DEMENTATION
This Discipline is possessed by a fair number of Malkavian antitribu. It lets the vampire
pass its insanity on to its victim. It is similar
to Dominate but acts more as a catalyst rather than a controller.
Level One - Passion
This makes the victim feel more emotional about everything. Whatever the victim currently
feels is doubled or tripled in intensity.
The vampire has no control over exactly what the person feels. This power may even work on
other vampires.
System: The duration of the power is based upon the number of successes the vampire rolls
using Charisma + Empathy (difficulty
of the victim's Humanity or Path of Enlightenment score).
1 success One Turn
2 successes One Hour
3 successes One Night
4 successes One Week
5 successes One Month
Level Two - Mind Tricks
The vampire is able to induce hallucinations within the victim's peripheral vision. The
images appear to be fully real, but they can
only be seen for a second or out of the comer of the eye. The victim will have a hard time
convincing others of what she sees. The
vampire causing this effect has no control over what the victim sees. The unnerving
effects from the use of this power can last
from one night to months. The effects occur sporadically but mostly at night, and usually
when the person is alone. They usually
take the form of the victim's subconscious fears, but the Storyteller should let his
imagination run free when describing them.
System: The vampire rolls his Manipulation + Subterfuge (difficulty equal to the victim's
Perception + [Self-Control or Instincts]).
l success One Night
2 successes Two Nights
3 successes One Week
4 successes One Month
5 successes Three Months
Level Three - Eyes of Chaos
This unusual power allows the vampire to see another individual's true Nature. It also
allows the vampire to perceive insanity and
know how to bypass it when dealing with an unstable person. The vampire also possesses the
ability to see patterns of insanity not
immediately apparent to even the most perceptive individuals.
System: The vampire can see a pattern by making a Perception + Medicine roll (difficulty
based on the intricacy of the pattern. For
instance: figuring out a person's Nature upon meeting him would be a 10, figuring it out
after knowing him for a while would be an
8, discovering the modus operandi of a serial killer who shows no motive and leaves no
evidence would be an 8, a secret code
within a code would be a 7, and pictures formed in the sands on a beach by the tide
require a 5). Nearly anything can contain
several obscure patterns imperceptible to vampires without this power. Most patterns will
have no meaning, but they may captivate
the vampire for hours with their forms.
Level Four - Confusion
The vampire can make her victim feel totally disoriented just by looking him in the eye
and talking to him. The victim will be aware
of only bits and pieces of his memories. He will constantly feel confused and wander
around in a daze. The victim must spend a
point of Willpower to break out of the daze and perform any coherent action for a turn (
including, but not limited to, any action
employing a Dice Pool).
System: The effects last for at least one turn, but can last much longer depending upon
the number of successes the vampire rolls
using his Manipulation + Intimidation ratings (difficulty equal to the target's Perception
+ [Self-Control or Instincts] ) .
1 success One Turn
2 successes One Hour
3 successes One Night
4 successes One Week
5 successes One Month
Level Five - Total Insanity
This power allows the vampire to drive her victim (mortal or vampire) insane. The victim
completely loses her sanity, taking on five
Derangements of the Storyteller's choice. The victim must be completely focused on the
vampire for this power to have any
effect.
System: The number of successes the vampire scores on a Manipulation + Intimidation roll
(difficulty equal to the victim's
Willpower rating) determines how long the effects last.
1 success One Turn
2 successes One Night
3 successes One Week
4 successes One Month
5 successes One Year
Level Six - Derange
This power allows the vampire to grant her victim one permanent Derangement which may
never be removed. The vampire must
look her victim in the eye and describe his new Derangement to him. The vampire may choose
the Derangement.
System: The vampire must roll at least two successes using her Manipulation + Empathy
against the victim's Willpower rating.
Kindred Spirits
The vampire can manipulate another's mind and force the victim's personality to become
exactly the same as his own. The victim
also gains any Derangements or other mental problems the vampire possesses. This does not
give the vampire any real control
over the victim, and should not be considered the same as the Dominate power Puppet
Master. The vampire should also be ready
to learn just how much he hates himself. The vampire must make physical contact (skin to
skin) for this power to take effect.
System: The duration of the effect is based on the number of successes the vampire rolls
using Charisma + Subterfuge (difficulty
of the victim's Intelligence + [Self-Control or Instincts]).
1 success One Night
2 successes One Week
3 successes One Month
4 successes Six Months
5 successes One Year
6 or more Permanently
Level Seven - Mind of a Child
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 three Attributes. The victim also becomes very childlike
in manner, acting both gullible and playful.
The vampire must make eye contact with the victim in order for the power to take hold.
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: A roll is required using the vampire's own Intelligence + Empathy (difficulty
equal to the victim's Wits + [Self-Control or
Instincts]).
1 success One Turn
2 successes One Night
3 successes One Week
4 successes One Month
5 successes One Year
Mind of a Killer
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: Successfully employing this power requires at least three successes on a Charisma
+ Subterfuge roll (difficulty equal to
the victim's Charisma + [Courage or Morale]).
Wave of Insanity
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, the Storyteller chooses whom this power
affects.
System: The vampire must make a roll using his Charisma + Empathy (difficulty 7) to see
how many are affected. The vampire is
capable of affecting one individual for every success. However, after the potential number
of victims is determined, the vampire
must roll a resisted roll for each individual to ascertain if the power works on that
person, just as if he used Total Insanity. The
vampire causes this effect by speaking to the victims in a peculiar way.
Level Eight - Coma
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: The vampire must make a roll using his Charisma + Intimidation (difficulty equal
to the victim's Wits + [Courage or
Morale]). The length of the coma is based upon the number of successes:
1 success One Week
2 successes One Month
3 successes Six Months
4 successes One Year
5 successes 10 Years
Minds of the Children
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, the Storyteller may choose whom this power
effects.
System: The number of subjects potentially affected by the use of this power equals the
number of successes made on a Charisma
+ Subterfuge roll (difficulty 7). 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.
Level Nine - Blessing of Chaos
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. It is up to the
Storyteller to decide when and how these Mind
Tricks affect the vampire.
Mass Coma
This power allows the vampire to use Coma on a number of targets. If more subjects are
present than the vampire can affect, the
Storyteller chooses who will be affected.
System: To determine the number of individuals potentially affected by this power, the
vampire must roll his Willpower (difficulty 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 One Day
2 successes One Week
3 successes One Month
4 successes One Year
5 successes Permanent, unless the victim can somehow escape