BUILD YOUR OWN WORLD Like what you see? Become the Master of your own Universe!

Remove these ads. Join the Worldbuilders Guild

Schizophrenia

Severe; extreme; follows Vocalization

World of Darkness Rulebook / Vampire - The Requiem
Conflicting sets of feelings and impulses that cannot be resolved can cause your character to develop schizophrenia, which manifests as a withdrawal from reality, violent changes in behavior and hallucinations. This derangement is the classic sort, causing victims to talk to walls, imagine themselves to be the King of Siam, or to receive murderous instructions from their pets.
Roleplaying this derangement requires careful thought. The Storyteller must determine a general set of behaviors relevant to the trauma that causes the condition. Hallucinations, bizarre behavior and disembodied voices stem from a terrible inner conflict that the individual cannot resolve. Establish a firm idea of what that conflict is and then rationalize what kind of behavior it causes.
Schizophrenia is the most severe of all derangements. This mental illness includes hallucinations, delusions, radical mood swings, manic or obsessive babbling on certain themes, and outbursts of violence. The victim constantly hears strange hums, roars or voices in his head. People on TV or passing by seem to look at and threaten him. Delusions of grandeur are common: The schizophrenic thinks he’s Jesus, Napoleon (no, really, it happens) or the president.
Unlike most lesser derangements, schizophrenia has a proven organic cause, an imbalance of brain chemistry that drugs can treat in mortals. Stress also plays a role in sending a latent schizophrenic over the edge, though, and mortals need both drugs and psychotherapy to recover from the disease (if they can at all).
Schizophrenia presents a formidable roleplaying challenge. The player must decide on a general set of delusions, hallucinations and behaviors that relate to the trauma that causes the derangement. The Storyteller, meanwhile, should prepare to include hallucinatory details in her descriptions to the player. The character doesn’t know what’s real, so the player shouldn’t either. The player can probably guess that when the TV weatherman looks at the character and says, “Your sire wants to kill you. You have to kill him first,” that isn’t real. When he waits at a bus stop and someone pulls a dagger from under a coat, however….

Symptoms

Effect: A character with this derangement is unpredictable and dangerous. He automatically suffers a -2 penalty on all Social rolls and may be aggressive or violent toward people who confront him with trauma such as accusations, disturbing truths or heated arguments. Make a Resolve + Composure roll for your character to avoid escaping or attacking the source of trauma.
A character with this derangement is unpredictable and dangerous. His player automatically suffers a -2 penalty on all Social rolls, and he might be aggressive or violent toward people who confront him with trauma such as accusations, disturbing truths or heated arguments. Make a Resolve + Composure roll for your character to avoid escaping or attacking the source of trauma. The player and Storyteller should also designate a set of conditions that trigger the character’s mood swings and delusions. Under these conditions, a -2 penalty applies to resist frenzy and Rötschreck as the vampire’s mind is racked by imaginary horrors.
Your character must experience a life-altering trauma or supernatural tragedy to acquire this extreme derangement. It cannot normally be acquired by failing a Humanity roll unless the sin performed is truly gut wrenching or horrific.
Type
Mental
Parent

Remove these ads. Join the Worldbuilders Guild

Comments

Please Login in order to comment!