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

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chapter one: sample society derangements<br />

of the damned 271<br />

can seem dangerously crazed when it takes over a character’s existence. Delusional obsession<br />

might be dismissed as fanaticism, but it is even more extreme.<br />

Effect: A Willpower point must be spent to resist whenever an opportunity arises to act in<br />

accordance with the character’s obsession, or whenever he must act in direct opposition to<br />

his obsession. For instance, a gardening fanatic might have to expend Willpower to stay out<br />

of a fl orist’s shop. A Kindred who believes that every instance of a crescent or lunar reference<br />

indicates Lupine activity might need to expend a Willpower point to step into an Islamic<br />

cultural center or to stay in the same room as someone named Moon.<br />

Dependent-Personality Disorder (severe; follows Irrationality): This emotional derangement<br />

most often affl icts ghouls or blood-bound Kindred. <strong>The</strong> character becomes utterly<br />

dependent on his regnant or domitor. He resists making even the most trivial decision for<br />

himself. This disorder might arise from fear of abandonment (especially strong in the case of<br />

ghouls who know that sudden aging or death awaits them if they lose their supply of Vitae).<br />

It might also grow from an exaggerated fear of displeasing a harsh or demanding master.<br />

Effect: If a character has this derangement, the player does not include Resolve in contested<br />

test pools when the domitor attempts to Dominate him (although Blood Potency still applies).<br />

Indeed, the character often follows up on any statement that might be construed as a request<br />

for the character to do something.<br />

Phobia (mild): A person who suffers from a phobia has an unreasoning fear of something.<br />

A phobia can result from a traumatic experience associated with an object or condition, or<br />

might be a purely neurotic way of hiding from a real source of anxiety. Common phobias<br />

include a fear of open spaces, leaving one’s home, of enclosed spaces or germs, but nearly<br />

anything can become the focus of a phobia. Kindred are especially prone to phobias of fi re,<br />

sunlight or hunger. A phobic vampire might avoid going outdoors for fear of sunlight, even<br />

if she knows dawn is hours away.<br />

Effect: Your character moves away from the object of her phobia. If she must be near it,<br />

she can tolerate being no closer than her Acting Speed in steps. If it approaches her, she<br />

must move away at least her Acting Speed in distance in her next action. She cannot easily<br />

target the trigger with close combat or ranged attacks. Such attacks suffer a -5 penalty as your<br />

character shakes just looking at it. If space or circumstances don’t allow her to maintain her<br />

distance, she freezes like a deer in headlights until she fi nds an opening by which to escape.<br />

(Her Defense still applies if attacked and she can choose to dodge and can take cover from<br />

Firearms attacks, but she can take no other actions while “frozen.”)<br />

A successful Resolve + Composure draw must be made for a phobic Kindred to simply<br />

approach the subject of her fear. Any sort of shock or surprise associated with the subject of<br />

the phobia can cause Rötschreck. Draw normally for the character to resist, suitably modifi ed<br />

by the degree of exposure.<br />

Hysteria (severe; follows Phobia): Kindred hysteria operates much like that of mortals,<br />

except it rises to new heights, as would be expected for a mental ailment of the undead. <strong>The</strong><br />

vampire’s emotions run high and stressful situations can cause fi ts of rage, weeping, fainting<br />

or other emotional displays.<br />

Effect: This condition operates as a phobia, but on a failed Resolve + Composure draw<br />

your character cannot be in the same room with the object of her fear. She must run away<br />

from it immediately, and cannot tolerate being within sensory range (sight, sound, smell) of<br />

it. If the trigger comes within sensory range, she must move away at full running speed as<br />

soon as she can take an action. She cannot target it for an attack under any circumstance. If<br />

it touches her, make another Resolve + Composure draw for her to not freak out and run as<br />

far away as she can, thinking of nothing else until she’s left the subject far behind. (Even if

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