Derangements
From Edge of Darkness Wiki
When a (Clarity, Harmony, Humanity, Morality, Wisdom) point is lost because of a sin perpetrated, roll your character's new Morality trait as a dice pool. If the roll succeeds, she finds some kind of balance or existence at her new state of spiritual and ethical standing. If the roll fails, she manifests a derangement.
- Derangements are mental and emotional ailments or conditions, in this case brought on by your characterÕs stress, grief or even remorselessness over acts performed. Derangements are detailed at length later in this chapter.
- These are a list of the Derangements that MAY be in play on EoD, if the Derangement you want is not here, please PM the Venues Storyteller or post a comment on your character sheet concerning something different or specific.
- Alternate mechanics for specific Derangements will be listed under the Venue Only sections.
Derangement | Severity | Description | Reference | Affects |
Animalistic Dependency | Mild | Res+Comp if not expecting to hear/see animals. On fail, -1 to all rolls. | Ventrue p107 | All |
Anxiety | Severe | Follows Inferiority Complex; -2 on all rolls and Willpower points cannot be spent to bolster any rolls for the remainder of the scene. | WoD p98 | All |
Aphasia | Severe, Extreme | Follows Vocalization; Unable to speak coherently. Wits+Empathy roll for listeners to understand. Use sign language or written text to communicate. Spend 1 Willpower to speak for a scene. | The Blood p108 | All |
Avoidance | Mild | Res+Comp when confronted with situation/person associated with previous, significant failure or trauma | WoD p100 | All |
Beast Phobia/Fears | Mild | Phobia of animals. Reflexive Res+Comp to avoid trembling fearfully around any animals, even self. | CB p103 | All |
Bulimia | Severe | Follows Fixation; Roll Res+Comp to not feed till full, if you need it or not. | VtR p188 | All |
Cataplexy | Severe | Follows Insomnia: The day after sleep roll fails, any circumstance resulting in an intense emotional reaction (e.g. laughter, anger, fear) requires Stam+Comp roll. On failure, slump to the ground, paralyzed with weakness but fully conscious for full turn. | Asylum p49, Ghouls p87 | All |
Compulsive-Agressive Disorder | Severe | Follows Suspicion; Everything is a threat. Only use Intimidation for Social rolls. | Nomads p92 | All |
Delusional Mania | Mild | When taking lethal/agg, roll Stam+Comp. -3 to roll for bashing, -2 for lethal, -1 for agg. On fail, can't dodge for scene unless spending 1 Willpower. | Ventrue p108 | All |
Delusional Mania | Severe | On fail, can't dodge and won't avoid damage unless spending 1 Willpower. | Ventrue p108 | All |
Delusional Obsession | Severe | Follows Irrationality; Willpower spend to resist acting in according to obsession. | VtR p189 | All |
Denial | Severe | Follows Repression; As mild, but has replaced initial memories with others. Res+Comp roll if someone tries to correct memory. On success, become irate and refuse to discuss. | Asylum p50 | All |
Depersonalization | Mild | No sense of connection to self; can not spend Willpower, -2 to Willpower checks | Summoners p184 | All |
Diogenes Syndrome | Severe | Follows Inferiority Complex; Ignore personal hygiene and cleanliness. -3 dice to Social rolls. Spend Willpower to heal instantly or clean self, but heal reflexively while sleeping. | The Blood p107 | All |
Dissociation | Severe | Follows Depersonalization; puts body on a sort of "conscious autopilot", with no emotional depth, can not recover Willpower due to Virtue or Vice | Summoners p184 | All |
Divination Obsession | Severe | Follows Magical Ideation; As Obsessive Compulsion, but specifically to perform some sort of divination. | Mekhet p118 | All |
Dehumanization | Mild | Res+Comp roll when inconvenienced or frustrated by other people's perceived weakness or stupidity. On failure, -2 to all Social rolls except Intimidation. | Blood of the Wolf p128 | All |
Depression | Mild | If failed to achieve a goal, a bout of depression occurs. Resolve+Comp, if fails looses a WP and cannot spend for the remainder of the scene. | WoD p97 | All |
Fetishism | Mild | Res+Comp when reminded of fetishized event or object. On failure, attempt to recreate the situation or come into contact with object in question. | Asylum p49,Ghouls p86 | All |
Filthy Beasts! | Mild | Hates, teases and torments animals. Res+Comp to resist abusing a helpless animal. | CB p104 | All |
Fixation | Mild | Res+Comp to avoid obsessing on a loss or victory. On Failure: Single Dice to see how many scenes you are fixated on loss or failure. ST Fiat. | WoD p97 | All |
Fugue | Severe, Extreme | 'Autopilot' when subjected to specific stressful circumstances or exposure. | WoD p100 | All |
Glossolalia | Mild | Roll Wits+Comp whenever spending a Willpower point. On fail, speak in alien tongue for the remainder of the scene. | PtC Core p185 | All |
Grandiose Delusion | Mild | Regards self as supreme regarding a specific territory, occupation or subject. Res+Comp whenever someone not in their service attempts to exert influence in the matter. On failure, first priority becomes attempting to exclude interloper. | Shadows of Mexico p61 | All |
