Maniacs: The Urge
By Michael Bauer (robauer@t-online.de)
Notes
Here are now some new game terms I'm introducing:- Urge: Every Maniac character is sometimes forced by a potent urge to go mad and do something he probably wouldn't do otherwise.
- Release: Every time the Urge drives the Maniac to go mad the soul is released from a great tension. Imagine a heavy stone lying on your soul is taken away; this is called the Release.
- Insanity: The Insanity trait measures how insane the Maniac is and how powerful he is when under the influence of the Urge.
- Quest: If the Maniac willingly goes out to Release his soul and give in to his Urge, this is called a Quest.
- Forced Urge: The Maniac forces his Urge to manifest so he can access his special powers.
Chapter 1: What is Maniacs: The Urge
The HistoryThe exact historical background is unknown. Some believe those called Maniacs today are descendants of a Malkavian revenant family called the Urtans. However, there have always been some people who had very dominant Urges and who were able to access superhuman powers. In the early times of civilization they were said to be possessed by demons or the Devil, by ghosts or other supernatural beings. It's possible that both types of Maniacs exist: some who derive their insanity from Malkavian blood and mastership and some who were just born as Maniacs.
The UrgeThe Urge is the special derangement of every Maniac character. The Urge is like the Beast in Vampire: it is always in the Maniac's mind, but it only manifests at certain times or circumstances. The Maniac can try to fight the Urge, but by suppressing it, he risks that it will break out some other time. The thing all Maniacs have to handle is a balance between Insanity and Humanity. They sometimes have to go insane just to make sure they can be "normal people" other times.The Urge doesn't manifest suddenly; you can't say the Urge Awakens (in the sense of Mage). Maniacs are usually born with some tendency towards their Urge or "normal" hyper-activity. When growing up the Urge becomes more dominant and after a maximum of 20 years after birth its at its peak.
Sometimes "normal" people get an Urge, but it's not very likely. Most will get a "normal" derangement, but some witnessing a great mental pressure can possibly get an Urge. This Urge functions normally and in some cases may be healed just like a derangement.
Developing PowersA Maniac isn't born with an Urge and powers. The Urge may be present, but the powers have to develop slowly, and after a few years (usually in the teens, when the Urge manifests the first times) all powers can be accessed. And then these powers can grow even stronger, as the character gets more experience.
The Maniac in SocietyAs said above, all Maniacs have a special Urge that tries to get out and break free, so the soul doesn't have to fight it until the Urge is again so potent that it has to be Released. During this time of "peace", a Maniac can be any sort of human. Perhaps one guy works in an office all week and Sunday, when the Urge has become very strong, he goes out on the streets and looks for someone he could hunt down to Release his soul. On Monday he will be tired a bit, but he can be human for another week or something. Some Maniac could be a Goth girl and always walk around wearing leather and with a white-painted face. No one would think she's insane (not "insane" in the sense of being a Maniac at least), but every 3 days or so she just has to have sex. She doesn't perhaps need to enjoy, but just have sex. That's her Urge. In some cases many Maniacs gather and live separated to society in nature either to be no threat to others or to hide (especially the Hive Drone Maniacs; see below).
Welcome to an Insane WorldAs every supernatural being in the WoD, the Maniacs aren't the majority of all people on earth. Perhaps one in a thousand humans are Maniacs, and most of them try to suppress their Urge whenever possible. But there are those who don't care what others do and join gangs of Maniacs or something and use their powers to threaten mundane people, but that's rather unusual.
Chapter 2: Description and Powers of the Different Maniacs
Every Maniac gets some special powers when giving in to the Urge. Some powers, like Numina or a Ghoul's Potence, can be acquired later. A Religious Maniac could also probably get True Faith, but that's unlikely to happen. However, most Maniacs will rely on their "innate" powers.
