Derangements
Derangements are 2-point flaws. Build one from a type plus a trigger, or take a named example. Play them as serious, debilitating, and frightening — not quirks.
How they work
- Every derangement is a 2-point flaw. You may take the same derangement more than once if each instance has a different trigger.
- A trigger is a situation, object, or condition that sets the derangement off. Storytellers should refuse extremely rare triggers and derangements that do not meaningfully impact the character.
- If you voluntarily take a very common trigger, or extend the penalties, the Storyteller may treat it as a 3-point flaw (1 extra XP). If you are not playing that extra liability, the Storyteller can remove the extra XP at any time.
- A character with Science: Psychology may spend 10 minutes talking to someone with a derangement, then make a static challenge (Mental + Science: Psychology, difficulty 10). Success lowers the target’s current Derangement traits by 1. Limit: one successful application per target per game. You cannot use this on yourself. Malkavians may never be reduced below 1 Derangement trait.
Derangement traits
- Mild, obvious response — day-to-day dysfunction, clearly roleplayed. No trait gain or loss.
- Resist — show no obvious sign. Mark 1 Derangement trait.
- Severe response — the frightening, unstable depths of the derangement, lasting five minutes. Clears all Derangement traits (reset to 0).
- At 3 Derangement traits you are on the edge of a psychotic break. The next trigger must be a severe response, which then resets traits to 0.
- Multiple derangements share one trait pool. Any trigger can add traits; whichever derangement fires next at 3 traits causes the break and clears the pool.
- Malkavians always have 1 Derangement trait. Resetting a Malkavian places her at 1, not 0.
Showing 20 entries
- IncapacitatedType2 ptA situation, object, or condition you choose at purchase.
- CompulsionType2 ptA situation, object, or condition you choose at purchase.
- PhobiaType2 ptA situation, object, or condition you choose at purchase.
- DestructionType2 ptA situation, object, or condition you choose at purchase.
- ObsessionType2 ptA situation, object, or condition you choose at purchase.
- BeliefType2 ptAnyone who challenges, talks you out of, or mocks the belief.
- Ritual Freak (Compulsion)MET sampleCompulsion2 ptMeeting up with two or more of your packmates.
- Ritual Freak (Destruction)MET sampleDestruction2 ptA ritual fails.
- Megalomania (Belief)MET sampleBelief2 ptAnyone who disagrees that you are the most competent person present.
- Megalomania (Destruction)MET sampleDestruction2 ptSomeone challenges your authority.
- Glossal (Phobia)MET samplePhobia2 ptBeing forced to state information clearly.
- Multiple Personalities (Belief)MET sampleBelief2 ptA bell ringing (or another trigger you set with the Storyteller).
- Bipolar Disorder (Incapacitated)NamedIncapacitated2 ptFailing a challenge, or your Blood pool falling to 1 or less.
- Bulimia (Compulsion)NamedCompulsion2 ptBeginning to feed, or being prevented from feeding when you want to.
- Fugue (Incapacitated)NamedIncapacitated2 ptExtreme stress or pressure.
- Hysteria (Destruction)NamedDestruction2 ptStress, pressure, or botching a challenge.
- Obsessive-Compulsive (Compulsion)NamedCompulsion2 ptYour defined order or ritual being disrupted, or encountering the thing you must keep controlled (clean, quiet, counted, excluded).
- Paranoia (Belief)NamedBelief2 ptUnexplained sounds, sudden questions, or anyone acting without telling you why.
- Sanguinary Animism (Belief)NamedBelief2 ptFeeding on a mortal (especially draining them to death).
- Schizophrenia (Belief)NamedBelief2 ptThe inner conflict you defined with the Storyteller when you bought this flaw.
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