ANother World of Darkness - Alpha Network
“Broken people don’t hide from their monsters. Broken people let themselves be eaten.” – Francesca Zappia, Eliza and Her Monsters
Mental Disorders are Conditions that may begin as temporary additions to a Characters personality and grow into more permanent descriptors and influences of that same personality, working just like Physical Disabilities and Social Derangements do.
- Bi Polar
- Fear / Anxiety / Phobia
Code of Honor: (1 pt Merit)
You have a personal code of ethics to which you strictly adhere. You can automatically resist most temptations that would bring you in conflict with your code. When battling supernatural persuasion (Mind magick or vampiric Domination) that would make you violate your code, either you gain three extra dice to resist or your opponent’s difficulties are increased by two (Storyteller’s choice). You must construct own personal code of honor in as much detail as you can, outlining the general rules of conduct by which you abide.
Higher Purpose: (1 pt Merit)
All mages have some vision of their Path, but you have a special commitment to it. Your chosen goal drives and directs you in everything. You do not concern yourself with petty matters and casual concerns, because your higher purpose is everything. Though you may sometimes be driven by this purpose and find yourself forced to behave in ways contrary to the needs of personal survival, it can also grant you great personal strength. You gain two extra dice on any roll that has something to do with this higher purpose. You need to decide what your higher purpose is. Make sure you talk it over with the Storyteller first. (If you have the Flaw: Driving Goal, listed below, you cannot take this Merit.)
Curiosity: (2 pt Flaw)
You are a naturally curious person and find mysteries of any sort irresistible. In most circumstances, you find that your curiosity easily overrides your common sense. To resist the temptation, make a Wits roll verses difficulty 5 for simple things like “I wonder what is in that cabinet?” Increase the difficulty up to 9 for things like “I’ll just peek into the Progenitor lab – no one will know. What could possibly go wrong?”
Addiction: (1-3 pt Flaw)
You are addicted to any one of a variety of things. A one point Flaw would be a mild addiction to an easily attained substance, such as caffeine, nicotine or alcohol. A two point Flaw would be either a severe addiction to any easily obtained substance or any “mild” drug, such as painkillers, sleeping pills or marijuana. A three point Addiction involves the heavy street drugs or hard-to-find drugs. The need for these drugs varies from once a day for some drugs to two to three times a day for others, depending on the strength of the drug and the addiction. If, for whatever reason, you are denied access to the drug, you lose the number of dice equal to the level of your addiction (one, two or three) until you receive your “fix”. If you are deprived of the drugs for an extended length of time, you will be forced to make a Willpower check (difficulty of 4 for the first day, + 1 for each additional day). If you fail, you will forgo everything and forcibly go seeking the drug. This would be an easy way for you to be either controlled or forced to do favors for your supplier, especially if the drug is hard to obtain due to its rarity or price.
Compulsion: (1 pt Flaw)
You have a psychological compulsion of some sort, which can cause you a number of different problems. Your compulsion may be for cleanliness, perfection, bragging, stealing, gaming, exaggeration or just talking. A compulsion can be temporarily avoided at the cost of a Willpower point but is in effect at all other times.
Dark Secret: (1 pt Flaw)
You have some sort of secret that, if uncovered, would be of immense embarrassment to you and would make you a pariah among your peers. This can be anything from having murdered a Master to having once fallen to a Nephandi’s temptations. While this secret weighs on your mind at all times, it will only suffice in occasional stories. Otherwise, it will begin to lose its impact.
Intolerance: (1 pt Flaw)
You have an unreasoning dislike of a certain thing. This may be an animal, a class of person, a color, a situation or just about anything else. The difficulties of all dice rolls involving the subject are increased by two. Note that some dislikes may be too trivial to be reflected here- a dislike of White Wolf Magazine or tissue paper, for instance, will have little effect on play in most chronicles. The Storyteller is the final arbiter on what you can pick to dislike.
Nightmares: (1 pt Flaw)
You experience horrendous nightmares every time you sleep, and memories of them haunt you during your waking hours. Sometimes the nightmares are so bad they cause you to lose one die on all your actions for the next day (Storyteller’s discretion). Some of the nightmares may be so intense that you mistake them for reality. A crafty Storyteller will be quick to take advantage of this. Conflict with your Avatar, Paradox, bad episodes of Quiet or even difficult Seekings may lie at the roots of these night terrors.
Phobia (Mild): (1 pt Flaw)
You have an overpowering fear of something. You instinctively and illogically retreat from and avoid the object of your fear. Common objects of phobias include certain animals, insects, crowds, open spaces, confined spaces and heights. You must make a Willpower roll whenever you encounter the object of our fear. The difficulty of this roll is determined by the Storyteller. If you fail the roll, you must retreat from the object.
Overconfident: (1 pt Flaw)
You have an exaggerated and unshakable opinion of your own worth and capabilities- you never hesitate to trust your abilities, even in situations where you risk defeat. Because your abilities may not be enough, such overconfidence can be very dangerous. When you do fail, you quickly find someone or something else to blame. If you are convincing enough, you can infect others with your overconfidence.
Shy: (1 pt Flaw)
You are distinctly ill at ease when dealing with people try to avoid social situations whenever possible. The difficulties of all rolls concerned with social dealings are increased by one; the difficulties of any rolls made while ire the center of attention are increased by two. Don’t expect your character to make a public speech.