The Hive DroneThese Maniacs are a special case because they tend to live in their own society as a Hive, just like insects. The head of the Hive is called the Queen, but that doesn't mean that there are only female Hive Queens (though this is most often). There are 40 known Hives in the US with a population ranging from 200 to 10000 and more! Most Hive Drones live entirely in the underground tunnels of the Hive and just leave it to hunt or to go to the cities to buy equipment for the Hive. The Hive Queen is a special Maniac (not recommended as a player character) with great power over the Hive Drones. The Drones are loyal to their Queen and will protect her with their lives. The Queen emits a feeling of love to the Drones and they see the Queen as a kind of mother and serve her with passion, not because they're forced to (you recognize the similarity to Alien?). The motives of the Hives are different, depending on the goals of the individual Queen. Most player character Hive Drones will be scouts of the Hive; they live in the cities and explore ways to serve their Queen, to get money for the Hive and such things. They're usually given a free reign. Important to know is that all Drones are telepathically linked with their Queen and if the Hive is attacked, then all Drones are linked together with the Queen as a nexus point. The individual telepathic link to the Queen can be canceled by every Drone, but the Queen usually sees this as a threat and most such Drones will soon be killed by assassin Drones. If the Queen is sure about the Drone's loyalty to her, she might allow the Drone to cancel the link, but that's unusual. Most Hives live in hostility to each other and know instinctively if there's a Drone nearby and if it's from the own Hive or from another. If 2 scout Drones from different Hives meet in a city, they will attack each other in most cases. All Hive Drones have a great ability to navigate in tunnels and see in complete darkness.Powers: The Hive Drone can instinctively navigate its position when in an underground Hive or subway tunnel. They have to roll Perception + Navigation (see below) (difficulty 6, or higher if decided by the ST.). One success is usually needed to successfully find the right way. The Drone Maniac can see in total darkness at +2 difficulty (+0 if protecting the Hive from an attack). Every physical attribute can be boosted by two at a cost of one IP per point and attribute (as in V:tM you can boost attributes with Blood points). All Hive members are telepathically connected to the Queen and can contact other special Drones if concentrating. This takes one action and a successful Willpower roll at difficulty 7. One success is needed. The contacted Drone can resist with its own Willpower; the Drone with net successes wins. The telepathic link functions over a distance of 5000 miles.
Drawbacks: If the Hive is threatened the Hive Drone must immediately help to protect it as fast and as best as he can (and he would die for his Queen). If encountering a Drone of another Hive he will try to kill this Drone if this doesn't threaten his identity as a scout or other bad conditions (the ST may allow the Drone to flee if the enemy is equipped with a flame thrower while the Drone has just his bare hands.). If called by the Queen the Drone has to react and to serve his Queen.
The GreedyThe Greedy Maniac has a problem I guess everyone knows somehow: you see something and you have to get it. This can be anything from a cool sports car to the beautiful girl in your school to an amulet you saw in town. The difference with the Greedy Maniac is that he will do everything to get this thing and as soon as possible. This can be very easy (perhaps the girl also likes you?) or very very hard work ("I want this cool tank I saw on the military parade! I want it!"). In some very special cases this kind of Maniac could watch a surgery on TV and have the feeling he should get a heart. He will try to look for someone with a heart (not much time needed usually) and, well, get it. I won't explain the cruel details.... If they get the desired object they don't really need it for longer than perhaps four days to a week. Then they can keep it or throw it away. Usually the object that evokes the Urge is something material (in my example with the girl the Maniac doesn't want her love, he wants her body). A need for feelings would be the Urge of the Obsessed (see below).Powers: The Greedy Maniac can boost two attributes and four skills as described in the Hive Drone power section. These Maniacs also get the power Celerity (works as the Vampire discipline; the Greedy spends one Insanity point).
Drawbacks: Any object at any time could evoke the Greed Urge. This can be resisted as always, but if those guys don't get what they desire within 2 days they will either fall into a rage and destroy something at all cost or become very depressed and all skills will be at half for one day (roll D10: 1-6: rage; 7-0: sadness).
