Derangement - Avoidance, Mild:
Cost: -*
Pre: None
When faced with a conflict with someone associated with a previous failure (an ex-wife or the house where they suffered a painful childhood, for example), the character may try to avoid the situation entirely.
On a failed Resolve + Composure roll, the character will try their best to avoid the situation, short of harming themselves.
Derangement - Avoidance, Severe (Fugue):
Cost: -***
Pre: None
The character can suffer a blackout or loss of memory when faced with particular trauma or stress.
Decide on the circumstance that will trigger the fugue state, and roll Resolve + Composure when faced with this trigger. If this fails, the character falls into a trance like state, repeatedly performing the same inane or mundane action (tying or re-tying their shoelaces)
Derangement - Depression, Mild:
Cost: -*
Pre: None
If the character fails to achieve a goal, roll Resolve + Composure or lose a Willpower point and be unable to spend any further Willpower for the remainder of the scene.
Derangement - Depression, Severe (Melancholia):
Cost: -***
Pre: None
As per Depression, only with an additional -2 modifier to all dice rolls for the remainder of the scene.
Derangement - Fixation:
Cost: -*
Pre: None
If a character fails or succeeds at an important action, they must roll Resolve + Composure or suffer an unhealthy fixation with the action.
Roll a single dice and the fixation lasts for this many scenes. The character becomes obsessed with a factor that allowed them to achieve their goal, or curses the chance circumstances that caused them to fail. The GM will rule how this derangement will affect the character, but a -1 penalty to related tasks might be appropriate or a stubborn refusal to engage with any unrelated activity, for example.
Derangement - Fixation, Severe (Obsessive Compulsive):
Cost: -***
Pre: None
The character is obsessed with following a single or number of actions or behaviours. The character has a set number of actions that they must perform before they are able to do anything else.
The Obsession can be ignored for a scene with a success Resolve + Composure roll at a -2 penalty.
If the character is prevented from completing their behaviours, they may lose control as appropriate.
Derangement - Inferiority Complex:
Cost: -*
Pre: None
Whenever the character faces a situation where the result of a single action can determine success or failure, they are faced with crippling self-doubt.
They must roll Resolve + Composure or suffer a -1 penalty to all rolls, and cannot spend Willpower on the action that caused their negative feeling.
Derangement - Inferiority Complex, Severe (Anxiety):
Cost: -***
Pre: None
As per Inferiority Complex, except the penalty is -2 to all dice rolls, and they cannot spend Willpower to improve their rolls.
Derangement - Irrationality, Mild:
Cost: -*
Pre: None
Whenever the character is faced or threatened with violence (by a potential, real threat), they need to roll Resolve + Composure to keep their cool.
If this fails the character will act in a crazed, mad way (potentially dangerous actions) with the intent to try to scare their aggressor away. They are able to threaten but cannot actively attack their target, but can defend themselves. A Wits + Composure roll must be made before they are able to remove themselves from the situation.
Each bout lasts for the remainder of the scene.
Derangement - Irrationality, Severe (Multiple Personality):
Cost: -***
Pre: None
Character is so broken that they may have more than one personality, each with different skill values, Social attributes and appropriate merits. Individual personalities may not be aware of each other.
Work with the GM to determine the trigger that would result in the character displaying particular personalities.
Derangement - Narcissism:
Cost: -*
Pre: None
Whenever the character succeeds at a goal, roll a Resolve + Composure roll or suffer a bout of vanity.
All social rolls suffer a -1 penalty, and all team-related rolls suffer a -3 penalty.
Derangement - Narcissism, Severe (Megalomania):
Cost: -***
Pre: None
As per Narcissism, only with an additional -1 penalty to all relevant dice rolls.
If the character fails a contested roll against someone who is inferior, they lose a point of Willpower due to self-loathing.
Derangement - Phobia, Mild:
Cost: -*
Pre: None
Character is irrationally scared of something; an animal, colour, person, the dark.
Roll Resolve + Composure or suffer a -5 penalty to offensive dice rolls if the source of the phobia is within Speed yards of the character (due to shaking and fear). If able to, the character must move to at least Speed distance in yards away from the source of the phobia.
If unable to get to at least Speed yards away, the character becomes Frozen in place and while they can react to attacks they cannot themselves attack.
Derangement - Phobia, Severe (Hysteria):
Cost: -***
Pre: None
As per Phobia, but the character cannot be in the same room as the source of the phobia, and must run away if they are aware or can otherwise sense the phobia. If any of the Resolve + Composure rolls is a dramatic failure, the character feints.
If the character is unaware of the presence of the source of the phobia until it touches them, they suffer a -3 penalty to Resolve + Composure. This is increased to -5 if the character can sense but cannot see the source.
Derangement - Suspicion:
Cost: -*
Pre: None
If a character fails because of the intervention of another, they may become suspicious of everyone's motives towards them.
Roll Resolve + Composure, and on a failed roll suffers a -1 penalty on all Social rolls due to mistrust.
Derangement - Suspicion, Severe (Paranoia):
Cost: -***
Automatically suffers a -2 penalty to all Social rolls, and the slightest suggestion of suspicious behaviour requires a Resolve + Composure roll made with a -2 penalty to not attack or react aggressively against the target.
Derangement - Vocalisation, Mild:
Cost: -*
Pre: None
Character may involuntarily verbalise their thoughts when put in a stressful situation.
Roll Resolve + Composure or reveal the character's innermost monologue. If it's pointed out by others they can resist for a number of turns equal to their Wits before starting over again.
Derangement - Vocalisation, Severe (Schitzophrenia):
Cost: -***
Pre: None
Character is unpredictable and potentially dangerous, suffering from a -2 penalty to all Social rolls.