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Dementation 
The special legacy of the Malkavian clan, Dementation allows the vampire to channel madness, focus it, and pour it into the minds of those around him. Though informer nights this power was practised primarily by the Malkavians of the Sabbat, in recent years it has spread throughout the clan. Some Kindred speculate that this "infection" might be yet another move in the Jyhad; a few vampires, of particularly paranoid bent, even whisper that the Malkavians are to be harbingers of the Final Nights.
Eerily enough, Dementation doesn't seem to inflict insanity on its victims per se. Rather, it seems to catalyse madness, breaking down doors into the hidden reaches of the mind and releasing whatever it finds there. The Malkavians claim that this is because insanity is the next step in the evolution of the mind- a necessary progression if one is to behold the truths of the universe. As such, they say, it is inherent to all minds, and evident only in the more highly evolved specimens of human or vampiric thought. Other Kindred pray the Malkavians are wrong, but find it difficult to dismiss such thoughts out of hand, particularly because Dementation works as well on vampires as it does on mortals....
Dementation, the madness-inducing Discipline of the Malkavians, originally belonged solely to the Malkavian antitribu, as the Camarilla Lunatics instead adopted Dominate. As such, the Discipline is covered in this volume rather than in the companion Guide to the Camarilla, as the undisputed masters of the higher-level uses of Dementation are among the Sabbat. Such truth is never immutable, however, and the Malkavians of the Camarilla are adapting to their recent "infection" with the Discipline with alarming speed. It's almost as if they were naturals ....
Passion
The vampire may stir his victim's emotions, either heightening them to a fevered pitch or blunting them until the target is completely desensitised. The Cainite may not choose which emotion is affected; she may only amplify or dull emotions already present in the target. In this way, a vampire can turn mild irritation into frothing rage or dull true love into casual interest.
System:The vampire needs to spend Blood on this and the table below will describe how long it lasts for.
1 Blood 5 minutes
2 Blood One hour
3 Blood One night
4 Blood One week
5 Blood One month
6 Blood Three months
 The Haunting
The vampire may stir the sensory centres of his victim's brain, flooding the victim's senses with visions, sounds, scents or feelings that aren't really there. The images, regardless of the sense to which they appeal, are only fleeting "glimpses," barely perceptible to the victim. The vampire using Dementation cannot control what the victim perceives, but may choose which sense is affected.
The "haunting" effects occur mainly when the victim is alone, and mostly at night. They may take the form of the subject's repressed fears, guilty memories, or anything else that the Storyteller finds dramatically appropriate. The effects are never pleasant or unobtrusive, however. The Storyteller should let her imagination run wild when describing these sensory impressions; the victim may well feel as if she is going mad, or as if the world is.
System:The vampire needs to spend Blood on this and the table below will describe how long it lasts for
1 Blood One night
2 Blood Two nights
3 Blood One week
4 Blood One month
5 Blood Three months
6 Blood One year
  Eyes of Chaos
This peculiar power allows the vampire to take advantage of the fractured wisdom hidden in insanity. She may scrutinise the "patterns" of a person's soul, the convolutions of a vampire's inner nature, or even random events in nature itself. The Kindred with this power can discern the most well-hidden psychoses, or gain insight into a person's true self. Malkavians with this power often have (or claim to have) knowledge of the moves and countermoves of the great Jyhad.
System:This power allows a vampire to determine a person's true Nature, among other things. The vampire concentrates for a minute, then her player Spends 2 Blood, and Discern the true nature of a Creature, Mortal, Vampire e.t.c. They can read what the targets Current plans are and at the cost of 2 extra blood can examine deeper, and see if there are any overall plan which have been in fruition for a long time.
   Voice of Madness
By merely addressing his victims aloud, the Malkavian can drive targets into fits of blind rage or fear, forcing them to abandon reason and higher thought. Victims are plagued by hallucinations of their subconscious demons, and try to flee or destroy their hidden shames. Tragedy almost always follows in the wake of this power's use, although offending Malkavians often claim that they were merely encouraging people to act "according to their natures." Unfortunately for the vampire concerned, he runs a very real risk of falling prey to his own voice's power.
System:The player spends 3 Blood points per victim.
Affected victims fly immediately into frenzy or a blind fear like Rötschreck. Kindred or other creatures capable of frenzy, such as. Mortals are automatically affected and don't remember their actions while berserk. The frenzy or fear lasts for a hour, although vampires and Lupines may Spend 6 Blood or whatever to snap out of it.
    Total Insanity
The vampire pulls the madness from the deepest recesses of her target's mind, focusing it into an overwhelming wave of insanity. This power has driven countless victims, vampire and mortal alike, to unfortunate ends.
System:The Vampire can Call on the power of her madness, to draw out a Derangement in another creature. It is up to the vampire what the derangement is. The Vampire can also cancel out the effects if she wishes at any time.
