The Malkavian Genre Packet is available in two versions: the fully-loaded PDF version complete with graphics and fonts and the text-only MS Word version. We of course encourage you to download the PDF version, especially if you'd like to print out a hardcopy for your records. If you don't have Adobe Acrobat Reader on your computer, you can download it here (it's 100% free and very useful to have). If you have any trouble downloading or viewing either version of the genre packet, please email Admin Subcoord Meg McCrady ( sidhedevil@gmail.com ).

A Portuguese translation of the genre packet will be available shortly!


Packet in Word


Packet in Adobe


OWBN Malkavian Clan
Genre Packet

March 2007

Table of Contents

Section I: The Malkavian Madness Network
Section II: Clan Prestige
Section III: Oracles and Seers
Section IV: Derangements and Psychological Disorders
Section V: Errata


Acknowledgements

A lot of time, effort, love and -- of course -- insanity were put into the creation of this genre document. We would like to acknowledge the many contributors to this project, all of whom were instrumental to its creation:

The OWBN Malkavian Staff: Abby Graham (Seers/Oracles), Daniel Martins (Brazil), Duncan "Dunx" Wyley (Legacy), James Sampers (Northern Midwest), Liz Lindberg (West Coast), Meg McCrady (Admin), Megan Lang (Southeast), Shawnna Goolsby (Southern Midwest). Malk Staff members each took responsibility for a section, and worked like hell to turn their efforts into a cohesive genre document.
Andrew Sayman, Kory McJannet and Sonic: for their wonderful contributions to the Derangements section.
Ed Nabors: webmaster extraordinaire.
The Malkavian Players: for playtesting the new ideas within this document, and for all of the excellent feedback/advice we've received throughout the process.
Many enthusiastic thanks to everyone who helped make this genre document possible!



Note From the Coord

WARNING: This is not your average “binding genre document.”

Many other Clan genre packets are designed to define rigid parameters for their respective genres. That’s absolutely fine, because many other Clans are more structured and require strict parameters for their genres. The Malkavians, however, would suffer horribly if we tried to adhere to a guideline style similar to the more stratified Clans. There’s a general freedom, an open-endedness, in Clan Malkavian that’s instrumental to their genre, and our first and foremost priority in writing this genre packet was to keep as much of that spirit of open-endedness intact as possible. Our intent is not to stifle or pigeonhole, but to clarify and assist in the depiction of the genre.

Granted, there are some elements that we do wish to clearly define within OWBN genre standards. Sections I (The MMN) and II (Prestige), in particular, contain clear definitions of what can and can’t be done in their respective settings. Still, we have attempted to keep that spirit of open-endedness in mind even when we’ve felt the need to clearly define an element of the genre. Section III (Oracles and Seers), for example, is entirely devoted to providing further roleplaying options for oracles and seers. Section IV (Derangements and Psychological Disorders) provides a compendium of White-Wolf published (and thus bylaw-enforced) Derangements along with a glossary of new/revised Derangements and their suggested mechanics. And Section V (Errata) is a miscellaneous compendium of suggested Lore rules, MET conversions for Combo Disciplines, and a selection of other tips and descriptions designed to flesh out Malkavian characters and to really enhance the fun of roleplaying a Malkavian. Because that’s what this game is really all about: fun. Creepy, noir World of Darkness fun – sure! – but fun nonetheless.

This is the first Malkavian Genre packet in the history of OWBN, and it’s very much been a labor of love for everyone involved in its creation. We hope you have as much fun employing it as we had in writing it!


Brendan Ammerman
2007 Malkavian Coordinator



Section I: The Malkavian Madness Network

“He appears mad indeed but to a few,
because the majority is infected with the same disease.”
- Horace (Quintus Horatius Flaccus)

Trying to rigidly define the Malkavian Madness Network is like trying to define infinity: it just can’t be done. Even so, there have been many requests from both players and storytellers to at least clarify some of the parameters of the MMN. The Malkavian Madness Network is different everywhere you go because Malkavians are different everywhere you go. Every Chronicle has a different way of running the MMN, and that mutability is a perfect testament to the dynamic nature of the network itself. In a way, it’s a quality that helps keep the Network truly mad. In the following section, we hope to clarify the MMN a bit – not by placing rigid boundaries on what can be done within the MMN, but by explaining what cannot.

The Clan Advantage, not "Pinging"
“Pinging” does not exist and should never happen. The Madness Network is a reflection of the inherent mental link shared by almost all of the Children of Malkav, not a computer network that allows an IP ping to determine whether a Malkavian is “legitimate” or not. In truth, the parameters required to make it into an effective “infiltration detection device” are antithetical to the very nature of the Madness Network. Nothing so dynamic and mutable should ever be that dependable.

However, Malkavians can – with the appropriate Malkavian Time ability – use Malkavian Time on another Malkavian to discover whether their madness is reading in the pattern of the Malkavian Madness Network. This takes a series of static challenges, with difficulty based upon the subject’s mental traits. Note: this should take up to 15 minutes of in-game time to resolve. This must be used within close proximity of the subject (i.e., not be used across cities). To help understand how this works, think of the following:

An orchestra is composed of many instruments, each contributing to a sound that is greater than the mere sum of its instruments. The Madness Network is, in essence, a symphony – and each Malkavian is an instrument. With the right amount of time and concentration, you can pick out the trumpet in the fourth row. You always have to take the time to find it, though.
It should also be noted that a Malkavian cannot just “disconnect” from the Madness Network like pulling a plug or flipping a switch. With a great amount of difficulty a Malkavian could suppress the Network for a short time, but this is not the norm. It is also possible (though extremely rare) for a Malkavian to start unlife without any connection to the Madness Network. However it is still possible – and should be a plot or goal for the character – for this sort of Malkavian to eventually become connected to the Madness Network. In many cases such Malkavians are viewed as defective and either destroyed or outcast.

Telepathy
Telepathy is a Discipline possessed by the Malkavians, not what the Madness Network is. Malkavians can show emotion on the Network (distress, pain, hatred, joy, etc.), however it cannot be used as a form of Telepathy. Coherent thought is not something that the Madness Network will pass along from one Malkavian to another. That’s why the Malkavians have two very separate and distinct org-wide email lists: OWBN Malk (coherent, traditional communication) and MMN (emotions, disjointed messages, flash images).

It is even possible for two different Malkavians to receive the same message differently from one another. A Malkavian’s personal Derangements can have a “filtering” effect on the images/messages received as well as those that are sent. The emotions are the same, just interpreted differently by the mind of the individual Malkavian. Here are some suggested ways of how to use the Madness Network to allow information to be passed between Malkavians at a game:

At the start of every game, have the Malkavian players or the Storytellers write down 6 unrelated sentences on 6 different item cards. When a Malkavian attempts to use the Network as a communication device, take their number of Malkavian Time and remove that many of the pre-made item cards from the stack. Then have them write what they’re attempting to communicate and scramble words from their communiqué and the remaining item cards you possess. This will help represent the inaccuracy of madness.

