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 in former nights this power was practiced primarily by the Malkavians of the Sabbat, in recent years it has spread throughout the clan.
The practitioner of Dementation need not actually be mad himself - at least initially - although madness seems to grant a certain insight into the key tenets of this Discipline. Few ask the Malkavians to teach them this Discipline, although the Lunatics are almost always eager to "enlighten" others. Eventually, some say that one cannot learn Dementation without eventually going mad.
Eerily enough, Dementation doesn't seem to inflict insanity on its victims per se. Rather, it seems to catalyze madness, breaking down doors into the hidden reaches of the mind and releases whatever it finds there. The Malkavians claim that this is because insanity is the next step in evolution of the mind.
Level 1
Passion
The vampire may stir her victim's emotions, either heightening or blunting them. She may not choose though, which emotion is affected; she may only amplify or dull emotions already present in the tarteg.
System: Roll Charisma + Empathy (Humanity). The successes determine the duration of the altered state of feeling. Effects of this power might include one- or two-point additions or subtractions to difficulties of frenzy rolls, Virtue rolls, rolls to resist Presence powers, etc.
1 success |
1 turn
|
2 successes |
1 hour
|
3 successes |
1 night
|
4 successes |
1 week
|
5 successes |
1 month
|
6+ successes |
3 months
|
Level 2
The Haunting
The vampire may stir the sensory centers of her victim's brain, flooding his senses with visions, sounds, scents or feelings that aren't really there. The images are only fleeting "glimpses," barely perceptible by the victim. The vampire cannot control what the victim sees, but can decide which sense is affected.
The "haunting" effects mainly occur when the victim is alone, and mostly at night. They may take the form of the subject's repressed fears, guility memories, or anithing else dramatically appropriate. The effects are never pleasant, however; the victim may well feel as if he's going mad, or the world is.
System: Spend 1 BP and roll Manipulation + Subterfudge (Perception + Self-Control). The successes determine the length of the sensory "visitations."
1 success |
1 night
|
2 successes |
2 nights
|
3 successes |
1 week
|
4 successes |
1 month
|
5 successes |
3 months
|
6+ successes |
1 year
|
Level 3
Eyes of Chaos
This power allows the vampire to take advantage of the fractured wisdom hidden in insanity. She may scrutinize the "patterns" of a person's souls, the convulsions 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: Concentrate for one turn, then roll Perception + Occult could also . The difficulty depends on the intricacy of the pattern. Discerning the Nature of a stranger is (9); a casual aquaintance would be (8); an old friend is (6). The Malkavianread the message locked in a coded missive ((7)) or even see the doings of an invisible hand in such events as the pattern of falling leaves ((6)). Almost anything might contain some hidden insights, no matter how trivial or meaningless. The patterns are present in most things, but are often so intricate they can keep a vampire spellbound for hours while she tries to understand their "message."
Level 4
Voice of Madness
By merely addressing her 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 their hallucinations of their subconscious demons, and try to flee or destroy their inner 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, the vampire runs a very real risk of falling prey to his own voice's power.
System: Spend 1 BP and and roll Manipulation + Empathy (7). One target is affected per success and all potential victims must be listening to the vampire's voice.
Affected victims fly immediately into frenzyor a blind fear. Supernaturals that can fly into Frenzy may resist with (+2). Mortals are automatically affected and don't remember their actions while berserk. The frenzy/fear lasts for a scene, although supernaturals may roll to snap out of it as usual.
The vampire using Voice of Madness must also roll for Frenzy, although for him it's (-1).
Level 5
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 Malkavian must gain her target's undivided attention for at least one turn. Then spend 1 BP and roll Manipulation + Intimidation (Willpower). If successful, the victim is afflicted with five random derangements. The successes determine the duration:
1 success |
1 turn
|
2 successes |
1 night
|
3 successes |
1 week
|
4 successes |
1 month
|
5 successes |
1 year
|
Level 6
Babble (Malkavian Clanbook, Malkavian Clanbook (Revised))
One of the more classic powers among elder Malkavians, this is the ability to communicate at great distances by using the power of the Network. The Malkavian with this ability can link a number of people together, allowing them all to converse at will - however, everyone involved must carry on their conversation out loud. What's more, each person hears their fellows as if the other people were standing next to them; thus, if Rosegarden were in the comfort of her own quiet haven while Pack was in a crowded subway, Pack could murmur quietly and be heard, while Rosegarden would have to raise her voice for Pack to hear her over the crowd.
