'Reality is Slipping' an amusing derangement for Malkavian characters. This Derangement can (and ought to) be modified a slight bit for each individual character. I'll put it here as I created it, which was for an Eighth Generation character. The basis of this derangement is that one's hold on reality is founded on the amount of blood (in traits) in one's system at any given time. As this was created for an Eighth Generation, the scale I present will range from 15 to 0. 15 Blood -- Firm grasp on reality. The vampire seems as coherent as the player wishes to be. The derangement is indetectable at this level. 14 Blood -- The derangement becomes visible in the Aura of the vampire, and in any other detection method. The character is still quite coherent, but may 'miss a beat' from time to time. 13 Blood -- The vampire begins to misinterpret what is real. Things which are recieved through hearing are changed. Other senses remain fully functional at this point. 12 Blood -- Taste and smell begin to give false impressions now, as well. The vampire is no longer capable of long conversation, as the loss of coherence in hearing is too great. S/He speaks in broken sentences, or does not speak at all. 11 Blood -- Touch and sight begin to be modified. The vampire reacts quite inappropriately to anything s/he hears. Smells are no longer identifiable. Tastes are replaced with opposites; things which should taste good taste horrible, and vice versa. 10 Blood -- All things heard are now represented by indescribable feelings, or by semi-oracular 'visions'. The vampire is not capable of holding conversation. Taste and smell replace each other. Things felt or seen are often replaced by something that the vampire believes should be there. 9 Blood -- All smell, taste, and hearing are interpreted as visions. The vampire must struggle to determine the nature of anything said or heard. Smells and tastes often manifest as a vision of their source. 8 Blood -- All sensory input is put into semi-oracular interpretation. The vampire cannot discern things heard from things seen, etc. The need for blood begins to pull at the back of the mind. 7 Blood -- Visions continue. The vampire feels a distinct need for blood. If any sensory input results in an interpretation as 'blood', frenzy is likely. 6 Blood -- The vampire now knows s/he MUST feed. The beast is now in control of sensory input. Things are heard/views/tasted/etc as an animal would interpret them. The vampire is incapable of human speech. 5 Blood -- The vampire is constantly on the verge of flight-frenzy 4 Blood -- The vampire enters frenzy, eithe fight or flight. 3 Blood -- The vampire enters Torpor. 2 Blood -- The vampire remains in Torpor. 1 Blood -- The vampire appears to have succumbed to Final Death. Must be fed 6 blood traits to wake. And there you have it. It's admittedly difficult to do, but offers endless amusement as you find new ways to keep yourself fed. Al-Mahir Eremert