Hunter King | Severe | Follows Filthy Beasts!; Serial killer of animals. Will hunt, torture and murder animals whenever possible. | CB p104 | All |
Hallucinogen Persisting Perception Disorder | Mild | Suffers lingering visual effects of Hallucinogens. Res+Comp to resist the derangement every time the character imbibes hallucinogens. Failure: -1 to all mental rolls and -3 to all perception rolls for the remainder of the scene. | Magical Traditions p137 | All |
Hypnagogic Hallucination | Mild | Suffers hallucinations in space between waking and sleeping on nights that have been stressful. Spent a Willpower point, or suffer -1 penalty to all Mental rolls the next day. | Shadows of Mexico p65 | All |
Hysteria | Severe | Follows Phobia, add that she must run from subject of Fear. If touched, another Res+Comp. If Dramatic Fail, looses consciousness. -3 Penalty if it's in proximity and you see it -5 if you lack visual. | WoD p97 | All |
Inferiority Complex | Mild | When a single choice or die roll can determine success or failure of stressful situation, roll Res+Comp or take -1 penalty to all rolls for remainder of scene. Cannot spend Willpower on that key roll. | WoD p97 | All |
Insomnia | Mild | When stressed, must roll Res+Comp to sleep restfully. On failure, -2 to all rolls the next day. Each day thereafter is considered 'stressful' until a full night's or day's rest achieved. | Asylum p49, Ghouls p87 | All |
Irrational Defiance | Severe | Follows Irrationality; When given orders by superiors, roll Res+Comp. On fail, -5 dice to accomplishing orders due to need to defy superiors. | Ventrue p108 | All |
Irrationality | Mild | Res+Comp to keep cool when wellbeing is threatened. On failure, require Wits+Comp to take any action to diffuse the situation or leave the scene. Cannot initiate violence. | WoD p99 | All |
Loss of Compassion | Severe | Follows Dehumanization; Ceases to see other human beings as meaningful. Roll one fewer die when testing for sins committed against another person. | Blood of the Wolf p128 | All |
Magical Ideation | Mild | Res+Comp at least once a scene. On failure, must find evidence of some greater plan or intelligence in the local environment. | Mekhet p118 | All |
Manic-Depression | Severe | Follows Depression; Two forms - Psychological and Organic Versions. Dependent on version, on failure of task ST roll Resolve. On Failure - lapse into depression. Also lapse into depression when less than 2 Fuel Stat are in the system and on Dramatic Failure of any roll. Chance die to swing into Manic. | VtR p189 | All |
Masochism | Severe | Follows Fetishism; As mild, but must also suffer bashing damage at least equal to Stamina during the compulsive activity to be satisfied. | Asylum p49, Ghouls p87 | All |
Melancholia | Severe | As Depression, but add -2 Penalty to all Dice Rolls | WoD p97 | All |
Megalomania | Severe | As Narcissism add, 1 to all penalties on failure. | WoD p97 | All |
Memory Obsession | Mild | Become paranoid about memories being tampered with. On fail to recall information by memory... -2 to all actions until extended Int+Comp 10 successes reached. | Ventrue p109 | All |
Memory Obsession | Severe | Become paranoid about memories being tampered with. On fail to recall information by memory... -2 to all actions until extended Int+Comp 10 successes reached. | Ventrue p109 | All |
Multiple Personality Disorder | Severe, Extreme | Follows Irrationality; Multiple Personalities triggered may have different skills / Attributes than dominate personality. | WoD p99, VtR p190 | All |
Mystic Personality | Severe, Extreme | Develops alternate personality with diametrically opposed perspective on the supernatural. | Banishers p44 | All |
Narcissism | Mild | Res+Comp to avoid bout of vanity on succeeding on a goal. On Failure, you disregard all help in favor of the self. -3 on Teamwork Rolls -1 on Social Rolls | WoD p97 | All |
Obsessive Compulsion | Severe | Follows Fixation; follows a strict code of behaviors. If forcibly kept from doing them, may lash out. May override these with a Res+Com - 2 roll. | WoD p98, The Pure p78 | All |
One with the Bears | Mild | Idealistic, New Age dream of wilderness, overconfidence in own abilities there. Comp+Survival roll to cope in bad situations. | CB p103 | All |
Paranoia | Severe | Follows Suspicion; suffers from Persecution Complex. Automatically -2 on Social Rolls. The slightest hint of suspicion triggers a Res+Comp-2 roll on failure flees or attacks. | WoD p98 | All |
Phobia | Mild | Res+Comp roll to even approach the item of the phobia | WoD p97, VtR p189 | All |
Post-Traumatic Stress Disorder | Severe | Res+Comp roll when triggered. On failure, powerful panic attack from any movement except to hide. -2 on all rolls and Willpower points cannot be spent to bolster rolls for remainder of scene. | Ancient Mysteries p69 | All |
Pyromania | Mild | Res+Comp roll when bored, frustrated or stressed. Failure: must light something on fire.