System: The Malkavian may communicate with as many other people as she has point of Willpower; to link with unwilling targets, roll Charisma + Empathy (Willpower). She may add more people (up to her Empathy rating) over and above her Willpower only if those people have derangements and don't resist the Babble.
Derange (Players' Guide to the Sabbat)
This power allows the vampire to grant her victim a permanent Derangement which may never be removed.
System: The vampire must look her victim in the eye and describe his new Derangement to him. The vampire may choose the Derangement. Then he must roll at least two successes on a Manipulation + Empathy (Willpower) roll.
Devil in the Mind (Players' Guide to Low Clans)
Remove all inhibitions and social mores while bringing impulses to the surface.
Kiss of the Moon (Dark Ages)
Inflict two related permanent derangements upong a victim.
Lingering Malaise (Guide to the Sabbat)
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 vampire must speak to the victim for at least a minute, describing the derangement that Lingering Malaise will inflict. Then roll Manipulation + Empathy (Willpower); the victim resists with a Willpower (8) roll. If the user of Lingering Malaise scores more net successes, 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 (Guide to the Sabbat)
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. Then roll Charisma + Subterfudge (Willpower) resisted by the target's Wits + Self-Control/Instinct (Malkavian's Willpower). If the aggressor wins, the target gains all of her derangements and Mental Flaws for a period of time determined by the number of net successes the aggressor scored:
1 success |
1 hour
|
2 successes |
1 night
|
3 successes |
1 week
|
4 successes |
1 month
|
5 successes |
6 months
|
6+ successes |
1 year per success over 5
|
The Call (Malkavian Clanbook (Revised))
Although many clan gatherings happen spontaneously, the Call arising from a general subconscious need shared by a city's Malkavian population, it is possible to send the Call deliberately. Both Auspex and Dementation offer the ability to send the Call, although it's a much easier art to perform when expressed through Dementation.
System: To send the Call, a Malkavian (and only a Malkavian) must roll Perception + Empathy (6). As always, other clan members will hear (and attend if they so choose) only if they make their Malkavian Time rolls.
1 success |
All within three city blocks.
|
3 successes |
All within 5 kilometers.
|
5 successes |
All within 15 kilometers.
|
7 successes |
The city's entire Malkavian population.
|
10 successes |
All within the greater metropolitan area.
|
13 successes |
All within 500 kilometers.
|
15 successes |
All Malkavians on the continent.
|
20 successes |
Every Malkavian in the world.
|
The Call as broadcasted is not a verbal thing; it merely conveys the impression of a place and a time. There is no sense of purpose, not even the name of the gathering point; still, neither is really necessary. The Call is so instinctive that if an American Malkavian who didn't speak a word of French were visiting Paris, and heard the Call, he'd be able to follow his impressions and visions to the gathering place as readily as any native Lunatic.
Level 7
Change the Soul (Players' Guide to Low Clans)
Childmind (Malkavian Clanbook (Revised))
This dread ability allows the Malkavian to give another person the equivalent of a psychic lobotomy. By focusing the power of Dementation, the Lunatic can strip away much of a target's power of reasoning, reducing her victim to a childlike state.
System: The Malkavian must make eye contact with her victim in order to use this ability. Once eye contact is established, roll Intelligence + Empathy (Self-Control/Instinct).
The vampire can choose to reduce the victim's Mental Attributes by up to seven points, as long as the victim is left with at least one dot in each. The vampire must not know the victim's actual Attributes, however; she must guess which Attributes to reduce and by how much. The victim also gains the derangement of Regression for as long as the childlike state lasts.
The number of successes determines the duration of the Childmind's effects:
1 success |
1 turn
|
2 successes |
1 night
|
3 successes |
1 week
|
4 successes |
1 month
|
5 successes |
1 year
|
6+ successes |
1 year per success past 5
|
Delayed Delerium (Dark Ages)
As Kiss of the Moon, but it can be made to activate later.
Mind of a Child (Players' Guide to the Sabbat)
This power allows the vampire to reduce the victim's total Mental Attributes by up to seven points, as long as the person is left with at least one point in each of the Attributes. The victim also becomes very childlike in manner, acting both gullible and playful. The vampire must make eye contact with the victim. Vampires as well as mortals are affected by this power. The only way to avoid it is to avoid making eye contact with the vampire.
System: Roll Intelligence + Empathy (Wits + Self-Control).