As needed, have the Malkavian players or the Storytellers create a “stockpile” of random words that are common to your game. Each of these would go on a separate item card. When a Malkavian attempts to send a coherent message out on the Network, they write each word on a separate item card. Fore every dot of Malkavian Time the character possesses, they are able to send two words. For every word over this limit you randomly remove word card and replace it with one from the stockpile (the replaced words may then become a part of the future stockpile). All the words are then placed into a random order and delivered to each of the other listening Malkavians within range. Each receiving Malkavian may even receive them in different orders from each other. Again this is to represent the inaccuracy of the Network and not a requirement.

A third example uses more Storyteller involvement. When a Malkavian wishes to send an image to the other Malkavians in the game, then they describe it to a Storyteller. They then make a Malkavian Time test (difficulty decided by the Storyteller) using Malkavian Time as the retest. This will determine if the message is sent coherently to begin with and thus the difficulty to receive and understand it. Then the Storyteller goes and makes a Malkavian Time challenge with each of the receiving Malkavians (Malkavian Time is again the retest). If everything is passed successfully, then the image is sent with little to no distortion. However each tie or failure in the process will distort the image from replacing objects with other nonsensical ones or even changing what is occurring in the image entirely.

Malkavian Time
Malkavian Time works as per the book, except for uses cited in this genre document. It is highly suggested that Levels 4 and 5 are set as long-term goals for Malkavian PCs to attempt to achieve. No Malkavian should ever have more than 3 levels of Malk Time at character creation. Malkavian Time is not designed to duplicate or replace elder level Dementation powers that call Malkavians.

A Final Word
The Malkavian Madness Network is meant to be a tool to help the players and storytellers have more fun with the game. Storytellers are encouraged to use the Madness Network to involve Malkavian players with their game. It does not have to be a plot device every time it is used, but it does add a lot of enjoyment to the game when Malkavian characters become engrossed with trying to fit the visions into their viewpoints.

Likewise, Malkavian players are encouraged to involve their storytellers and other players with the madness. Players can write up or otherwise tell the storytellers how their characters understand or view the Madness Network and fit it into their unlives. Sometimes a vision from the Madness Network could trigger a Derangement. This can lead to some fantastic role-playing scenes. Players can also help and encourage their storytellers to utilize the Madness Network as a tool for storytelling.

The true advantage of the Madness Network is in its ability to encourage good role-playing, further plot, and have fun!


Section II: Prestige

“Insanity in individuals is something rare, but in groups, parties, nations and epochs it is the rule.”
- Friedrich Nietzsche

The Malkavian Prestige System reflects the dynamic nature of the Clan. It is not a System that grants power or hierarchy, but it is usually linked to acknowledging one’s personal idiosyncrasies and how much a Clanmate can be relied upon. Some Malkavians use Prestige as nicknames, others as a form of prank. It’s useless to claim which application is correct, though…it’s much easier to just say that Malkavian Prestige is much more than mere internal social adjectives:

• Malkavian Prestige is always somehow directly related to the bearer. Prestige can come in the form of an adjective, a phrase or even a common expression. Its meaning can be connected to a generic trait of the subject or even to an event that best displayed this trait. Creativity on this labeling is almost limitless (almost, since other Malkavians may not like it and might not support it).

• Malkavian Prestige isn’t a Clan secret, however it is not meant to be discussed around outsiders. Even when Prestige is awarded to non-Malkavians, the appellations are kept as in-house as possible. They don’t need to know we respect them, and they don’t need to know how. And while it isn’t a crime to let a non-Malkavian know that they’ve developed a reputation within the Clan, half the fun can be their attempts to learn exactly what the reputation is!

• Malkavian Prestige can’t be used as Camarilla status. A Malkavian can’t force another Malkavian to obey them simply because they hold more Prestige. On the other hand, Malkavians should never completely ignore Clan Prestige either. For example, a Malkavian with very little Camarilla standing and the Malkavian Prestige of “War Machine” could indeed provide sage military counsel in a time of need.

And most importantly:

• Malkavian Prestige must be organic. It must change if the Clan opinion changes. Of course, these changes occur more quickly when affecting individuals with lower quantities of Prestige than when affecting more broadly-regarded individuals, but the very nature of Malkavian Prestige is dynamic and mutable.

Enlightened Ones
Malkavian Enlightened Ones are essential to the internal Malkavian social order. They are the shepherds of their regional flocks, the figurehead to whom the local Clanmates look. Nearly every region of the world plays home to a Malkavian Enlightened One, and it is the Enlightened One who ultimately assumes responsibility for the granting and removal of Malkavian Prestige. This by no means implies that all other local Malkavians are less respected. Quite the contrary, in fact. The position of Enlightened One is simply that: a position. Appropriately enough, it carries with it the Prestige of “Enlightened” – a Prestige that is gained upon elevation to the title and lost when removed from the title. In North and South America, the following Enlightened One regions have long since been established: Northern Midwest, Southern Midwest, East Coast, Northwest, Southwest, Southeast, Canada, North/Northeast Brazil, South Brazil, Southeast Brazil and Center-West Brazil.

However, Malkavians can – with the appropriate Malkavian Time ability – use Malkavian Time on another Malkavian to discover whether their madness is reading in the pattern of the Malkavian Madness Network. This takes a series of static challenges, with difficulty based upon the subject’s mental traits. Note: this should take up to 15 minutes of in-game time to resolve. This must be used within close proximity of the subject (i.e., not be used across cities). To help understand how this works, think of the following:

Enlightened One Prerequisites:
• 3 or more Malkavian Prestige
• Support from the majority of Malkavians in his/her region

Granting Prestige
Malkavian Prestige is granted through group approval and, when necessary, by an Enlightened One:

First Prestige: Given by the Primogen or the Sire to describe the individual’s character.
Second Prestige: Requires 4 Malkavians and Enlightened One approval
Third Prestige: Requires 8 Malkavians and Enlightened One approval
Fourth Prestige: Requires 12 Malkavians and Enlightened One approval
Fifth Prestige: Requires 15 Malkavians and Enlightened One approval

Malkavians may grant Prestige to non-Malkavians as well, although the standards are much higher:

First Prestige: Requires 4 Malkavians and Enlightened One approval
Second Prestige: Requires 8 Malkavians and Enlightened One approval
Third Prestige: Requires 16 Malkavians and Enlightened One approval
Fourth Prestige: Requires 24 Malkavians and Enlightened One approval
Fifth Prestige: Requires 30 Malkavians and Enlightened One approval

Removing/Changing Prestige
It’s much easier to change or remove than to create. With that in mind, as well as the dynamic nature of Malkavian Prestige, only 4 Malkavians need to agree to change or remove Malkavian Prestige. No Elder approval is required.

Negative Prestige
It’s much easier to change or remove than to create. With that in mind, as well as the dynamic nature of Malkavian Prestige, only 4 Malkavians need to agree to change or remove Malkavian Prestige. No Enlightened One approval is required.

First Negative:

Not a big deal. Someone with little intelligence, maybe someone who needs to be enlightened. If you are looking for random target for something bad, use them! Requires the support of 4 Malkavians and the approval of one Enlightened One.