If the character sees a fire already burning must roll Res+Comp. Failure: character stands, transfixed staring at the fire. Rolls are made every turn until the player succeeds | Inferno p102 | All |
Pyrophilia | Severe | Follows Pyromania; as Pyromania. Res+Comp rolls concerning Pyromania suffer a -2 penalty. | Inferno p102 | All |
Repression | Mild | Has blocked out memory of event that caused derangement. Roll Res+Comp in similar situation or block out that memory as well. | Asylum p49 | All |
Schizophrenia | Severe, Extreme | Follows Vocalization or Hallucinogen Persisting Perception Disorder; -2 to all Social Rolls. Res+Comp to avoid attacking / escaping the source of trauma. | WoD p99 | All |
Submission | Severe, Extreme | Follows Inferiority Compex; Res+Comp in any stressful situation. On failure, the character follows orders issued by the highest Presence person who issues a direct command. Cannot spend Willpower, and can only shirk these tasks on a successful Wits+Resolve-2 roll. In the absence of commands, Wits+Composure-2 penalty to avoid slumping into a useless heap. | PtC Core p184 | All |
Suspicion | Mild | If fail a Res+Comp roll, and if suffered misfortune intentionally - may suspect everyone’s motives. -1 Social Rolls | WoD p98 | All |
Synesthesia | Mild | Roll Wits+Comp when under overwhelming sensory or emotional input. On failure, -2 to all Presence or Manipulation dice pools. | PtC Core185 | All |
Unbridled Confidence / Unguarded Dreams | Res+Comp, on fail does what comes first to mind, by instinct. -3 to use skills to plan anything out. | Astral Realms p92, Dancers in Dusk p28 | All | |
Vocalization | Mild | Res+Comp to avoid audible internal monologue regarding important or stressful decisions. | WoD p98 | All |
Waking Nightmare | Severe | On trigger, roll Res+Comp. On failure, fall unconscious and become lost in nightmare vision for remainder of scene. | Ancient Mysteries p69 | All |
Wanderlust | Mild | When fatigued or out of Willpower points, roll Res+Comp. On success, character is flighty and distracted, taking -1 to all Mental rolls for the scene. On failure, must walk for at least an hour. | CtL Core p215 | All |
Withdrawal | Severe, Extreme | Follows Irrationality; Become a hermit. Res+Comp to leave home each night. -3 to Social rolls except resistance to contested ones. | The Blood p108 | All |
Hedge-Calling | Severe | Follows Wanderlust. | CtL Core p215 | Changeling |
Goetic Fracture | Severe, Extreme | Vice becomes personified as a demon. To cast magic, must either accede to the demon's wishes (satisfying his Vice), or psychically overpower it with extended Wisdom roll with own Resolve as the target number. | Banishers p44 | Mage |
Occult Fugue | Mild | Conducts lengthy (and usually benign) magical working as if sleepwalking, and then promptly forgets about it. | Banishers p44 | Mage |
Obsessive Humanity | Severe | Follows Beast Phobia; As Obsessive Compulsion, but specifically regarding own humanity and appearance thereof. | CB p104 | Werewolf |
Spirit Placation | Mild | Res+Comp whenever a setback is suffered. On failure, must placate the spirits at the next opportunity. | BotW p128 | Werewolf |
Spontaneous Lunacy | Severe | Follows Spirit Placation; Res+Comp whenever sensing a spiritual presence. On failure, undergo a purely psychological Lunacy with the usual +2 to Willpower and memory loss. | BotW p128 | Werewolf |
Animalistic Dependency | Severe | Res+Comp if no animals nearby. On fail, activate Animalism 3. ST penalties for Animalism roll apply to all rolls if Animalism 3 failed. | Ventrue p107 | Vampire |
Blood Facination | Mild | Ghouls Only.