The ObsessedThis group of Maniacs have a strong need for a special object or feeling (women, gold, pain, love etc.). Either they want to feel it on their own (go to some leather wearing woman and suffer) or want to see others witnessing this feeling (torture them or give them the feeling that they're loved by someone, for example). Most Obsessed will be egoistic and want the good feelings (love, for example) for themselves. Those obsessed with pain usually want to inflict pain on others (of course, some enjoy to suffer on their own). The main difference from the Greedy is, that it's always the same object or feeling which evokes the Urge. Player characters wanting some challenge should choose an obsession Urge too difficult to Release (for example an obsession with gold; it's hard to find but also hard to get). There is no need to see the desired object. Sometimes the Obsessed will just feel a strong need for it and then has to go on a Quest or wait until the Urge drives him to Release.Powers: The Obsessed Maniac has the same powers as the Greedy.
Drawbacks: The Urge could activate at any time. If the Maniac sees for example his desired object the Urge is evoked. But the Urge could also activate at any other time and the Maniac has to find the object of his obsession. If this group of Maniacs don't get what they want they either fall in a rage or become depressed (like the Greedy).
The PoltergeistThe Poltergeist is a Maniac with some power over chaos. He can't control chaos, but he can cause chaos to manifest, as a Poltergeist that throws little objects or turns off the light and such things you perhaps know from several movies. The Urge of the Poltergeist Maniacs drives them to deny and hate order. They feel imprisoned if forced to order things in a row or something like that. Instead they want to destroy those orders and their powers deny every law of nature and they even spit on the order of time. Their powers and their nature aren't truly harmful, it's rather the consequences of their powers that are able to harm (especially the mind of) their victims. The pressure under which they suffer every day (almost everything is somehow orderly today; the bus and train arrivals, the order of the queue in a supermarket, that you drive right, the others left and so on) channels into their power. When the Urge manifests the Maniac will use the gained power to destroy as much order as possible. Usually they tend to move quite often because always the same home would be too much order. Their homes are full of everything, the TV could stand on the bed today, when you look tomorrow it stands in the bathroom. Clothes lie everywhere, the floor is dirty and so on.Powers: These Maniacs can boost their Wits by 1 for every IP spent (Maximum is +3). They gain a power very similar to Wraith's Pandemonium (if you own this book you can also use it if you prefer, but it is a little weaker) called Evoke Chaos. Here are the stats:
* | Weirdness: The Maniac can cause strange things to happen to someone. The victim feels a hot flash, his hair rises, he smells rotting flesh etc. This power only affects one person at a time and cannot used to create effects of greater power than those listed (it isn't "weird" to someone when he explodes). Alternatively, the Maniac can confuse his victim to lose orientation and forget what he's doing or where he is.
System: The player rolls Charisma + Evoke Chaos (difficulty 6; or 8 if trying to confuse) and spends one IP.
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** | Dark Ether: The Maniac can influence weather and environmental conditions like air temperature or light condition. He can dry a surface or the air in a small area and produce mists and fogs. He can evoke lightnings to dance in a room and so on.
System: The player rolls Intelligence+Evoke Chaos (difficulty 7). The number of successes indicate the size of the affected area, the variance in conditions and the duration (number of successes in turns usually). When five successes are rolled, the intensity of the effect is big enough to inflict one level damage upon beings in the affected area. This power costs 1 IP to evoke and 1IP to maintain.
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*** | Poltergeist: With this power the Maniac can lift things through his pure will and throw them around. This is also a way to inflict damage on others. The objects affected by this power can't exceed 1x1 meter in size and 5 kg in weight.
System: The player rolls Intelligence + Evoke Chaos (difficulty 7; modified by sight, range etc.). Every success rolled can either be used to lift an object or to cause damage (1 point damage per success). When lifting several objects the successes can be divided to inflict different damage. This art costs 1 IP per success used for lifting or damaging.
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**** | Foul Humour: With this power the Maniac may cause foul vermin and substances to manifest in a small area. He can evoke a plague of locusts, a rain of frogs, a pack of rats etc. He also can evoke blood, gore, slime, flesh etc.
System: The player rolls Intelligence + Evoke Chaos (difficulty depends on the wished effect and is up to the ST, but usually is 6, 7 or 8.). The number of successes determine the extent of the manifestation, as well as the duration. At the end of the duration the manifestation usually vanishes in max. 3 turns, but traces may remain especially if rolled 5 or more successes. If using this power to harm someone, the effect does 1 damage for every 2 successes scored. This power costs 3 IP and one Willpower for every 2 successes.
