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Derangements (1st Edition)

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Derangement Severity Description Specific To Reference
Abyssal Compulsion Severe Insistence on investigating Abyssal lore and creatures Mages Summ p183
Animalistic Dependency Mild, Severe Mild: Res+Comp if not expecting to hear/see animals. On fail, -1 to all rolls. 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
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
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 108
Avoidance Mild Res+Comp when confronted with situation/person associated with previous, significant failure or trauma. WoD p100
Banish the Beast Severe Follows I'm No Animal; As mild, but must spend Willpower point to assume beast-form as well as roll. May attack anyone who tries to remind of shapechanger nature. Changing Breeds p104
Beast Fears Mild Phobia of animals. Reflexive Res+Comp to avoid trembling fearfully around any animals, even self. Changing Breeds p103
Blood Fascination Mild 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 Ghouls p87
Bulimia Severe Follows Fixation; Roll Res+Comp to not feed till full, if you need it or not. For vampires, must burn the vitae more regularly and -2 to resist Hunger Frenzy. VtR p188
Cage Shock Mild Res+Comp when indoors, clothed, or otherwise confined. On failure, -3 to all Social rolls from annoying behavior. Changing Breeds p103
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
Compulsive-Aggressive Disorder Severe Follows Suspicion; Everything is a threat. Only use Intimidation for Social rolls, -2 to resist anger frenzy. Nomads p92
Decadence Mild Res+Comp triggered by 'Great' Social Victory or Humiliating Defeat, on failure, the character looses all sense of decorum in extreme excess. (Unique Temple Derangement') Intruders p203
Delusional Mania Mild, Severe 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. Severe: On fail, can't dodge and won't avoid damage unless spending 1 Willpower. - Ventrue 108
Delusional Obsession Severe Follows Irrationality; Willpower spend to resist acting in according to obsession. VtR p189
Delusional Witness Severe Overlays hallucination to bring any obvious supernatural phenomenon with her belief system. Ban p44
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
Dependent-Personality Disorder Severe Follows Irrationality; No resolve in rolls to resist Dominate when Dominator uses it upon them. Blood-Bound VtR pg 189
Depersonalization Mild No sense of connection to self; can not spend Willpower, -2 to Willpower checks Summ p184
Depravity Severe No sense of social mores, at all. Whenever someone requests that the character 'behave,' roll Res + Comp -2 to resist doing the complete opposite. (Unique Temple Derangement') Intruders p203
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
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 Summ p184
Divination Obsession Severe Follows Magical Ideation; As Obsessive Compulsion, but specifically to perform some sort of divination. Mekhet p118
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
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. BotW p128
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
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
Feral Antics Severe Follows Neoprimitivism: Res+Comp or behaves like wild animal, minimal human speech or behavior. Changing Breeds Changing Breeds p103
Feral Frenzy Severe Follows Cage Shock; Res+Comp or become completely feral, abandoning human speech and restraint until he escapes confinement. May spend Willpower point to bring him out of it. Changing Breeds Changing Breeds p103
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
Filthy Brutes! Mild Hates, teases and torments animals. Res+Comp to resist abusing a helpless animal. Changing Breeds p104
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
Fugue Severe, Extreme 'Autopilot' when subjected to specific stressful circumstances or exposure. WoD p100
Glossolalia Mild Roll Wits+Comp whenever spending a Willpower point. On fail, speak in alien tongue for the remainder of the scene. PtC p185
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. Ban p44
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
Hate of Man Severe Follows One with the Bears: -3 to Social rolls from undisguised hatred of Man. Spent willpower point to avoid getting violent if provoked. Remain in Primal form unless absolutely required not to. Changing Breeds p103
Hedge-Calling Severe Follows Wanderlust. Changelings CtL p215
Hemophilic Compulsion Severe Follows Blood Fascination; Res+Comp every time Composure number of days have passed, on failure must draw blood fresh from a victim. Ghouls p87
Hunter King Severe Follows Filthy Beasts!; Serial killer of animals. Will hunt, torture and murder animals whenever possible. Changing Breeds p104
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
Hysteria Severe 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. WoD p97
Hysteria Severe Follows Phobia; As above. For Kindred: -1 to all frenzy rolls that relate to the object of Fear. Vampires VtR p189
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
I’m No Animal Mild Requires Res+Comp roll to force self to change shape, will only do so under extreme necessity. Changing Breeds p104
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
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
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
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
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
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. BotW p128
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
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 2Vitae are in the system and on Dramatic Failure of any roll. Chance die to swing into Manic. VtR p189
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
Melancholia Severe As Depression, but add -2 Penalty to all Dice Rolls WoD p97
Megalomania Severe As Narcissism add, 1 to all penalties on failure. WoD p97