Second Negative:

They are starting to be a problem. Be sure you know how they got here. If they cross your path, don’t offer help unless it is very important for you to do so. But remember, he/she has the potential to be dangerous. Requires the support of 8 Malkavians and the approval of one Enlightened One.

Third Negative:

The "walking dead"; must be ignored as a whole by the clan. The Enlightened Ones and any other Malkavian must make sure everybody knows he/she is that hated by the Clan. If you can’t give him problems, ignore him. If you can give him problems, welcome to the club! Requires the support of 12 Malkavians and the approval of two Enlightened Ones.

Negative Prestige can be removed in the same way it’s gained.

Reporting Prestige Changes OOC
• ANY change in Prestige, from the welcoming first to the fifth, from in clan to out of clan, must be reported to the Malkavian Coord.
• ANY regional "Elder" must be approved by the Malkavian Coord.
• ANY negative prestige above the first must be approved by the Malkavian Coord.

Section III: Oracles and Seers

"The folly of mistaking a paradox for a discovery, a metaphor for a proof, a torrent of verbiage for a spring of capital truths, and oneself for an oracle, is inborn in us."
- Paul Valery

Many Malkavians are gifted with insight into the world around them. Through their shared madness and the powers of Dementation, many are able to glimpse little bits of the future or the past. Oracles and Seers, however, go beyond these common talents. They are blessed (or cursed) with strong visions that come upon them without warning. Some embrace their powers and attempt to channel them, using tarot cards, rune-stones or other divination methods. Others cringe back from Fate’s regular assaults upon their minds, and suffer each intruding image with a singular dread

Being a Seer does not give a Malkavian all the answers. It does not allow them to automatically unravel every riddle, see around ever corner. For every moment in time there are infinite possibilities about what might happen next, and while a Seer may be able to glimpse one or more of the options, there is no guarantee that circumstances will not change and render her vision utterly useless.

Seers often suffer for their visions. Headaches, dizzy spells, phantom pain and even outright unconsciousness are all common side effects to particularly powerful visions. Additionally, even when the Fates speak to a Malkavian, that Malkavian’s mind is the stage for the vision, and everything they see must be interpreted according to their madness and perceptions.

Starting As a Seer
If your start your character with an Oracular merit of some kind, then you should consider in your background the affect of this talent on her life. Did she see visions as a child? Did she have prophetic dreams all her life? Or perhaps it was the Embrace itself that woke a latent talent, and Malkavian had to learn about this power along with all the others that came with the blood of Malkav.

Buying the Merit Later On
Some chronicles will allow the purchase of Merits after character creation. If your Storytellers allow you to purchase an Oracular Merit later on in your character’s story, you should role-play out the adjustment that the character must make to their new powers. It can be very unsettling, even frightening, to become an Oracle later in life.

Seers In Other Clans
Malkavians are not the only people in the world who have a talent for divination. Oracles and Seers can be found in any clan, and some, particularly those that dabble in magic or sorcery, seem to have a special interest in those who show this talent. The Malkavian clan has no monopoly on Fate.

Hints and Advice
Play it out! When a storyteller gives you a vision, role-play out the effect. Your character isn’t getting a phone-call; they’re having an oracular episode. You should not just shrug and then repeat what the storyteller says – roleplay it out!

Cassandra Syndrome – Just as nobody believed the Prophetess of Troy, remember that not everybody is going to believe in your character’s visions either. Seers are more often seen as babbling Cassandras then they are viewed as valuable sources of information. The stigma is part and parcel of being a Seer. It’s part of the story, so try not to get upset out of character if other characters brush of your visions.

Try not to go overboard – If you are spending every game shrieking and rolling around on the ground because of visions, consider that there are other players in the game. Other people want to play too, and while visions and seer-related plot can be very dramatic and fun to play out, try not to make yourself the center of attention of every scene or every game. Other players may become frustrated and your character will get a reputation as a one-trick pony.

Do Not Pester the Storytellers – Oracular merits are not an automatic plot solution. Your Storytellers are under no obligation to give you the answers to every plot or otherwise give you special consideration in solving mysteries just because you ask them to. The exact usage of Seer-related gifts varies by chronicle, so please check the house rules and consult with the storytellers about their views, either at home or when traveling. Please remember that the Oracular Merits and Abilities are just those – Merits and Abilities. Just as Sanctity is not a cheap form of Majesty, Oracular Ability will not give your character a key to every plot your Storyteller wants to run.

Be Creative – Enjoy this part of your character’s story! Ask your STs if you can write up your own visions, or add things into your background to explain how and why the character became a Seer. Use your imagination and have fun with the mystical aspect. Oracular Ability isn’t just about avoiding surprise or untangling plots, it can be a big part of a character’s make-up and story.

Section IV: Derangements and Psychological Disorders

“Though this be madness, yet there is method in't.”
- William Shakespeare
Hamlet

Derangements are not to be taken lightly. These are often severe mental disorders that can and often will be debilitating for the PCs in play. Some Derangements are almost impossible to role-play in a LARP setting, so make sure that: a) you’re comfortable portraying the Derangement(s) you select, and b) that you won’t bring any adverse OOC repercussions onto your game in the process. Many of these Derangements as are based upon serious conditions in the real world, and should not be taken lightly due to some of the more graphic natures that they portray.

Things to remember about Derangements:

• Even though a Derangement has the same name for everyone that has it, it is different for every single person.
• Names can be deceiving. Just because a name sounds like one thing, it can mean something completely different. Be sure and look it up. Wikipedia.com is great for basic information of Derangements.
• Why does your character have this particular Derangement? Unlike when Derangements manifest in humans, you’re a vampire; your Derangement is linked to your blood. Was it something that happened in the embrace that made your personality fracture? Did you have a fear that intensified? Find that reason.
• Derangements are not when they are convenient for you. They are a plague on your mind that never goes away. It might not be at the front of your mind, but it is there.
Here are descriptions of some of the more popular Derangements as per a survey of OWBN players.

And don’t forget to have fun with it, because your Derangement will definitely have fun with you


Previously Written 3rd Ed Derangements

Acute Sanguinary Aversion:

See page 71 of the Tzimisce Clan Book.

Agoraphobia:

See page 70 of the Tzimisce Clan Book (see also Phobia).

Berserk:

See page 70 of the Sabbat Guide.

Blood Addiction:

See page 70 of the Sabbat Guide.

Blood Sweats:

See page 71 of the Sabbat Guide.

Blood Taste:

See page 71 of the Sabbat Guide.

Berserk:

See page 70 of the Sabbat Guide.

Bulimia:

See page 212 of Laws of the Night.

Creation Memory:

See page 71 of the Sabbat Guide.

Crimson Rage:

See page 213 of Laws of the Night.

Desensitization:

See page 55 of the Malkavian Clan Book.

Dissociative Blood-Spending

See page 55 of the Malkavian Clan Book.

Fugue:

See page 213 of Laws of the Night.

Gluttony:

See page 71 of the Sabbat Guide.

Hierarchical Sociological Disorder:

See page 68 of the Tremere Clan Book.

Histrionics:

See page 62 of the Tzimisce Clan Book.

Hysteria:

See page 213 of Laws of the Night.