Res+Comp whenever encountering blood. On failure, take a 'souvenir'. Additionally, Res+Comp if Comp days have gone by without encountering blood or images thereof. On failure, search for more. | Ghouls p87 | Vampire |
Bulimia | Severe | Follows Fixation; Roll Res+Comp to not feed till full, if you need it or not. Must burn the vitae more regularly and -2 to resist Hunger Frenzy. | VtR p188 | Vampire |
Compulsive-Agressive Disorder | Severe | Follows Suspicion; Everything is a threat. Only use Intimidation for Social rolls. -2 To resist Anger Frenzy | Nomads p92 | Vampire |
Dependent-Personality Disorder | Severe | Must be Blood Bound.
Follows Irrationality; No resolve in rolls to resist Dominate when Dominator uses it upon them. | VtR p189 | Vampire |
Degenerative Fixation | Mild | Res+Comp when encountering mirror or image of self. On failure, be convinced that signs of encroaching age are visible, must beg regnant for more Vitae at first opportunity. | Ghouls p87 | Ghoul |
Erythema | Mild | Force spending blood to appear alive around others, Res+Comp to resist spending blood this way. -2 to resist roll if company is unexpected, -1 if around 2 or more others. | The Blood p108 | Vampire |
Hemophilic Compulsion | Severe | Ghouls Only.
Follows Blood Fascination; Res+Comp every time Composure number of days have passed, on failure must draw blood fresh from a victim. | Ghouls p87 | Vampire |
Hysteria | Severe | Follows Phobia; As Phobia add that she must run from subject of Fear. If touched, another Res+Comp. If Dramatic Fail, looses consciousness. -3 Penalty if it's in proximity and you see it -5 if you lack visual -1 to all frenzy rolls that relate to the object of Fear. | VtR p189 | Vampire |
Identity Erasure | Severe | Follows Degenerative Fixation; Res+Comp when encountering evidence of mortal life. On failure, must attempt to erase evidence. This includes a person who knew him. | Ghouls p87 | Vampire |
Intermetamorphosis | Severe | Follows Irrationality; After long torpor, mistakes modern living (or undead) people for those he knew long ago. Only breaks from the second person appearing. Can spend Willpower to shake for a scene. | The Blood p109 | Vampire |
Megalomania | Severe | As Narcissism add, 1 to all penalties on failure.. If you ever lose a contest to one that you feels socially inferior, lose one point of Willpower. | VtR p190 | Vampire |
Obsessive Compulsion | Severe | Follows Fixation; follows a strict code of behaviors. If forcibly kept from doing them, may lash out. May override these with a Res+Com - 2 roll. More subject to frenzy roll. | VtR p190 | Vampire |
Paranoia | Severe | Follows Suspicion; suffers from Persecution Complex. Automatically -2 on Social Rolls. The slightest hint of suspicion triggers a Res+Comp-2 roll on failure flees or attacks. The slightest hint that another may be an enemy requires frenzy check; target number determined by situation. | VtR p190 | Vampire |
Power Fetish Obsession | Mild | Any attempt to use Disciplines or expend vitae without the object loses three dice. | VtR p191 | Vampire |
Preferential Obsession | Mild | Prefer blood of particular type of people. Businessmen, virgins, Latinos, etc. Only take 2 blood from non-preferred type. | Ventrue p109 | Vampire |
Sanguinary Animism | Mild | Manifests personalities the Kindred has fed from, if the Kindred kills his vessel, a Dramatic Failure on a Res+Comp -3 roll makes the personality a permanent fixture in the Kindred's Mind. | VtR p191 | Vampire |
Schizophrenia | Severe, Extreme | Follows Vocalization; -2 to all Social Rolls. Res+Comp to avoid attacking / escaping the source of trauma. under triggered conditions take -2 to all Rotschreck rolls. | VtR p192 | Vampire |
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