Megalomania Severe As above. If you ever lose a contest to one that you feels socially inferior, lose one point of Willpower. Vampires VtR p190
Memory Obsession Mild, Severe Become paranoid about memories being tampered with. On fail to recall information by memory... Mild: -2 to all Mental rolls for a scene. Severe: -2 to all actions until extended Int+Comp 10 successes reached. Ventrue p109
Multiple Personality Disorder Severe, Extreme Follows Irrationality; Multiple Personalities triggered may have different skills / Attributes than dominate personality. WoD p99, VtR p190
Mystic Personality Severe, Extreme Develops alternate personality with diametrically opposed perspective on the supernatural. Ban p44
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
Neoprimitivism Mild Criticize everything about the modern world and people in general. Objections to attitude require Res+Comp to keep cool and not incite loud and possibly violent confrontation. Changing Breeds p103
Obsessive Compulsion Severe 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
Obsessive Compulsion Severe Follows Fixation; as above. More subject to frenzy roll. Vampires VtR p190
Obsessive Humanity Severe Follows Beast Phobia; As Obsessive Compulsion, but specifically regarding own humanity and appearance thereof. Changing Breeds p104
Occult Fugue Mild Conducts lengthy (and usually benign) magical working as if sleepwalking, and then promptly forgets about it. Ban p44
One with the Bears Mild Idealistic, New Age dream of wilderness, overconfidence in own abilities there. Comp+Survival roll to cope in bad situations. Changing Breeds p103
Paranoia Severe 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
Paranoia Severe Follows Suspicion; As above. The slightest hint that another may be an enemy requires frenzy check; target number determined by situation. Vampires VtR p190
Phobia Mild Res+Comp roll to even approach the item of the phobia WoD p97, VtR p189
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
Power Fetish Obsession Mild Any attempt to use Disciplines or expend vitae without the object loses three dice. Vampires VtR p191
Preferential Obsession Mild, Severe Prefer blood of particular type of people. Businessmen, virgins, Latinos, etc. Mild: Only take 2 blood from non-preferred type. Severe: Only take blood if hunger frenzy, then will spend it on anything but Disciplines. - Ventrue p109
Pyromania Mild Infernal p102
Pyrophillia Severe Follows Pyromania; Infernal p102
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
Rote-Action Repetition Mild Res+Comp when stress. On failure, absorb self in some meaningless, trivial task instead of facing the issue. -2 to all dicepools while stressful situation persists, excepting dicepools related to rote-action repetition. Prometheans PtC p184
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. Vampires VtR p191
Schizophrenia Severe, Extreme Follows Vocalization; -2 to all Social Rolls. Res+Comp to avoid attacking / escaping the source of trauma. WoD p99
Schizophrenia Severe, Extreme As above, under triggered conditions take -2 to all Rotschreck rolls. Vampires VtR p192
Spirit Placation Mild Res+Comp whenever a setback is suffered. On failure, must placate the spirits at the next opportunity. BotW p128
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. Werewolves BotW p128
Submission Severe, Extreme Follows Inferiority Compex or Rote-Action Repetition; 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 p184
Supernatural Fascination Mild Conviction that the supernatural influences ever facet of life. Res+Comp at least once a scene. On failure, perform some appropriate action to appease God/have good luck/be safe from harm, etc. Asylum p50
Suspicion Mild If fail a Res+Comp roll, and if suffered misfortune intentionally - may suspect everyones motives. -1 Social Rolls WoD p98
Synesthesia Mild Roll Wits+Comp when under overwhelming sensory or emotional input. On failure, -2 to all Presence or Manipulation dice pools. PtC 185
Tongue of the Beast Mild When speaking or writing in nonsense, others who share this derangement can understand it. Belial’s Brood p51
Unbridled Confidence Res+Comp, on fail does what comes first to mind, by instinct. -3 to use skills to plan anything out. AR p92
Vocalization Mild Res+Comp to avoid audible internal monologue regarding important or stressful decisions. WoD p98
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
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. Changelings CtL p215
Withdrawl Severe, Extreme Follows Irrationality; Become a hermit. Res+Comp to leave haven each night. -3 to Social rolls except resistance to contested ones. The Blood p108
Zealotry Severe Follows Supernatural Fascination; As mild, but proselytizes to everyone they speak with. Asylum p50

Tells (Slasher Derangements)

Tell Minor/Major Effect Page
Calling Card minor must leave a personal sign behind on significant achievements HtV p330
major more often, in normal situations
Cannibalism minor must eat flesh of slain victims Slash p220
major roll to resist tell is penalized by number of days without eating
Denial minor deny belief of a single supernatural source HtV p330
major deny belief in all supernatural phenomenon
Hypochondria minor avoids messy scenes, tries to work from a distance HtV p331
major believes that they may be sick, and acts like it
Overkill minor after killing a creature, needs to "make sure" HtV p331
major torches scene, kills creatures allies, eliminates all traces
Sadism minor will physically or emotionally torment their prey HtV p332
major bringing cruelty to the creature is more important than the Vigil
Sexual Deviancies minor -1 to all rolls while hunting until sexual relief HtV p333
major Resolve+Composure to not jump on team members or enemies
Trophies minor removes some small part of the victim to keep Slash p220
major more, and larger
Warnings minor warns the target just before an attack Slash p220
major toys with the target for days
Weapon Fetish minor character must use a particular weapon to kill with Slash P219
major losing the weapon may drive character mad