Immortal Terror:

See page 213 of Laws of the Night.

Manic Depression:

See page 213 of Laws of the Night.

Masochism:

See page 56 of the Malkavian Clan Book.

Megalomania:
(also known as Power Madness)

See page 213 of Laws of the Night.

Memory Lapses:

See page 56 of the Malkavian Clan Book.

Multiple Personalities:
(also known as Dissociative Identity Disorder)

See page 214 of Laws of the Night.

Obsessive/Compulsive:

See page 214 of Laws of the Night.

Obsession:

See page 71 of the Sabbat Guide.

Pack Feeding:

See page 71 of the Sabbat Guide.

Paranoia:

See page 214 of Laws of the Night.

Paranoid of Ancients:

See page 72 of the Sabbat Guide.

Passion Player:

See page 72 of the Sabbat Guide.

Phobia:

See page 72 of the Sabbat Guide.
Also see page 20 for a list of playable Phobias.

Post-Traumatic Stress Disorder: (PTSD)

See page 63 of the Tzimisce Clan Book.

Power Object Fixation:

See page 56 of the Malkavian Clan Book.

Regression:

See page 214 of Laws of the Night.
Also see page 56 of the Malkavian Clan Book.

Ritual Freak:

See page 72 of the Sabbat Guide

Sanguinary Animism:

See page 214 of Laws of the Night.

Sanguinary Cryptophagy:

See page 68 of the Tremere Clan Book.

Schizophrenia:

See page 214 of Laws of the Night.

Self-Annihilation Impulse:

See page 57 of the Malkavian Clan Book.

Sexual Dysfunction:

See page 63 of the Tzimisce Clan Book.

Synesthesia:

See page 57 of the Malkavian Clan Book.

Thaumaturgical Glossolalia:

See page 69 of the Tremere Clan Book.


New and Revised Derangements for Play

Please note that these are suggested Derangements, and are always subject to ST discretion/ interpretation.

Angelism/Devilism:

You are a God, an Angel or a Devil depending on your views. Characters with this Derangement have an overwhelming purpose that needs accomplishing, whether it is long term, never ending, or minor tasks. Vampires with this Derangement often take their immorality and their long life span to be a gift from God (or Satan) and see themselves as Angels (or Devils). They are easily disturbed by things that go against their personal edicts and strive for order (or disorder), and even go to extremes to "smite" the wrong (good) in the name of justice (anarchy). Because of their long life spans as kindred and their ruggedness due to their undead condition, many with this Derangement believe that God (Satan) will save them from harm, and that they can do no wrong (good).

Amnesia:

This is a common Derangement for many people to choose and is an excellent starting Derangement for those players that are new to the game. Very similar to the Flaw, Amnesia Derangement works along the same lines. The Character does not know who he or she is and does not remember his or her past. The Vampire may not remember much of anything — including names, faces, or even a situation that happened just a few minutes ago. Whenever a Character with this Derangement is put in a situation where they must try to remember something important, they must win a static Mental challenge versus 10 traits to remember exactly what happened or the Derangement becomes activated (making them forget who they are, where they are from and what they were supposed to be doing at that time). Failure to win the test will also earn a Forgetful negative trait for the rest of the evening that may accumulate up to three.

Anorexia:

Mortals with this Derangement are obsessed with their body type and remaining slim. It can be a terribly debilitating for humans, and even more deadly for Kindred. A Vampire with this Derangement is also obsessed with their body type and believes that they can gain weight by drinking too much blood. They will attempt to be very picky when feeding, choosing to feed from slim people instead of those that are overweight. The Vampire will also attempt to feed less often, bringing themselves to the edge of starvation and to the verge of Hunger Frenzy. Characters with this Derangement come in with three less blood in his or her blood pool at the beginning of the game.

Antisocial Personality Disorder:

You disregard social norms, use any means necessary to get your way, lack planning, and are remorseless. The best way to remember this is that you are always CORRUPT: Cannot follow the laws, Obligations are ignored, Remorseless, Reckless, Underhanded, Planning ahead is not done, Temper. (formerly known as Sociopathy)

Battered Person Syndrome:

The term ’battered person’ is used in relation spouses who are subjected to prolonged abuse by their partner. In Vampiric society, Battered Person Syndrome is a Derangement that afflicts Kindred over long-term abuse from another Kindred, or may stem from their mortal days. Either way, this Derangement manifests in different ways when activated. The Character in question becomes severely depressed and will often cry and try to latch onto the first 'heroic' male (or female depending upon the personal history of the Character) vampire they can find to protect them from the feeling of desperation that has grown inside them. Once activated, the Character gains the negative traits of Shy x 1 and Submissive x 1, and has an overwhelming need to be nurtured.

Bipolar Personality Disorder:

You switch between states of Mania and Depression. These switches in real life happen only once or twice a year. In WOD, however, make a test with a ST at the beginning of the night to see if you are up (win), down (lose) or unaffected (tie).

Body Dysmorphic Disorder:

This Derangement is similar to what mortals have, and often results in the desire to drastically to change one’s appearance. Many who possess this Derangement also have Bulimia and/or Anorexia. This disorder is characterized by the overwhelming belief that that there is something physically wrong with themselves, whether is be they are too fat, too thin, their nose is too pointy, their lips too big or many other combinations. A Character with this Derangement will often take extreme measures to correct the perceived wrongs in their physical form. When this Derangement is active, the Character will take measures such as cutting off their nose, removing an eye, shaving their head, bleaching their skin or even disguising themselves in order to ensure their appearance change. When this Derangement is activated, the Character must make a static Mental challenge or begin taking extreme measures to change his or her appearance (with the added help of the Storyteller).

Compulsion:

The Character has an overwhelming compulsion to lie for the thrill of it. The lies that the Character spouts can be as subtle or as outrageous as they wish, but it is the thrill of the lie that they are caught up in and compulsive need to obscure the truth. A Kindred with this affliction take pleasure from lying to others and getting away with it, and often sharpens their memory skills, Subterfuge ability, and Empathy ability in order to keep the lies completely hidden and well tracked. This Derangement is always active, and willpower must be spent in order to tell the truth. All Kindred with this Derangement have at least one Untrustworthy Negative Trait. (originally from Liber des Goules)

Clan Confusion:

A Character with this Derangement does not differentiate from one thing and another, and often are incapable of telling the difference between black and white. The Character is incapable of distinguishing between Toreador and Tremere or any other clans. This confusion often extends to species (such as Garou, Vampires, Mortals, Fae, Etc..). This Derangement is always active and requires mental challenge verses 10 traits is needed for the Character to make comparisons.

Delusional Identity:

When things get particularly hard to deal with, the Character often reverts to someone you can trust to do a better job than the Character can do. This new persona is often someone you can trust and is efficient, stalwart, and historical (for example: General Patton, Florence Nightingale, or Bruce Lee). No one believes the Character when they reintroduce themselves as the new persona as it is often too grand and historic a personality. This Derangement stems from the feeling of complete hopelessness and despair and can reflect a Kindred's deepest fears, and should not be confused with Multiple Personality Disorder. The identities the Character takes on are often so grand that the Kindred that has this disorder is quite aware of them, although has no control over them. The Character will secretly attempt to sharpen the skills of his Identities to make them as complete as necessary in his or her eyes. (originally from Liber des Goules)

Delusions of Inferiority:

In this case, the Character believes he or she is something less than what they are, often to the point of utter self-deprecation. They are so fixated on this belief (most often times secretly) that nothing can change their minds from that which they think they are.