1 success |
1 turn
|
2 successes |
1 night
|
3 successes |
1 week
|
4 successes |
1 month
|
5 successes |
1 year
|
Mind of a Killer (Players' Guide to the Sabbat)
This power allows the vampire to alter the mind of the victim, making her a cold-blooded killer who places no value on life. If the victim is offended in any way by anyone, even loved ones, the victim murders that individual, whether with a complex plan or simply a machete. Once the victim of this power has killed, the effect of this power ends and the person reverts back to normal, unsure of why she did such a heinous thing. The power works on both mortals and vampires, and requires the vampire to kiss the victim.
System: Employing this power requires at least three successes on a Charisma + Subterfuge (Charisma + Courage) roll.
Restructure (Guide to the Sabbat)
The elder with this fearsome power has the ability to twist her victim's psyches at their most basic levels, warping their very beings. The subject of Restructure retains his memories in toto, but his outlook on life changes completely, as if she has undergone a sudden epiphany or religious conversation. 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 her target's Nature to one more suitable to her ends. To accomplish this, she must make eye contact with her intended victim. Then roll Manipulation + Subterfudge (Wits + Subterfudge). If she rolls a number of successes equal to or greater than the target's Self-Control/Instinct, the target's Nature changes to whatever the vampire desires. This effect is permanent and can be undone only by another application or Restructure (though subtle differences from the person's original Nature may still remain, as it is impossible for such a grave change to occur flawlessly). A botch on this roll changes the vampire's own nature to that of his intended victim.
Sleep of Reason (Malkavian Clanbook (Revised))
This macabre power gained its name from a Goya print that has achieved remarkable popularity among the clan. The Malkavian with this ability can reach into her victim's mind, pull forth whatever hobgoblins she finds there, and set them buzzing to the attack.
System: Roll Wits + Intimidation (6). Spend one BP for each hobgoblincreated, up to a maximum number determined by the successes on the roll.
The hobgoblins can appear as almost anything, but they're usually caricatures of whatever insecurities or bad memories the target might possess. Since they are born from the victim's frailties, the victim's mental resilience determines just how powerful the hobgoblins are.
Each beastie's statistics are as follows:
Strength: 10 - victim's Willpower
Dexterity: 13 - victim's Willpower
Stamina: 12 - victim's Willpower
Health levels: 13 - victim's (Self-Control + Courage)
The hobgoblins have no Mental or Social Attributes of their own, and as creations of the victim's own psyche, are immune to any mental power the victim uses against them. A victim cannot use Obfuscate to hide from his own persecutors, nor can he Dominate them into leaving him alone.Other vampires can affect the victim's hobgoblins with these Disciplines, but the difficulty to do so is the same as if they were using those powers against the victim himself. In any event, the hobgoblins will ignore all other beings save their target unless compelled otherwise, and cannot damage anyone other than their victim.
A hobgoblin can attack with a bite, punch, claw rake or whatever attack is reasonable for its form. All of these attacks inflict Strength + 1 lethal damage; however, this damage is purely psychic in nature, and will disappear at the end of the scene. The malicious little beasties can fly as quickly as their victim can run, and can find him wherever he runs. If not destroyed by the end of the scene, the hobgoblins melt back into the ether from which they sprang.
Wave of Insanity (Players' Guide to the Sabbat)
The vampire using this power can cause the same effect as Total Insanity in a large number of mortals or vampires. If more subjects are present than the vampire can affect, then the targets are chosen randomly.
System: Roll Charisma + Empathy (7) to see how many are affected. The vampire is capable of affecting one individual for every success. However, after the potential number of the victims is determined, the vampire must roll for each individual to ascertain if the power works on that person, just as if she used Total Insanity. The vampire causes this effect by speaking to the victims in a peculiar way.
Level 8
Coma (Players' Guide to the Sabbat)
This power allows the vampire to shock a person's mind until it shuts down all non-vital functions and goes into a coma. The method by which this power is carried out is unknown. The vampire simply concentrates and the victim goes first into convulsions and then a coma.
System: Roll Charisma + Intimidation (Wits + Courage). The length of the coma is based upon the successes:
1 success |
1 week
|
2 successes |
1 month
|
3 successes |
6 months
|
4 successes |
1 year
|
5 successes |
10 years
|
Deny (Malkavian Clanbook (Revised))
This higly disturbing power offers a very compelling argument that the Malkavians see more of reality than anyone else does. The Malkavian using Deny is able to focus away from a certain object so completely that the object ceases to exist in the Malkavain's perception. However, the power of Dementation is so strong that for all intents and purposes, the Malkavian is right. The Malkavian may step through a locked door that he "doesn't see" as if it were an archway; a sword that she refuses to acknowledge will fail to cut him, passing right through his body. Those few elders of other clans who've seen this power in action cannot find a suitable explanation for how exactly it works. Perhaps the astral plane is somehow involved, or perhaps elder Lunatics simply function in more than three dimensions - who can say? There's certainly no explanation forthcoming from the Malkavians...
