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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 275<br />

Effect: Any attempt to use Disciplines or expend Vitae without that object reduces any test<br />

pools for an activity by three.<br />

Sanguinary Animism (mild only): Only Kindred can suffer from this special derangement.<br />

This delusion grows out of a vampire’s fundamental awareness of guilt about feeding<br />

on mortals. Kindred with this delusion believe that they take part of victims’ minds or souls<br />

along with their blood. For hours after feeding, the Kindred hears a victim’s voice in his head,<br />

berating him, begging for mercy or making demands. <strong>The</strong> vampire even experiences ersatz<br />

memories from his victim’s life, all concocted by the vampire’s unconscious mind, but seeming<br />

very real. Weak-willed or especially guilt-stricken Kindred might even carry out actions on<br />

behalf of their victims. Whenever a sanguinary animist feeds on a mortal, the player makes<br />

an Intelligence + Composure draw. If the draw succeeds, the imaginary voice and memories<br />

of the victim torment the character for the rest of the night but the character can function<br />

adequately. If the draw fails, the images in the character’s mind are so strong that the other<br />

personality can infl uence the vampire’s actions. <strong>The</strong> angry victim-personality usually means<br />

to harm the character, but the vampire might silence the victim’s voice by doing something<br />

he imagines the victim would like. If the player cannot roleplay the possessing victim’s personality,<br />

control of the character can pass to the Storytelling staff for short times. Control<br />

automatically reverts to the vampire just before dawn.<br />

For all the anguish that sanguinary animism causes, it illustrates how derangements work<br />

(badly) to relieve guilt and stress. As long as the victim’s voice continues, she isn’t really dead<br />

— or so it seems — while the vampire supplies her own punishment.<br />

Effect: Sanguinary animism becomes particularly severe when a vampire kills his vessel.<br />

In this case, the Intelligence + Composure draw suffers a -3 penalty. A failure on a chance<br />

draw means that the ersatz personality of the victim becomes a permanent fi xture in the<br />

vampire’s mind. Under stress, the victim’s voice becomes more insistent. <strong>The</strong> Kindred might<br />

distractedly respond aloud to the voices in his head. Further shocks could drive the vampire<br />

into multiple-personality disorder, with the Kindred taking on the fantasized personalities of<br />

victims. Diablerie is an especially bad idea for sufferers of this derangement!<br />

Schizophrenia (severe; extreme; follows Vocalization): Schizophrenia is the most severe<br />

of all derangements. This mental illness includes hallucinations, delusions, radical mood<br />

swings, manic or obsessive babbling on certain themes, and outbursts of violence. <strong>The</strong> victim<br />

constantly hears strange hums, roars or voices in his head. People on TV or passing by seem<br />

to look at and threaten him. Delusions of grandeur are common: <strong>The</strong> schizophrenic thinks<br />

he’s Jesus, Napoleon (no, really, it happens) or the president.<br />

Unlike most lesser derangements, schizophrenia has a proven organic cause, an imbalance<br />

of brain chemistry that drugs can treat in mortals. Stress also plays a role in sending a latent<br />

schizophrenic over the edge, though, and mortals need both drugs and psychotherapy to<br />

recover from the disease (if they can at all).<br />

Schizophrenia presents a formidable roleplaying challenge. <strong>The</strong> player must decide on a<br />

general set of delusions, hallucinations and behaviors that relate to the trauma that causes the<br />

derangement. <strong>The</strong> Storyteller, meanwhile, should prepare to include hallucinatory details in<br />

her scenes and any descriptions given to the player, and possibly even enlist the other players<br />

to help as well. <strong>The</strong> character doesn’t know what’s real, so the player shouldn’t either. <strong>The</strong><br />

player can probably guess that when the TV weatherman looks at the character and says,<br />

“Your sire wants to kill you. You have to kill him fi rst,” that isn’t real. When he waits at a bus<br />

stop and another character pulls a dagger from under a coat, however…<br />

Effect: A character with this derangement is unpredictable and dangerous. His player automatically<br />

suffers a -2 penalty on all Social draws, and he might be aggressive or violent toward

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