Dipsomania:

This Derangement (also known as Impulsive Intoxication) often stems from a Kindred's mortal days and is very consuming when activated. The Character, when under stress, has an overwhelming need to drink his troubles away with alcohol. As Kindred are not apt to drinking anything other than blood, they often vomit up the alcohol unless they have the Eat Food Merit. When under stress, a simple test with the Storyteller is made to see if the overwhelming need is activated. If activated, the Character must seek refuge in order to drink his or her troubles away. Depending on the mood of the Character of the time, one of two things may be the end result of the intoxication. If the Character is a "Happy Drunk", the Kindred gains the Negative Traits of Witless x 1 and Lethargic x 2. If the Character is a "Angry Drunk", the Kindred gains the Negative Traits Shortsighted x 2 and Obnoxious x 1. (originally from Liber des Goules)

Fantasy World/Reality Filter:

The Character lives in the world that he or she has made up. Everyone she knows are characters in her head in a long running script that is their life, whether it is the story of King Arthur and Camelot, Star Trek, or even a 'made up' story that is constantly running through their head. A Character with this disorder cannot differentiate reality from fantasy, and will often make up excuses of the horror that happens around them to make sense of the world that they cannot abided by. This Derangement is nearly always active, and a Character must make a mental challenge verse 10 traits to even differentiate the difference between his or her world, and the actual world around them.

Flashbacks:

You remember your creation or initiation. These painful memories come back and haunt you much like nightmares.

Gender Identity Disorder:

A Vampire with this disorder has a strong and persistent cross-gender identification (not merely a desire for any perceived cultural advantage of being the other sex). This manifests via several symptoms: a) a stated desire to be the other sex, b) a frequent need to pass his or herself off as the opposite sex, c) a desire to live or be treated as the opposite sex, d) a persistent discomfort with his or her sex or sense of inappropriateness in the gender role of their sex. In mortals, this Derangement often leads to hormone injections, cross-gender dressing, surgery and other procedures to physically alter sexual characteristics. In Vampires that believe they were born (or embraced) as the wrong sex, this Derangement can often lead to drastic, self induced surgery, cross-gender dressing, the stealing of sexual organs, and much worse as the Vampiric psyche cannot handle the continual confrontation with themselves that they are the wrong gender. This is often seen in Tzimisce, who have the inherent ability to change their appearance.

Habromania:

There is humor in everything, especially in the morbid happenings of the world. Although Kindred with this Derangement do not always laugh or make jokes about someone's death, they do usually giggle at the most inappropriate and perverse times. In a sense, Immortality has given them a morbid, skewed and blackly humorous view of the world. This Derangement is always active, and a Character must make a static challenge to NOT laugh at an inappropriate time.

Handler:

Guns are for mortals, but strength, speed and disciplines are for Kindred and are a true measure of a Vampire's ability. Hands should always be the weapons of choice for a Character with this Derangement as it is the test of true skill and power. A Vampire with this Derangement will only use weapons in extreme cases (i.e.: staking), as he or she prefers to use their bare hands and strength and skill to test themselves in combat. If a task cannot be done using strength and shadows, the Vampire will often not bother trying, as there is no sport in it.

Hebephrenia:

Also known as “Disorganized Schizophrenia.” The horror of the world has shattered your perceptions of everything that you once held as logical and real. The crisis of being what you are (Kindred) and the horrors you face (or have once faced) have plunged the Character into a state of mind in which you maintain your sanity by clinging to the idea that everything that is happening around you is "old hat," forcing a very flat or inappropriate response to a situation. For instance, seeing a baby thrown into traffic would cause a hebephreniac to laugh or even feel nothing. This Derangement is activated by high stress situations, and once activated, the Character gains the Negative Traits of Obnoxious x 1 and Condescending x 1, as you quickly believe even your best friends is nothing more than a figment of your imagination. (originally from Liber des Goules)

Hysterical Illness:

This Derangement is very similar to Hypochondria in that it creates realistic symptoms of illness for the character that seem real to them. It deviates from that diagnosis as it creates significant clinical disorders such as the paralysis of a limb, difficulty swallowing, hallucinations, loss of touch, double vision, blindness, deafness, seizures, loss of balance or even lose of speech. These symptoms are completely real to the Vampire in question. The Storyteller should work carefully with the player whose character has this to make up situations and illnesses for role-play.

Hive Mind:

The Vampire no longer thinks as his or herself as "I". Something must have happened to the individual during the embrace or creation period, as the Character with this Derangement often refers to his or herself as "WE". This Derangement is always active, as the voices in your head (some times numbering in the hundreds) speak to you in unison. When full active, the Character is 2 traits down on all Perception related challenges due to the continuing rambling in his head, but is also 1 trait up on all Telepathy related challenges for the exact same reason.

Hyperactivity:

A Character inflicted with this Derangement is easily distracted and has trouble concentrating. They will often interrupt others, or answer questions before the questioner has even finished. They have a difficulty following through on instructions and even the simplest of tasks. They talk excessively and loudly, often interrupting large groups of people or matters at hand because they are not paying attention to what is being said. When this Derangement is active, the Character becomes Impatient x 2 and Tactless x 2, and must make a Self Control test or become distracted and stop paying attention to the words being said to them, or the task at hand.

Hypnopompic Hallucinations:

Also known as “Waking Dreams.” During times of great stress, the Character must make a static Mental challenge verses 9 traits. If the he or she fails, they experience a waking dream, causing hallucinations of startling and surreal imagery. Exactly what the Vampire sees and how long the hallucinations last are entirely up to the Storyteller, but it will usually be related to the cause of the stress. These waking dreams are completely real to the Vampire's psyche to the point where they cannot differentiate between friend and foe. The realism is so strong that it may require Courage checks for things like illusionary fires, sunlight, or werewolves.

Hypochondria:

Since the Embrace, characters with this Derangement get sick every time they are confronted with a stressful situation. The symptoms often manifest as an upset stomach or headache, but can also be much worse. The symptoms, although consuming and real to the Character, are still phantom illnesses, and are psychologically manifestations of the character’s overwhelming need to try and gain sympathy from those around them. Once activated, the Kindred gains the Negative Trait of Sickly and is effectively down one Physical Trait on any Physical challenges due to lack of concentration over the imaginary illness that has spontaneously come over them.

Ideology Fanaticism:

The Character is overwhelmed by a specific ideology. Normally this ideology is easily suppressed and the Character is able to go about his or her nightly vampiric duties, but the subconscious mind never lets them go of what they "truly" believe is right and wrong. Whether is be religious, cultural, political or other, the ideology of a Vampire is very strong. The Derangement is always subconsciously active at all times, but boils to the surface when the Character is under stress or if confronted with negative versions of their ideology. Further provocation can lead to Frenzy.