System: Spend a BP and roll Willpower (8). If successful, for the duration of the scene, the Malkavian cannot recognize or interact with the given object in any way. It's as if the object just didn't exist for the Lunatic. O course, this does have one or two drawbacks; if a Malkavian has successfully "turned out" an opponent's weapon, she won't be able to understand why her friends are reacting as if their foe were armed. (They are probably hallucinating, come to think of it.)
The aura of "noninterference" doesn't extend further than anything the Malkavian is holding; the Malkavian can swing a fire ax through a "denied" door to strike the opponent on the other side, but if here were to fire through the "open archway," the bullets would hit the door as usual (possibly for the Lunatic's consternation). The Malkavian cannot help other vampires or living beings to tune out the ignored object, even if touching them; the power only benefits the Malkavian and her personal effects.
Minds of the Children (Players' Guide to the Sabbat)
This power has the same affect as Mind of a Child, except that it can effect a larger number of targets. If more potential victims are present then the vampire can effect, then the victims are chosen randomly.
System: The number of subjects potentially affected by the use of this power equals the successes made on a Charisma + Subterfuge (7) roll. Each individual case must then be handled just as it would be for Mind of a Child to determine if or how long the victim is affected.
Personal Scourge (Players' Guide to Low Clans, Guide to the Sabbat)
Similar to the Auspex power of Psychic Assault, 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. Then roll Manipulation + Empathy (Stamina + Self-Control/Instinct) and spend 2 WPs. For a number of turns equal to the number of successes rolled, the victim rolls his own permanent Willpower as lethal damage against himself (soaked with his own Humanity or Path of Enlightenment (6) - Fortitude does not add to this soak dice pool, nor does body armor). He may take no other actions during this time other than thrashing and gibbering; this includes spending blood to heal.
Prison of the Mind (Dark Ages Companion)
Lock someone's mind in a delusory state and leave his body catatonic.
Level 9
Blessing of Chaos (Players' Guide to the Sabbat)
The vampire who possesses this power is immune to others' Dementation, Dominate, Presence and Chimerstry. However, the Blessing of Chaos is not without its price. The vampire gains one additional Derangement that she can never remove. In addition, the vampire will occasionally suffer from Mind Tricks (as the Level Two Dementation power); however, due to the nature of this Discipline, she will be able to cope more readily with these delusions.
System: Passive.
Lunatic Eruption (Guide to the Sabbat)
This fearsome ability is only known to have 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 kilometers 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: Spend 4 WPs and roll Stamina + Intimidation (8). The radius of the effect is determined by the number of successes scored:
1 success |
1 city block or 150 meters
|
2 successes |
an entire neighborhoor or 1 kilometer
|
3 successes |
a large downtown area or 5 kilometers
|
4 successes |
several neighborhoods or 15 kilometers
|
5 successes |
an entire metropolitan area or 45 kilometers
|
6+ successes |
an additional 15 kilometers for every success past 5
|
Within this area, all sentient creatures fall prey to their baser instincts. Mortals spontaneously riot, looting and burning between bouts and 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-induced 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 (centered on the site at which it was used, not on the person 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.
Victims of Lunatic Eruption may resist with Self-Control/Instinct (own Willpower); each success provides one hour of lucidity, which most wise individuals use to leave the power's area of effect (leaving the "blast radius" does remove the power's influence). The source of Lunatic Eruption may be pinpointed if a vampire is using Heightened Senses or an equivalent power at the same time it is used; this is automatic and rquries no roll. However, this grants no knowledge of what actually happened - the observer simply "feels" a massive psychic shockwave explode from the person using this power.
Mass Coma (Players' Guide to the Sabbat)
This power allows the vampire to use Coma on a number of targets. If more subjects are present than the vampire can affect, then the victims are chosen randomly.
System: To determine the number of individuals potentially affected by this power, roll Willpower (7). The number of successes equals the number of individuals subject to the effects of this power. To determine whether each victim is actually affected, check for each using the method described under the Coma power.
1 success |
1 day
|
2 successes |
1 week
|
3 successes |
1 month
|
4 successes |
1 year
|
5 successes |
Permanent
|
Touch of the Saints (Players' Guide to Low Clans)
Cure an individual of derangements and anything affecting their mind.
|