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***** | Tempus Fugit: With this power the Maniac may alter the speed with which time passes or distort the distance of an area. He can make time pass very slowly or accelerate it; he may make a distance across a foyer seem like a mile or the distance across a tennis court like one step. Note that with this power one cannot reverse time.
System: The player rolls Intelligence + Evoke Chaos (difficulty 7). The number of successes indicates the Maniac's influence on time. Each success lets time pass 1 turn faster or slower (example: the Maniac scores 3 successes and wants to slow down his victim, an action requiring one turn normally would require 3 turns. If speeding up time anything requiring 3 turns could be done in one turn (this doesn't add to the number of actions the target gets from Celerity, Rage, Time Spheres etc. It can, however, prevent them). This power can be used once per scene and costs 4 IP. The duration equals the number of successes in turns. If focusing the effects on him alone, the Maniac gains one additional action per success scored in a Dexterity + Evoke Chaos (difficulty 7) roll. Used that way the power lasts for one scene and costs 2 IP.
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Drawbacks: Because they tend to think that they alone possess power over chaos and illusions they're easily irritated. All attempts to confuse, irritate, mislead (also mundane irritation) or use illusionary magic are at -2 difficulty if used against a Poltergeist. Illusionary magic that would help the Maniac (perhaps the illusion of wings that enables other characters to fly) are, however, useless. These spells just don't work. Because to their acquaintance with chaos, chaos often "seeks" Poltergeist Maniacs and so many curious things could happen while walking over a street. Perhaps he meets a friend he didn't see for 20 years or two cars could crash with the Maniac in between, but that's rather unusual. Most often it will be an indirect harm, like the Maniac recognizes his car has no more fuel when he returns from a bank robbery and wants to flee. Note that the Maniac isn't the only target for those things. In most cases it will be a complete stranger, just walking by, that will perhaps be beaten up by a gang of Vampires around the corner or something. Perhaps he just loses his backpack, perhaps he loses his life. A Wraith using Pandemonium's ability Sense Chaos will be able to recognize a Poltergeist Maniac. Some of those Wraiths could also be friends of Poltergeist Maniacs.
The PredatorThe Predator can be said to be the darkest Maniac on earth. His Urge drives him to hunt and kill and usually his prey is human. The Urge is usually evoked at night. These Maniacs wake up during the night and have the need to hunt someone. They take a knife or a gun (though it is usually a melee weapon or just their hands and claws because this is a better Release; it's more "original"). When going on a hunt the Maniac grow claws at his hands and his mouth grows bigger. Sharp pointed teeth grow out of the jaws. When a victim is dead (and this can take some time, for most Predators don't kill their prey fast but enjoy hunting it) they often bite into it to taste the warm blood and flesh of their prey. Many Predators who have little Humanity live alone in an abandoned house or in the slums where a hunt isn't that dangerous to them. The worst thing to encounter would probably be a Predator who has completely given in to the Urge and just lives for hunting and killing.Very very few of them use their hunting abilities for others benefits. Some of those might use the power of the Urge to hunt Vampires or Garou, while some others could be Ghouls of a Vampire and use their powers to hunt for their master in exchange for some of his blood.
Powers: The Predator Maniac can boost his physical attributes, his Wits and Stealth skill by +1 for every IP spent; he must boost each trait separately and the maximum rating is double the normal rating. The Claws do Strength +2 damage, the Bite does Strength +3. You also get the power Obfuscate (see V: tM).
Drawbacks: If threatened the Predator's Urge is immediately evoked. The claws and the mouth grow within one turn. Sometimes (usually at night) the Predator will need to hunt. When this occurs is up to the ST. Sometimes a Predator meets a person and "marks" it as prey. He will go on a hunt the next night and kill this person. If encountering such a poor soul at night the Predator will hunt right after marking it. If the hunt isn't successful the Predator will search something else to destroy and to let out his anger and hate. The Predator is always at +1 difficulty to resist his Urge due to his aggressive nature, and even at +2 if taking two or more points of damage. When using the Forced Urge (see below) the action of forcing the Urge and growing claws and teeth take a complete turn together.