Intellectualization:

Everything is extremely logical to the Character. A Kindred with this Derangement refuses to show emotion and will relate everything in a logical, data-driven fashion (think of Spock from Star Trek), and intellectual vigor. The Character protects him/herself from the outside world by feeling nothing. Emotions have no place in this Character's world, but so much bottled up emotion will eventually make the Character burst. Whenever the Character is confronted with strong emotions (up to the Storyteller's discretion), the Character must make a Self Control check. If the Character wins, he or she becomes Oblivious x1. If the Character fails, he or she becomes Callous x 1. This can continue through out the evening until they reach maximum negative traits. Characters with this Derangement keep their emotions bottled up and must find a way to vent off their emotions before they boil. If not allowed to vent in private, they may have to make a Frenzy check.

Kleptomania:

Mortals with this Derangement have a driving impulse to steal objects – usually unnecessary ones – for personal use or for monetary value. A Kindred with this Derangement often takes it one step further. A Vampire might still want to steal things that he or she does not need for the pleasure of stealing them, however they will often set their sights slightly higher (i.e.: Influence, cars, money, other Kindred, ghouls, etc.). A Self Control check is needed every time the Character is confronted with something that he or she can possibly steal and get away with. Failure means that Character must take action to steal the object of their desire (although not immediately). Winning the test means the Character does not have to steal the desired object or objects, but does cause stress and tension as the Character must cope with the fact that he or she cannot have what they want.

Lycanthropy:

The Character has a certain idealism that makes them believe they are a werewolf. This Derangement is rare among the mortal kind, and even rarer among Kindred. Activation of the Derangement is usually sensory: The smell of meat, the talking of the subjects of werewolves, the sound of dogs barking, the touch of a fur coat, or even the taste of fresh meat or blood can activate this Derangement. Once activated, the Kindred automatically believes he or she to be a Lycanthrope, becoming Feral x 2 and Violent x1. This can be extra difficult, as werewolves are the natural enemy of Vampires. The Character suddenly becomes a predator of Kindred and should be role-played appropriately. Characters with this Derangement also have a compulsion to parklands, full moons, and the study of Lupine Lore as well as Disguise that make them look more like a werewolf.

Melancholia:

This Derangement is very similar to depression except the Vampire in question encounters periods of time where they simply do not want to deal with the here and now. They will often seek out others to do their work for them so they can daydream and spend their time on other matters that fascinate them alone. Characters with this Derangement aren’t actually depressed, they just do not with to deal with certain subjects for they believe they are beneath them. Characters with Melancholia are often daydreamers and act as though they are sad, unresponsive, pensive, glum or down hearted. They have feelings of loss and remorse, often for no apparent reason. During bouts of melancholy, the Character gains the negative trait of Submissive x 1 and Dull x 1.

Narcissistic Personality:

Erratic, dramatic and emotional displays that bring you to the center of attention, because everyone should look at you.

Narcolepsy:

This infliction is categorized by uncontrollable attacks of self-induced sleep and sleepiness. Vampires normally sleep during the day and have very little or no dreaming problems. This Derangement is most often carried over from the time the vampire was mortal, and now inflicts bouts of sleep during the evening when the Vampire is most active. The Character is listless and sleepy all the time (often with 1 or more Lethargic Negative Traits), but when the Derangement is activated, the Character must make a Static Mental Challenge against 9 Traits to remain awake. Failure results in instant state of Torpor that lasts until the Character is awakened (usually through simple means, such as a nudge) or the end of the scene.

No Inner Voice:

Vampires with this Derangement do not have an inner voice to let them think privately. Characters are apt to speak their thoughts out loud, even thoughts that they would prefer to keep private. People around the Character can hear what they saying (this includes first impressions of people, your thoughts on the Prince's edicts, or even what you think of your own Clan). The Character must make a mental challenge verse 10 traits to keep from vocalizing his/her thoughts on matters.

Nymphomania/Satyriasis:

Although Vampires have no sexual organs that work anymore (or at least they do not work the way they used to), Characters afflicted with this Derangement still tend to prowl for sexual stimulation. Although Vampires cannot be satisfied sexually, Nymph/Satyrs tend to keep trying or looking for sex in the most unusual places due to their ferocious sexual appetite. Many Kindred that are afflicted with this Derangement have a type of paraphilia as their niche or obsession.

Oppositional Defiant Disorder:

A Vampire inflicted with this Derangement is ALWAYS right, and other people are ALWAYS wrong. Character with Oppositional Defiance (or ODD) are argumentative and often lose their temper when opposed – especially by perceived authority figures. They project the blame that would normally fall upon them towards others, and are often spiteful and vindictive. Other people who argue with the Character are lesser beings, and are often subject to the Character’s wrath or ridicule. When this Derangement is active, the Character gains the negative traits of Untrustworthy x 2 and Condescending x 2. If discussions get too heated, the Character must make a Frenzy check.

Panzaism:

Panzaism is a psychiatric disorder that involves seeing the most extraordinary things as ordinary and rational. It is generally considered the opposite of Quixoticism. Nothing surprises you. Indeed, situations that might normally induce strong emotions are shrugged off as typical, unimportant occurrences. Once activated the Kindred gains the Negative Traits Docile x 1 and Oblivious x 2 until the wave of realization pass. (originally from Liber des Goules)

Perfectionism:

When chaos reins supreme, a Kindred with this Derangement strives to maintain an aura of perfection around them. Characters afflicted with this disorder have a difficult time tolerating “childish behavior” and will do anything to resolve perceived disarray. Normally this Derangement manifests in mundane ways: meticulously cleaning house, speaking with perfect diction, or making sure objects or people are in their proper places. In Vampiric society, where chaos reins supreme, a Character inflicted with this Derangement often comes to odds with those who will strive to continue to chaos. When not allowed to properly maintain order, the Character must make a static Mental challenge verse 9 traits or become Violent x 1 and Tactless x 1. These negative traits can accumulate up to x 3, at which point a Frenzy check is needed.

Paraphilias:

A Character with this Derangement is prone to sexual deviations or perversions that might include fantasies, behavior, or sexual urges that may be focused on unusual objects, activities, or situations. Vampires normally cannot have sex, but something from their old days as a mortal still drives them on. Sometimes this manifests during their feeding as that is the nearest erotic thing they can experience. There is a list of some of the most common paraphilias at the end of this compendium.

Pica:

In mortals this mental disorder is characterized by the persistent eating of non-nutritional substances for a period of at least a month. Vampires with this Derangement (which is usually a carry-over from their mortal days) tend to ingest substance that are much more toxic or substantial than just "food" and blood. For example, a Kindred with this Derangement may go on a spree of eating such things as tin cans, trash, toes, shoelaces, insects, or even bleach. This Derangement is not to be confused with the Conspicuous Consumption Flaw, as the Character in question does not have to ingest these things to stay alive and are not technically part of his or her dietary requirement. A Kindred with Pica very much knows that tin cans and shoelaces are not part of their diet, but cannot help themselves because to them, they are so damned tasty. Characters with Pica should take the Eat Food Merit.