Speech Impediment: (1 pt Flaw)
You have a stammer or some other speech impediment hampers verbal communication. The difficulties of relevant rolls are increased by two. Do not feel obliged lay this impediment all the time, but in times of duress, or when dealing with outsiders, you should attempt to simulate it.
Sadism/Masochism: (2 pt Flaw)
You are excited either by causing pain or receiving it. In many situations, you will seek either to be hurt or hurt someone for your pleasure. For a masochist (someone who enjoys pain), your soak roll for actual physical damage is increased by one because you really want to feel the pain. A sadist (someone who likes to hurt others) must make a Willpower roll verses a 5 to stop combat (modified depending on how much you are into the attack and how much you are enjoying hurting the other person). If you fail, you are so caught up in the event that you are unaware of anything else happening around you.
Obsession: (2 point Flaw)
There is something you like, love or are fascinated by to the point where you often disregard common sense to cater to this drive. You react positively to anything related to your obsession, even if it’s not in your best interests. For example, if you are obsessed with supernatural creatures, you will go out of your way to talk to and befriend vampires, werewolves and stranger things, and find out as much as you can about them, disregarding all warnings. If you are obsessed with Elvis, you have your house decorated with velvet paintings and annoy your friends with your constant talk about the King. You don’t necessarily believe that Elvis is still alive, but you buy every supermarket tabloid that carries an article about him anyway. There are many other obsessions, including British Royalty, guns, knives, football, role-playing games… you know the type.
Vengeance: (2 pt Flaw)
You have a score to settle- a cabal was wiped out, a friend was corrupted, a mentor was slain… whatever. You are obsessed with wreaking vengeance on the guilty party. Revenge is your first priority in all situations. The need for vengeance can only be overcome by spending Willpower points, and even then, it only temporarily subsides. Someday you may have your revenge, but the Storyteller won’t make it easy.
Flashbacks: (3 pt Flaw)
You are prone to flashbacks if you are in either high-pressure situations or circumstances that are similar to the event that caused the flashback itself. The flashback does not have to be combat-oriented. Either positive or negative stimulation could result in a flashback episode. The repeated use of drugs has been proven to cause a wide range of hallucinations, and in the right circumstances, the mind could flashback to any one of them. Emotional anxiety and stress are the usual catalysts for the flashbacks to begin. Flashing back to a good and happy vision can be just as dangerous or distracting as suddenly flashing to being surrounded by demons. The flashbacks can be caused by almost any trauma- torture, extended combat or repeated drug experimentation. During the flash back, you are not aware of what is really around you Even people speaking to you will be viewed as people or objects from the vision. You can mistake men for women, people for animals and even inanimate objects for people. To you, reality has shifted, and you are back there again.
Driving Goal: (3 pt Flaw)
You have a personal goal, which sometimes compels and directs you in startling ways. The goal is always limitless in depth, and you can never truly achieve it. It could be to eradicate the Technocracy or achieve total enlightenment. Because you must work toward your goal throughout the chronicle (though you can avoid it for short periods by spending Willpower), it will get you into trouble and may jeopardize other actions. Choose your driving goal carefully, as it will direct and focus everything your character does.
Hatred: (3 pt Flaw)
You have an unreasoning hatred of a certain thing. This hate is total and largely uncontrollable. You may hate a species of animal, a class of person, a color, a situation or just about anything else, and you constantly pursue opportunities to harm the hated object or to gain power over it.
Lifesaver: (3 Pt Flaw)
You believe that human life is a sacred gift and will not take a person’s life except in the most extreme of circumstances. You may not ever willingly endanger the lives of innocents or in any way participate in a killing. You have no problems with killing animals (for the right reasons), and will kill evil and inhuman creatures to protect others if necessary. (Be very careful, however, with your definition of “evil”….) Senseless death in all forms repulses you, and you feel that those who perform murder should be punished and stopped.
Distaste (Minor: 1 pt Flaw) → Fear (Moderate: 2 pt Flaw) → Phobia (Major: 4 pt Flaw)
You have an overpowering fear of something. Common objects of fear include certain animals, insects, crowds, open spaces, confined spaces, heights and so on. You must make a Willpower roll not to freak out when faced with the object of your fear. The difficulty depends on the circumstances. If you fail the roll, you must retreat in terror from the object of fear. If you score less than three successes, you will not approach it. The Storyteller has final say over which phobias are allowed in a chronicle.
11: Random Indefinite Insanity
d% Mental Disorder Type
01-15 Anxiety (includes severe phobias)
16-20 Dissociative (amnesia, multiple personalities)
21-25 Eating (anorexia, bulimia)
26-30 Impulse control (compulsions)
31-35 Mood (manic/depressive)
36-45 Personality (various neuroses)
46-50 Psychosexual (sadism, nymphomania)
56-70 Schizophrenia/psychotic (delusions,
hallucinations, paranoia, catatonia)
71-80 Sleep (night terrors, sleepwalking)
81-85 Somatoform (psychosomatic conditions)
86-95 Substance abuse (alcoholic, drug addict)
96-100 Other (megalomania, quixotism, panzaism)