The PyroThe Maniacs called Pyros have the Urge to be in presence of fire or great heat. That would be okay, but they also are Urged to burn things down to get Release. They can be very dangerous; if one of them goes out with you to a nice candlelight dinner, don't be too surprised when he starts to fuel the candles and burn down the whole restaurant. Don't go camping with them and make a camp fire or something, they will burn down the woods. Most of them are driven to destructive actions by their Urge, while some might have some self-control and "just" have to smoke 15 cigarettes at once. These guys are fascinated by fire and often run into a burning house to be near to it. Luckily, they're immune to fire when the Urge breaks out. This ability can also be used to help; a Pyro Maniac could work with firemen and run into burning houses to rescue trapped people (but be sure he's away when you start to extinguish the flames!).Powers: The Pyro is immune to the damaging effects of fire and heat; magic fire inflicts half the normal damage. This immunity also includes his clothes and things inside the clothes (a credit card in your pocket for example), while a package of dynamite held in the hand would be no good idea (yeah, it would explode). The Pyro gets the power Flame Rage, which is exactly the thaumaturgic Lure of Flame, described in V: tM.
Drawbacks: Whenever encountering fire the Pyro's Urge will try to break free. This can be resisted as described now: roll Willpower, for difficulty consult the following table, 1 success is needed:
Intensity | Difficulty
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candle, cigarette, lighter | 4
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torch | 6
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camp fire | 7
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flame thrower | 8
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burning house, inferno | 9
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great wood fire | 10
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When the Urge is dominant the Pyro is vulnerable to cold (double damage).
The ReligiousAlso a known phenomenon, a guy who believes he's serving some kind of god or Satan or demon or whatever. His believe in this supernatural force and his believe that this force grants him special powers is so strong that he really gets these powers. It might be that there's some kind of god that gives him these powers, but I don't think so (it's up to your ST). The power derives from the Maniac's believe in his god (or Satan or demon). Most of the Religious Maniacs will get very upset if one talks bad about their gods, and some even attack to revenge that "blasphemy". They can be potent enemies if they serve a god of war or death or something! Their mentality is as different as their gods, so you might find a Christian Religious Maniac who will beat you up if you wear a pentagram amulet just as you could meet one that is up to shoot you because you're violent. Many religions are quite inconsistent. They might cherish peace, but they can be very cruel to keep that peace. And with their gods they differ in powers. One might beat up a Garou, the next can control hellfire itself and so on. The Urge manifests as a need to tell all others how great your god is and to punish all who break his laws.Powers: The Religious Maniacs differ much in powers. The only thing they share is one additional Willpower point at start (maximum is 10). All attempts to control these Maniacs to do something that would break their ethical code or religion are at +2 difficulty. The other powers depend on their gods or masters. A Christian Religious Maniac could have Presence or Auspex. A very bad satanic Maniac could have Daimoinon or Serpentis. A Maniac worshipping a war god could be granted Potence or Fortitude. A death god could "grant" Mortis or Necromancy and so on. As always your ST has to allow the individual power to be chosen. I recommend each Maniac just to have one power, because otherwise he could get too strong. Of course you can also create own powers that fit better to your god, but your ST has the last word about this.
Drawbacks: If encountering someone who really breaks the Maniac's ethic or moral code he will have to punish this "bad guy" for that. This can be resisted as always, but the difficulty is at +2 if the "bad boy" is an enemy to your religion (In my example: If the Vampire kills an innocent child -- definitely a break of the 10 commandments -- the Christian Maniac would be at +2 difficulty to resist his Urge and destroy the Vampire on the spot). These Maniacs are vulnerable to their ethical opposites. To explain: If you're Christian the satanic powers of your enemy Vampire would be at -1 difficulty.