Progenitor Syndrome:

Mortals have sexual organs that allow them to create children. Once a mortal is embraced and becomes a Vampire, this need to procreate and create offspring is severely damaged and suppressed as the undead are incapable of creating natural children. Kindred however can create childer through the Embrace, and those Vampires that are inflicted with this Derangement strive to try to create childer over and over again in secrecy. Although this Derangement is very subtle and can be seen as a breach of Tradition, Camarilla Kindred tend to kill their newly made neonate children soon after creating them. This is a harmful and unwholesome process. If a Vampire possessing this Derangement is allowed to create childer by his or her Prince, they will allow them to live for a period of time (determined by the Storyteller and the player) before killing them and any childer they may have made in the passage of time. This Derangement can often deviate from the Character's own lineage and they may become obsessed with the destruction of another's Kindred's lineage.

Pyromania:

Although not usually adherent to Kindred, this Derangement is believed to pass on the Character from his or her mortal days. Whenever the Character sees fire, smells smoke, hears the crackling of fire, or feels the warmth of fire, he or she must make a Self Control test against 4 Traits or be compelled to seek the fire out. In addition, the Character has the "spark" on their mind all the time. During stressful situations, or though dull periods of boredom, the Character must make a Conscience/Conviction test against 4 Traits to stop himself from starting a fire of his own.

Quixotism:

This Derangement is the opposite of Panzaism. The Character believes that everything they see and hear (yes there are fairies, and that guy over there with all that hair on his chin is indeed a werewolf because someone told you) is extraordinary – even the most mundane activities. Most Kindred with this Derangement come from a very normal background, but the introduction in to being a Vampire shattered your reality to the point where paranoia has been taken to a new level. Everything is significant, even the stuff in your head. You make up excuses for stressful situations saying that Pixies are behind the disappearance of the Prince's sword, or that The Windmills are indeed Giants who must be conquered. Kindred with this Derangement will try to convince others that what they see is the truth. Once activated the Character gains the Negative Traits Gullible x 2 and is effectively down 2 Mental Traits on any Perception related challenge. (originally from Liber des Goules)

Sadism:

You resort to cruelty when under pressure. Physical pain is the quickest relief, but a Sadist will often plot in advance in order to take pleasure from other's people's sorrow. Once activated the Character gains the Negative Traits Violent x1 and Callous x 2 until his or her frustrations are relieved. Sadists often evolve in their pleasurable releases, beginning with physical pain until the stimuli no longer appeals to them. This Derangement is very dark and should be roleplayed judiciously. Note: At no point should you actually ATTEMPT to do the things your character should do. (originally from Liber des Goules)

Strangler:

A Vampire afflicted with this Derangement cannot stand the sight of blood, so much so that they must shut their eyes during feeding or be revolted by the scene. The Character loves the taste of blood, however, and will go out of his way to find unique ways of feeding and killing without bloodshed. Stranglers often act like they have a high Humanity rating for this purpose and will go out of their way to avoid a conflict where bloodshed may be the end result. Once fully activated, the Character becomes Cowardly x 2 and must make Courage checks versus 5 traits at the sight of blood or flee the scene.

Survival Instinct:

This is the ages-old Fight or Flight response that all animals have. Kindred, because they are so close to the Beast, try desperately to keep their animalistic instincts at bay, but once this Derangement becomes activated, the vampire becomes a primeval creature bent on fighting its way out of a situation (or running away from it at all costs). Once activated, the Character in question gains the Negative traits Feral x 1 and Callous x 1 until the situation they have been forced into has resolved itself. They will do anything to free themselves from the situation that has activated their Derangement, including throwing their friends at foes that are attacking them, using disciplines to escape or attack, or even breaching the masquerade to create a diversion.

Temporal Dysphoria:

This Derangement causes Kindred to be confused about the order of events. Things that are planned for tomorrow may be thought of as things that have already happened. Needless to say, this Derangement makes it very difficult to schedule and even be present at events. It also manifests itself as a permanent state of déjà vu, where events that are occurring in the present often register as memories, and can be very confusing to those that are around the Character. Game mechanics really do not apply for this Derangement, but a high degree of role-playing and an excellent memory is needed by the player.

Tourettes Disorder:

A Character inflicted with this mental disorder will experiences "tics" both physical (sudden, rapid, non rhythmic, stereotyped movements) and vocal (sudden, rapid, stereotypical vocalizations). These "tics" often happen through out the evening at random and at the most inconvenient times and can be quiet impairing to a Kindred's social life, and last for an hour or a scene. Once this Derangement is active (usually due to stress of physical endangerment) the Character in question becomes Obnoxious x 1 and Clumsy x 2 for the duration of the scene or hour.

Trichotillomania:

The pulling of one's hair out by one's hands due to extreme angst. Throughout the evening (particularly when no one is looking) the Character will begin removing his or her hair by hand. If allowed to continue without restraint of any means, the Character will begin removing additional body parts to feel relief (i.e. fingers nails, toe nails, eye-lashes, nose hairs, or ear lobs). Removing such body parts cause the Character lethal damage and requires a Self Control Check to stop or even slow down the process. Restraining a Trichotillomaniac against her will is a Frenzy Check.

Undying Remorse:

A Vampire with this Derangement has done something so terrible or so destructive that his or her past still haunts them. When ever reminded of this great evil or vile deed, the Character must make a Self Control check or enter into a state of such complete remorse and self-pity that they are incapable of taking any action (offensively for the scene or an hour) save defending themselves. If the pain from the memory becomes too great or they are constantly reminded more than 3 times during an evening, a Frenzy check is needed.

Unending Vengeance:

Very similar to the Flaw, a Character with this Derangement will always find a way to avenge any slight against him or her. The manner in which the Character takes out their vengeance is up to the player and for the majority the Derangement is very much like the Flaw, except it goes one step farther. Kindred with this Derangement often go far and out of their way to make their vengeance known to the world. The Kindred will often not kill the offender for their actions or words, but will destroy everything the offender holds dear to them. Plotting can take months, years, or even millennia and will typically never end until the offender is publicly and privately destroyed.

Wrist Slitter's Hunger:

The Character loves to bleed. Very similar to Masochism, pain is a good thing, and a Vampire inflicted with this Derangement is willing to slit their wrists for anyone wanting to drink or watch. Even when not hungry, the Character will open a wound and feed from his or herself or will search out another vampire (or mortals) to feed from instead, because the Character believes that blood is the true immortality and full of truth. To be denied such pleasures and release is the worst punishment the Kindred with this Derangement can face.

Visions:

Random hallucinations that are like your own personal movies that no one else can see. This could accompany Oracular ability, or they could just mess with what you think is real.


Phobias

Ablutophobia:

fear of washing and bathing.

Acerophobia:
(aka Nyctrophobia)

fear of the dark

Acrophobia:

fear of heights

Aerophobia:

fear of breathing

Agoraphobia:

fear of leaving safe places (i.e. Havens)

Aichmophobia:

fear of needles or pointed objects (i.e.: stakes)

Alliumphobia:

fear of Garlic

Androphobia:

fear of men

Anthrophobia:

fear of people and society

Aphenphosmphobia:

fear of being touched

Arsonphobia:

fear of fire (lowers courage rating)

Atychiphobia:

fear of failure

Automysophobia:

fear of being dirty

Bacillophobia:

fear of microbes

Cacophobia:

Fear of being ugly or fear of ugly people

Catoptrophobia:

fear of mirrors

Chrometophobia:

fear of money and wealth.