1 Blood One Hour
2 Blood One night
3 Blood One week
4 Blood One month
5 Blood One year
Dementation Extended
Lingering Malaise (Level Six)
While lesser Dementation powers allow a Malkavian to inflict temporary (though often long-lasting) madness upon a victim, elders of the clan have developed the ability to infect the minds of their victims with permanent dementia. Lingering Malaise causes permanent psychological shifts within the victim, making him, as one Gangrel elder remarked, "an honorary Lunatic."
System:The character speaks to his victim for at least a minute, describing the derangement that Lingering Malaise will inflict. The Vampire must spend more blood than the Victim has Willpower. If the user of Lingering Malaise spends more than double that needed, the victim gains a permanent derangement chosen by the individual who inflicts it. Lingering Malaise may only be used to inflict one derangement per night on any given victim, though multiple attempts may be made until the derangement takes hold.
Shattered Mirror (Level Six)
Although Dementation's low-level effects are primarily to initiate or promote insanity rather than to create it spontaneously, some of its more potent manifestations are not as subtle. The wielder of this fearsome power can transfer her own deranged mindset into the psyche of a hapless victim, spreading her own brand of insanity like a virus.
System:The vampire must establish eye contact with her intended victim to apply this power. The Player Then Spends Blood to try and cast across the Derangements, and Merit and Flaws.
1 Blood one hour
2 Blood one night
3 Blood one week
5 Blood one month
10 Blood six months
20+ Blood one year per 5 Blood over 20
Restructure (Level Seven)
The elder with this fearsome power has the ability to twist his victims' psyches at their most basic levels, warping their very beings. The subject of Restructure retains her memories in toto, but her outlook on life changes completely, as if she has undergone a sudden epiphany or religious conversion. This effect goes much deeper than the implantation of a derangement; it actually performs a complete rewriting of the victim's very personality.
System:As the description says, this power allows the Malkavian to change his target's Nature to one more suitable to his ends. To accomplish this, the character must make eye contact with his intended victim. The Vampire then needs to spend more blood than the Targets Willpower x Willpower the target's Nature then changes to whatever the player desires. This effect is permanent and can be undone only by another application of Restructure (though subtle differences from the character's original Nature may still remain, as it is impossible for such a grave change to occur flawlessly). A botch on this changes the character's own Nature to that of his intended victim.
Personal Scourge (Level Eight)
Similar to the Auspex power of Psychic Assault (see Guide to the Camarilla), this fearsome ability allows the elder to turn the very strength of her victim's mind against him, inflicting physical harm with the power of his own will. Victims of this self-powered attack spontaneously erupt in lacerations and bruises, spraying blood in every direction and howling in agony. Those who have observed such an attack with Auspex note that the victim's aura swirls with violent psychosis and erupts outward in writhing appendages - a sight that can make even the most hardened Tzimisce quail. Some callous vampires call the victims of this power Blairs, apparently some sort of pop-culture reference.
System:The vampire must touch or establish eye contact with her target. The player takes his Willpower in Physical Damage. Fortitude or any other Form of Armour Cannot soak this. He may take no other actions during this time other than thrashing and gibbering; this includes spending blood to heal. The Vampire Most Spend 6 Blood every Time this is Used.
Lunatic Eruption (Level Nine)
This fearsome ability is only known to have been applied a few times in recorded Kindred history, most spectacularly during the final nights of the last battle of Carthage. It is effectively a psychic nuclear bomb, used to incite every intelligent being within several miles into an orgy of bloodlust and rage. It is suspected that the Malkavians have used the threat of this power as a bargaining chip in several key negotiations with Camarilla elders.
System:The player spends four Blood points and then Spends Willpower to increase the range The radius of effect is determined by the number of successes scored. The Willpower is regained at 1 per week.
1 Willpower one city block or 500 feet
2 Willpower an entire neighbourhood or one mile
3 Willpower a large downtown area or three miles
4 Willpower several neighbourhoods or 10 miles
5 Willpower an entire metropolitan area or 30
miles
6+ Willpower an additional 10 miles for every
point past 5
Within this area, all sentient creatures fall prey to their base instincts. Mortals spontaneously riot, looting and burning between bouts of mass violence. Kindred enter hunger-induced frenzies, draining dry as many vessels as they can sink their fangs into. Other supernatural beings run amok according to their base natures: Lupines under the effect of this power enter their war forms and frenzy indiscriminately at anything that resembles an enemy, mages temporarily fall into states of magic-included delusion, and the fae bask in the sudden influx of energy and revel in their temporary power. An entire city can quite literally be driven temporarily insane by this power. Lunatic Eruption's effects persist until the next sunrise, and anyone entering its radius of effect (centred on the site at which it was used, not on the character who applied it) falls under its spell. However, inertia may carry the violence spawned by this power much father - and keep it going much longer - than the power itself can force.
A character can stave off the effects for 1 hour if they expend a Humanity point, they can spend multiple, but they are risking there own sanity permanently. (Leaving the radius of the effect does remove the powers influence).
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