Chapter 3: Game systems
InsanityThe Insanity trait has a score ranging from 0 to 10. The higher this trait, the more insane the Maniac character is. But as Insanity is the source of power to the Maniac he needs a high Insanity rating to better perform his powers gained through giving in to the Urge and Releasing his tortured soul. Every 8 hours the Maniac functions "normally" (as a non-insane human) he gets one temporary Insanity point (IP). Once his temporary Insanity points (IP) reach an amount equal to his permanent Insanity points (PIP) he gets one new permanent Insanity point (PIP) and loses 1 point from his Humanity points (HP). That's okay as long as the Humanity is higher than the PIP. But once the PIP is higher than the HP the Urge is ever present and other people will recognize that something's going wrong with the Maniac. Every 5 hours spent in this state he must roll Willpower (difficulty is the PIP). One success is needed to resist the Urge. The difficulty raises by one every roll after the first. Once the difficulty is at 10, add one to the successes needed to resist every next roll. This means even if you're lucky to the point of cheating after some time the Urge is so irresistible that it comes out in the most destructive manner: the Maniac must give in to the Urge and uses his so gained powers to destroy as much as possible. This rage continues until the Maniac dies or 10 hours have passed. You see it's very dangerous to suppress the Urge too long! The Maniac is then physically completely down (all physical attributes and abilities at half) and must rest at least 12 hours due to physical and mental exhaustion. His IP (not PIP!) are then down at 0 and he gets a derangement. He also loses one point Humanity. The Maniac cannot and should not try to escape the Urge. If he tries too hard he will instead break and become a destructive savage slave to his Urge. This happens when Humanity (HP) drops to 0. As with a Vampire with Humanity 0 the Maniac will now be played by the ST. Every time a Maniac uses one of his Urge powers he reduces his IP by one (or more, when using a Vampire discipline that requires more than one Blood point. The Blood point cost is 1:1 the IP cost.). Even if the IP is at 0 the Maniac will continue his action either unti the Quest is over or he has Released his soul. The only exception to this is the Forced Urge (see below). If not all IPs were spent during the Release the Maniac will though lose them when he's safe again (at home or at his haven). The Urge is gone, for a while.
Resisting the UrgeTo resist the Urge a Maniac player rolls Willpower (difficulty is PIP):Successes | Effect
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0 | The Maniac immediately gives in to the Urge and tries to Release his soul.
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1 | The Maniac is controlled by the Urge for 3 turns.
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2 | The Maniac fights his Urge successfully. This is visible to all outsiders.
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3 | The Maniac successfully fights the Urge. Others can recognize that as described below.
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4+ | The Maniac completely fights the Urge and no one will recognize.
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Recognizing Someone Fighting the UrgeWhen a Maniac tries to resist the Urge other people might recognize that. Roll Perception + Alertness (difficulty 7). One success is needed to see that something's wrong with the Maniac. Other persons react differently to that. Some might want to help the Maniac because they think he's ill or something, while others don't react or try to avoid the Maniac due to fear of this "strange guy." The exception could be the Predator as sometimes his mouth, teeth and claws start to grow a bit while fighting the Urge. Most people will avoid the Predator if they recognize that (two successes in the Perception + Alertness roll are needed to recognize that).
The Forced Urge: A Source of PowerNow it wouldn't be that funny to play a guy that could go mad anytime without having any advantages. Right. But Maniacs can somehow force their Urge to emerge and to take control of their minds. The effects are: they're granted all powers listed in the individual descriptions and can spend IPs. However, if they don't Release their souls from the pressure of the Urge within one day, they get back double the IPs spent! That's the price. To force one's Urges powers to manifest the Maniac player rolls PIP against Humanity (HP) as difficulty. One success is needed to successfully let out the Urge. It takes one action to evoke the Urge.
Losing Permanent Insanity Points (PIP)Keeping your mind clean. When the Urge is evoked the Maniac doesn't have to spend Willpower points (WP) to resist possession or such things nor does he spend Willpower to get an automatic success. Every time a non-Maniac would spend Willpower the Maniac instead spends permanent Insanity points (PIP) because his true resistance comes from the Urge. A player can also choose to spend Willpower, but since the Maniac's will isn't dominant that time he has to spend two Willpower to get the benefit of one PIP (=one WP normal). This helps to keep a balance between Humanity and Insanity and also makes sure the Insanity doesn't just grow while Humanity declines. If PIP is at 1, you can no longer spend PIP, because the PIP can never be below one.
