to function in ordinary life. About 3% of people have bipolar disorder worldwide, a proportion consistent for both men and women and across racial and ethnic groups. The cause is not clearly understood, but both genetic and environmental risk factors are believed to play a role."



Borderline Personality Disorder (BPD) - "is a cluster-B personality disorder the essential features of which are a pattern of marked impulsivity and instability of affects, interpersonal relationships and self image. The pattern is present by early adulthood and occurs across a variety of situations and contexts.

Other symptoms usually include intense fears of abandonment and intense anger and irritability, the reason for which others have difficulty understanding. People with BPD often engage in idealization and devaluation of others, alternating between high positive regard and great disappointment. Self-harm and suicidal behavior are common."



Bulimia nervosa - "is an eating disorder characterized by binge eating and purging, or consuming a large amount of food in a short amount of time followed by an attempt to rid oneself of the food consumed (purging), typically by vomiting, taking a laxative, diuretic, or stimulant, and/or excessive exercise, because of an extensive concern for body weight.

Some individuals may tend to alternate between bulimia nervosa and anorexia nervosa. Bulimia is also commonly accompanied with fasting over an extended period of time. These dangerous, habit-forming practices occur while the sufferer is trying to keep their weight under a self-imposed threshold. It can lead to potassium loss and health deterioration, with depressive symptoms that are often severe and lead to a high risk of suicide. Bulimia nervosa is considered to be less life threatening than anorexia; however, the occurrence of bulimia nervosa is higher. Bulimia nervosa is nine times more likely to occur in women than men. Up to 1% of women have bulimia nervosa."



Dependent Personality Disorder (DPD) - "formerly known as asthenic personality disorder, is a personality disorder that is characterized by a pervasive psychological dependence on other people. This personality disorder is a long-term (chronic) condition in which people depend on others to meet their emotional and physical needs, with only a minority achieving normal levels of independence."



(Dissociative Identity Disorder / Multiple Personality Disorder is not allowed on this board, at the moment, as it's almost always misused. There's still debate as to whether it actually exists. So, please don't ask to have this as your character's Derangements. No exceptions, as far as I know.)

Dissociative Identity Disorder (Multiple Personality Disorder) - "is a mental disorder on the dissociative spectrum characterized by at least two distinct and relatively enduring identities or dissociated personality states that alternately control a person's behavior, and is accompanied by memory impairment for important information not explained by ordinary forgetfulness. These symptoms are not accounted for by substance abuse, seizures, other medical conditions, nor by imaginative play in children. Diagnosis is often difficult as there is considerable comorbidity with other mental disorders."



Histrionic Personality Disorder (HPD) - "is defined by the American Psychiatric Association as a personality disorder characterized by a pattern of excessive emotions and attention-seeking, including inappropriately seductive behavior and an excessive need for approval, usually beginning in early adulthood. People affected by HPD are lively, dramatic, vivacious, enthusiastic, and flirtatious. HPD affects four times as many women as men. It has a prevalence of 2-3% in the general population and 10-15% in inpatient and outpatient mental health institutions.

HPD lies in the dramatic cluster of personality disorders. People with HPD have a high need for attention, make loud and inappropriate appearances, exaggerate their behaviors and emotions, and crave stimulation. They may exhibit sexually provocative behavior, express strong emotions with an impressionistic style, and can be easily influenced by others. Associated features include egocentrism, self-indulgence, continuous longing for appreciation, and persistent manipulative behavior to achieve their own needs."



Hypersexuality (Nymphomania/Satyriasis) - "is extremely frequent or suddenly increased sexual urges or sexual activity. Although hypersexuality can be caused by some medical conditions or medications, in most cases the cause is unknown. Mental health problems such as bipolar disorders can give rise to hypersexuality, and alcohol and some drugs can affect social and sexual inhibitions in some people. A number of theoretical models have been used to explain or treat hypersexuality. The most common one, especially in the popular media, is the sexual addiction approach, but sexologists have not reached any consensus. Alternative explanations for the condition include compulsive and impulsive behavioral models."



Intermittent Explosive Disorder (IED) - "is a behavioral disorder characterized by extreme expressions of anger, often to the point of uncontrollable rage, that are disproportionate to the situation at hand. Impulsive aggression is unpremeditated, and is defined by a disproportionate reaction to any provocation, real or perceived. Some individuals have reported affective changes prior to an outburst (e.g., tension, mood changes, energy changes, etc.)."



Major Depressive Disorder (MDD) - "(also known as clinical depression, major depression, unipolar depression, or unipolar disorder; or as recurrent depression in the case of repeated episodes) is a mental disorder characterized by a pervasive and persistent low mood that is accompanied by low self-esteem and by a loss of interest or pleasure in normally enjoyable activities. This cluster of symptoms (syndrome) was named, described and classified as one of the mood disorders in the 1980 edition of the American Psychiatric Association's diagnostic manual. The term "depression" is ambiguous. It is often used to denote this syndrome but may refer to other mood disorders or to lower mood states lacking clinical significance. Major depressive disorder is a disabling condition that adversely affects a person's family, work or school life, sleeping and eating habits, and general health."