Coulrophobia:

fear of clowns

Cyberphobia:

fear of computers

Demonphobia:

fear of demons and related subjects

Dextrophobia:

fear of objects on the right side of the body

Epistemophobia:

fear of knowledge

Erytophobia:

fear of the color red

Geliophobia:

fear of laughter

Hagiophobia:

fear of saints and holy things.

Hemophobia:

fear of blood

Hydrophobia:

fear of water

Labophobia:

fear of speaking

Mythophobia:

fear of myths, stories, or false statements

Necrophobia:

fear of death and dead things

Pedophobia:

fear of children

Philophobia:

fear of being loved or being in love

Somniphobia:

fear of sleep
Also see page 56 of the Malkavian Clan Book.

Straurophobia:

fear of crosses

Technophobia:

fear of technology

Wiccaphobia:

fear of witchcraft and magic

Zoophobia:

fear of animals


Paraphilias

Coprophilia:

sex with feces

Exhibitionism:

the need to sexually expose one's self to others

Hemophilia:

sexually excited at the sight of blood

Hypoxyphilia:

the lack of oxygen to the brain during sexual stimulation (strangling)

Kleptophilia:

sex with objects that you have stolen

Klismaphilia:

sexually stimulated by enemas

Sexual Masochism:

the need to humiliate or hurt one's self for sexual stimulation

Necrophilia:

sex with corpses

Pedophilia:

sex with children

Puppetophilia:

sex with puppets

Sexual Sadism:

the need to humiliate or hurt others for sexual stimulation

Scatologia:

sex with or concerning obscene phone calls

Transvestitism:

the need to dress in women's clothes for sexual stimulation

Urohphilia:

sex with or involving urine

Voyeurism:

secretly seeking out others to watch them having sex

Zoophilia:

sex with animals (also known as Bestiality)


Other Disorders of Note

Encopresis:

the repeated passing of feces into inappropriate places

Enuresis:

the repeated passing of urine into inappropriate places


Section V: Errata

“Now you understand the Oriental passion for tea," said Japhy. "Remember that book I told you about? The first sip is joy, the second is gladness, the third is serenity, the fourth is madness, the fifth is ecstasy.”
- Jack Kerouac

Lores
This section gives an idea of what sorts of things a player with that level of lore might know. Please keep in mind, however, that having a particular level of lore does not necessarily mean that they know everything that level of lore has to offer. They have a chance of knowing it, based on the character’s background and how they learned the lore. Otherwise a static test may be required by the storytellers to determine if the character knows a specific piece of information covered by this lore.

Malkavian Lore 1: Newly Embraced Malkavian / Non-Malk Neonates You can spot a member of the clan with reasonable accuracy. You believe the well-known stereotypes of the clan. You also believe some of the myths about the clan.

Malkavian Lore 2: Neonate Malkavians / Non-Malk Ancillae You know how the clan is set up on a local level. You know myth from fact through personal experience. You know the leader of the clan in the local city.

Malkavian Lore 3: Ancillae Malkavians / Particularly Knowledgeable Non-Malk Ancillae You know how many of the local Malkavians work. You also are in the know about many of the more prominent Malkavians in the region and can name the Elder. You can see the truth in the games.

Malkavian Lore 4: Prestigious Malkavians / Non-Malk Elders You have gleaned information on the true secrets of the clan through knowledge of its history. You know most if not all the Malkavians in the region. You control many of the Malkavian games in the area. • Malkavian Lore 5: Malkavian Elders / Obnoxiously Knowledgeable Non-Malk Elders You know more about the clan than most of its members do from its historical origins to the present day. You also know about the more powerful coteries and cults in the clan.


Combo Disciplines
The following are suggested MET conversions for Malkavian-related combo disciplines. Note that each combo discipline description references the White Wolf-published source material – in this case, either Archons and Templars or Counsel of Primogen. Storytellers, please bear these sources in mind when approving the purchase of these combo disciplines! The combo disciplines from Archons and Templars, in particular, are listed in this packet primarily as a ST resource for NPCs – they are not intended for PC use (unless, of course, the PC is an Archon or Templar).

Random Patterns (Auspex 2, Dementation 2 – 7XP)
Page 141, Archons and Templars

“Developed by Malkavian Templars but slowly increasing in usage among archons as well, Random Patterns allows the character to anticipate an opponent’s next move in time to counter it. Blows can be blocked or avoided before they’re even thrown, pursuit can be cut off and bluffs can be called. The power doesn’t allow the character to see into the future per se, so much as it reads the patterns in the chaos and random chance that surround the target and allows the Kindred to determine his next move based on previous actions and lines of probability.”

MET System:

The character spends a point of blood to activate the power. The character then makes a static Mental challenge versus the opponent’s Mental traits (modified by the ST’s decision of how predictable the opponent is; Derangements can increase the difficulty). The retest is Empathy. If successful, then for the rest of the round the character gets a free retest on all opposed challenges with the opponent. For example, the bonus could be applied to pursuit, Melee or Dodge, but not to the activation of a Discipline.


Catch a Whiff of Madness (Dementation 2, Auspex 3 – 9XP)
Page 102, Counsel of Primogen

“Insanity is the sea through which Malkavians swim like sharks every night of their unlife. As such, they know the aroma of madness and can sense it in others the way sharks smell blood. With this refinement, the Malkavian can parse that scene into its component notes, revealing exactly which flavor of insanity he senses. The uses to which the Primogen can put such knowledge about his comrades are legion. This is one of the carefully-guarded talents that give the clan its reputation for knowing things that ought not to be known.”

MET System:

The Malkavian gets close enough to his quarry that he can smell him; the Malkavian can be as discrete or as obvious about this as he wishes. This power will not work if the Malkavian has no sense of smell and can be overcome by especially pungent odors when using this power. The Malkavian then has to specify before the challenge which of three things they are smelling for: a negative Mental trait, a Derangement, or a Blood Bond. In any case, the Malkavian makes a static Mental perception based challenge versus the target (there is a 3 trait penalty for detecting Blood Bonds). Empathy is the retest. If successful, the Malkavian will learn either one negative Mental trait, a Derangement, or a Blood Bond (if they exist). This power will not reveal whom the bond is to, although that can be determined through more common means.


Phobic Affliction (Dementation 3, Dominate 2 – 9XP)
Page 102, Counsel of Primogen

“Madness is terrifying and fear paralyzes. By drawing on the madness-inducing powers of Dementation and the mind-control abilities of Dominate, the Malkavian Primogen can instill a sense of terror in his victim with but a phrase and a meeting of eyes. Others will hear the words that the Malkavian speaks, but only the intended target will hear them as the Lunatic intended them and feel the oceanic waves of terror washing over him. Although the effect is fleeting, this Discipline is often enough to avoid (or end) combat or decide a vote of the Primogen co