Chapter 4: Character creation
Maniacs are quite -- lets call it normal -- even if they somehow are far from normal humans. But they are created almost as human characters. Ah, well, look at this short steps and I don't waste much words:Attributes: 6/4/3
Abilities: 11/7/4
Backgrounds: 5
Virtues: 7 (Conscience, Self-control, Courage)
Powers: All disciplines, paths and similar powers start at 1 (the Hive Drone hasn't got a power measured in dots)
Insanity (PIP): Starts at 1/2 Willpower rating
Freebies: 12
New Merits and FlawsEver present Urge(3 point Flaw)
You always seem to be quite nervous or appear to fight the Urge. The best result on the Urge resistance table is 2 successes. All your social actions are at +2 because you always seem nervous what could frighten others or make them mistrust you.
Strong Urge
(1-5 point Flaw)
Your Urge is very strong. For every point in this Flaw subtract one hour from the time passing till you get a new IP.
Self-control
(4 point Merit)
You're very good in fighting your Urge (-2 difficulty). The difficulty for others to recognize your inner battle is at +2.
Weak Urge
(2-5 point Merit)
Your Urge is weaker than normal. For every point in this Merit beyond the first (so it starts at two) add one hour to the time passing till you get another IP.
Crossover charactersVampire: If a Maniac is Embraced he will become a Vampire like any other human, but things concerning his (now gone) Urge make the player roll Self-control (difficulty 6). If the player succeeds, the Vampire resists frenzy. If no success is rolled, the Vampire follows the normal frenzy rules. Most Maniacs Embraced will be Malkavians or Sabbat members.Garou/all other shapeshifters: No shapeshifter will have an Urge. Their Rage is enough anger, isn't it?
Changeling: No way. The Fae aren't interested in Maniacs; they usually avoid them.
Wraith: A Maniac can become a Wraith like anyone else, but the likelihood is a bit bigger. The Urge could remain a strong passionate link to life. The chance of becoming a Wraith rises with the Insanity (PIP) trait.
Mummy: Hm. I can't imagine anyone who wants to mummify a Maniac, but if this occurs the Maniac is entirely Released from his Urge and now faces another task: a life of eternity; he becomes a normal Mummy.
Mage: No Maniac has ever Awakened and no one coming is supposed to do so. I suggest you to ask your ST, but a 14 years old school girl could really get (especially psychological) problems when realizing a manifesting Urge AND a manifesting magical power. This could lead to some derangements....
Others: This includes Gypsies, Hunters, Highlanders, Fallen Angels, Therianthropes, Demons, Angels, Aliens, Predators, Scanners, Succubi, Arthurian Knights, Avatars, Students of Hate, gods, dogs, cats, rats, birds...popes. I don't know of all existing add-ons to the WoD and if you want to have an insane Predator (this guy from the movies) ask your ST. I won't give you rules for every single kind of crossover character, because I don't think this would make sense.
Ghoul: All Maniacs can be ghouled and they get all powers Ghouls can access. I think this (and the Wraith) crossover is the best and I used them already (imagine a bad Tremere on the Road of the Devil with four Predator Maniacs by his side, all slaves to their diabolic master and to their Urge).
StereotypesVampires: I don't like them. They don't care if they suck normal or Maniac blood. They see us as prey.Garou: Unfortunately they fight us wherever possible. They see us as servants of the Wyrm.
Changelings: They avoid us and I avoid them.
Mages: They aren't interested in us as long as they don't need a powerful ally. Then they know us. Well, why not, if they pay well.
Mummies: I haven't ever seen (at least recognized) one and I don't know where to look for them...except in Egypt.
Wraiths: Poor guys. But what should I do? I avoid them, they can be very dangerous.
Gypsies: Some are quite nice, especially the young girls -- ehm, well, they don't seek our company and so do we.
Others: Never heard of Therianthropes, Succubi etc. But Aliens exist! they're among us! The truth is out there!