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Mind's Eye Theatre - Vampire The Requiem.pdf - RoseRed

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268<br />

mind’s chapter eye three: theatre: special requiem rules and systems<br />

Derangements<br />

<strong>The</strong> human mind has its limits. People retreat into madness when they can no longer cope with<br />

extreme guilt, grief, terror or confl icting demands. A person might seek an illusion of self-control<br />

through elaborate private rituals, fantasies of power or emotional fi xations. In more severe cases,<br />

the mind succumbs to stress, crumbling and losing nearly all contact with reality.<br />

Kindred suffer from derangements even more often than mortals do in the World of Darkness,<br />

and no wonder. <strong>The</strong>ir entire existence is one long battle between a human conscience and<br />

the drives of the Beast. Many neonates still think of themselves as mostly human, but they must<br />

feed upon mortal blood to survive. How can they commit assault — potentially murderous assault<br />

— night after night and still think of themselves as reasonably good people? As the decades<br />

pass, Kindred face other grief and traumas. Either they abandon all the people they love, or they<br />

watch them age and die. Society itself changes. What mortals once found unthinkable becomes<br />

accepted without question, and the old standards become quaint, rustic or crude. Kindred can<br />

also suffer more specifi c horrors. <strong>The</strong>y include the stark terror of Rötschreck or killing loved<br />

ones during frenzy. Most insidious of all, the Danse Macabre takes its own slow toll. As Kindred<br />

enmesh themselves in the endless struggle for power, they can trust fewer and fewer of their<br />

fellows. Other people are the greatest of all reality checks. Denied any sort of healthy emotional<br />

connection to other people, Kindred lose themselves in their own thoughts and fears.<br />

Ghouls are also prone to derangements. <strong>The</strong>y love masters who regard them as slaves. <strong>The</strong>y<br />

must move between a secret, supernatural world and mundane society. <strong>The</strong>y are tainted with<br />

undeath while they yet live. Of course their situation can drive them crazy.<br />

GAINING DERANGEMENTS<br />

Undead characters can fall into madness through several methods. Some are automatic.<br />

Others are largely a matter of the Storyteller’s discretion. We have mentioned some triggers<br />

for madness elsewhere, but include them here for your convenience.<br />

• Failures : <strong>The</strong> character gains a derangement if the player fails the degeneration series<br />

and the subsequent Humanity draw; or if he suffers a failure on a Resolve + Composure<br />

chance draw to resist frenzy, Rötschreck or Wassail. <strong>The</strong> Storyteller chooses a derangement<br />

that has some connection to the situation that leads to the draw.<br />

Example: A Kindred who suffers an extreme Rötschreck (the player gets a failure on the Resolve +<br />

Composure chance draw as he had suffered a number of penalties to his test pool) incurs a permanent<br />

phobia about fi re. He tries to prevent the slightest chance of any fl ame coming near. He checks power<br />

cords every half-hour to make sure they aren’t overheating, and searches through his haven to make sure no<br />

one left an oily rag anywhere. He demands that known smokers turn out their pockets to prove that they<br />

aren’t carrying matches or lighters. He might not even ride in a car with a working cigarette lighter.<br />

• Extreme Pain, Frustration or Horror: Truly shocking events can topple a character’s<br />

reason. Examples include killing loved ones in frenzy, a long period of torture by a witchhunter,<br />

or (for elders) perhaps seeing centuries of work and scheming suddenly crash into<br />

ruin. Under such circumstances, the Storyteller may ask the player to draw the character’s<br />

Resolve + Composure (at whatever penalty seems appropriate) to avoid a derangement.<br />

• Very Long Torpor: Kindred who spend decades or centuries asleep wake up with confused<br />

minds. Sometimes a Kindred’s mind clears, sometimes it doesn’t. Very long torpor is<br />

not common among players’ characters in most chronicles, so the Storyteller can use such a<br />

penalty to justify a crazed elder without worrying about draws.

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