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

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derangements chapter one: • gaining society derangements<br />

of the damned 269<br />

• Impossible Confl icts: Some Kindred fi nd themselves under Vinculums to extremely cruel<br />

regnants. This condition can create a tug-of-war between love and hate that tears a subject’s<br />

mind apart. Ghouls with loathsome or abusive domitors might also suffer derangements.<br />

ROLEPLAYING DERANGEMENTS<br />

Derangements present a great challenge to players. Most sane people have diffi culty portraying<br />

crazy people. More often, the result is a giggle-producing caricature. Real mental illness isn’t<br />

funny, marginal or cute. <strong>The</strong> mildest forms can annoy other people. More severe cases can rip<br />

one’s heart out with pity. Full-blown psychosis, however, is seldom less than scary as hell.<br />

Nor are crazy people happy in their madness. Derangements are an attempt to deal with<br />

pain, but they often cause as much suffering as their root cause ever did. More often than<br />

not, insane people are desperately unhappy and would like to end their madness but don’t<br />

know how.<br />

<strong>The</strong> actions of the deranged often make no sense to other people, but they always make<br />

sense to the subject himself. Other people don’t see the reasons for the madman’s behavior.<br />

Sometimes you can tell what “missing information” explains erratic behavior. When a<br />

schizophrenic rages against unseen presences, well, the hallucinations are plenty visible to<br />

him. Other times, the reason lies in a system of associations that the deranged person might<br />

not understand himself. For instance, an obsessive-compulsive might refuse to carry $20 bills.<br />

How does this refusal help the person? Perhaps he went to the bank just before he learned of<br />

his wife’s death, and had received a stack of $20 bills. <strong>The</strong>refore, he associates $20 bills with<br />

the death of loved ones. Or the chain of associations might be far more obscure than that.<br />

When playing deranged characters, players should come up with such hidden associations<br />

as a guide to portraying madness.<br />

Regardless of the type of madness being portrayed, players must remember the Only Rules<br />

That Matter and never attack others, topple furniture, break props or frighten non-players<br />

with their behavior.<br />

CURING DERANGEMENTS<br />

Removing a derangement is even more diffi cult for Kindred than it is for mortals. Modern<br />

psychiatry chiefl y relies on drugs and “talk therapy.” Some forms of mental illness, such as<br />

schizophrenia and manic-depression, seem to happen because of some defect in a person’s<br />

brain chemistry. Various drugs can ameliorate the effects, and maybe a therapist can then teach<br />

the patient to think in healthier ways. Other illnesses, such as phobias and hysteria, seem to<br />

be created entirely by thought and stress. Finding and relieving the base anxiety can cure the<br />

disorder, though modern psychiatry generally prescribes antidepressants and other drugs.<br />

Kindred cannot turn to drugs to relieve derangements. Talk therapy becomes feasible only<br />

if the city has a Kindred psychiatrist, as talking to a mortal would break the Masquerade.<br />

Anyway, most of the causes of stress in Kindred existence cannot be relieved.<br />

For derangements acquired through degeneration, Kindred are much like mortals. A<br />

derangement is considered overcome once the character regains one more dot of Humanity<br />

than the one at which he gained the derangement. So, if a character gains an addiction at<br />

Humanity 6, she needs to rise back to Humanity 7 to overcome that addiction.<br />

After a character successfully resists a derangement 10 consecutive times, the Storyteller<br />

can declare the derangement cured. This method does not work on severe derangements.<br />

A true psychotic cannot control his own mind. Storytellers must decide for themselves<br />

whether extended use of Dominate or other mind-infl uencing supernatural powers can cure<br />

derangements. No method of treatment can ameliorate derangements acquired through<br />

moral degeneration. Those must be overcome by regaining Humanity. At the Storyteller’s

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