Narcissistic Personality Disorder (NPD) - "is a personality disorder in which a person is excessively preoccupied with personal adequacy, power, prestige and vanity. This condition affects one percent of the population. First formulated in 1968, it was historically called megalomania, and is severe egocentrism."



Obsessive Compulsive Disorder (OCD) - "is an anxiety disorder characterized by intrusive thoughts that produce uneasiness, apprehension, fear, or worry; by repetitive behaviors aimed at reducing the associated anxiety; or by a combination of such obsessions and compulsions. Symptoms of the disorder include excessive washing or cleaning; repeated checking; extreme hoarding; preoccupation with sexual, violent or religious thoughts; relationship-related obsessions; aversion to particular numbers; and nervous rituals, such as opening and closing a door a certain number of times before entering or leaving a room. These symptoms can be alienating and time-consuming, and often cause severe emotional and financial distress. The acts of those who have OCD may appear paranoid and potentially psychotic. However, OCD sufferers generally recognize their obsessions and compulsions as irrational and may become further distressed by this realization."



Paranoid Personality Disorder (PPD) - "is a mental disorder characterized by paranoia and a pervasive, long-standing suspiciousness and generalized mistrust of others. Individuals with this personality disorder may be hypersensitive, easily feel slighted, and habitually relate to the world by vigilant scanning of the environment for clues or suggestions that may validate their fears or biases. Paranoid individuals are eager observers. They think they are in danger and look for signs and threats of that danger, potentially not appreciating other evidence.

They tend to be guarded and suspicious and have quite constricted emotional lives. Their reduced capacity for meaningful emotional involvement and the general pattern of isolated withdrawal often lend a quality of schizoid isolation to their life experience. People with this particular disorder may or may not have a tendency to bear grudges, suspiciousness, tendency to interpret others' actions as hostile, persistent tendency to self-reference, or a tenacious sense of personal right. Patients with this disorder can also have significant comorbidity with other personality disorders."



Phobias (e.g. Claustrophobia/Xenophobia/Aquaphobia/Thanatophobia) - "is, when used in the context of clinical psychology, a type of anxiety disorder, usually defined as a persistent fear of an object or situation in which the sufferer commits to great lengths in avoiding, typically disproportional to the actual danger posed, often being recognized as irrational. In the event the phobia cannot be avoided entirely, the sufferer will endure the situation or object with marked distress and significant interference in social or occupational activities."



Posttraumatic Stress Disorder (PTSD) - "may develop after a person is exposed to one or more traumatic events, such as sexual assault, serious injury, or the threat of death. The diagnosis may be given when a group of symptoms, such as disturbing recurring flashbacks, avoidance or numbing of memories of the event, and hyperarousal (high levels of anxiety) continue for more than a month after the traumatic event.

Most people having experienced a traumatizing event will not develop PTSD. Women are more likely to experience higher impact events, and are also more likely to develop PTSD than men. Children are less likely to experience PTSD after trauma than adults, especially if they are under ten years of age. War veterans are commonly at risk to PTSD.



Psychopathy/Sociopathy - "is traditionally defined as a personality disorder characterized by enduring antisocial behavior, diminished empathy and remorse, and disinhibited or bold behavior. It may also be defined as a continuous aspect of personality, representing scores on different personality dimensions found throughout the population in varying combinations. The definition of psychopathy has varied significantly throughout the history of the concept; different definitions continue to be used that are only partly overlapping and sometimes appear contradictory."



Schizoid Personality Disorder (SPD) - "is a personality disorder characterized by a lack of interest in social relationships, a tendency towards a solitary lifestyle, secretiveness, emotional coldness, and apathy. Affected individuals may simultaneously demonstrate a rich, elaborate and exclusively internal fantasy world.

SPD is not the same as schizophrenia, although they share such similar characteristics as detachment and blunted affect. There is, moreover, increased prevalence of the disorder in families with schizophrenia."



Schizophrenia - "is a mental disorder characterized by a breakdown in thinking and poor emotional responses. Common symptoms include delusions, such as paranoia; hearing voices or noises that are not there; disorganized thinking; a lack of emotion and a lack of motivation. Schizophrenia causes significant social and work problems."



Schizotypal Personality Disorder - "is a personality disorder characterized by a need for social isolation, anxiety in social situations, odd behavior and thinking, and often unconventional beliefs. People with this disorder feel extreme discomfort with maintaining close relationships with people, and therefore they often do not. People who have this disorder may display peculiar manners of talking and dressing and often have difficulty in forming relationships. In some cases, they may react oddly in conversations, not respond or talk to themselves. They frequently misinterpret situations as being strange or having unusual meaning for them; paranormal and superstitious beliefs are not uncommon. People with this disorder seek medical attention for things such as anxiety, depression, or other symptoms. Schizotypal personality disorder occurs in 3% of the general population and is slightly more common in males."



Edited by Cid, Monday, 14. April 2014, 11:54.
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Edited by Cid, Saturday, 12. April 2014, 17:02.
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Nevermind this post. I gave up a while ago. Impulsive!

HERE'S A BETTER THING ->

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