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. 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 the harbingers of the Final Nights.
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 vampires ask the Malkavians to teach them this Discipline, although the Lunatics are always eager to "enlighten" others. In fact, some say that one cannot learn the secrets of 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 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.
LEVEL 1
*Passion
The Vampire may stir his victim’s emotions, either heightening them to a fevered pitch or blunting them until their target is completely desensitized. The Cainite may not choose which emotion is affected; but merely amplify or dull emotions already present in the target. In this way, a Vampire can turn a mild irritation into a frothing rage or dull true love into casual interest.
The player rolls Charisma + Empathy (difficulty of the victim's Humanity score). The number of successes determines the duration of the altered state or 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 ~~One turn 2 successes ~~One hour 3 successes ~~One night 4 successes ~~One week 5 successes ~~One month 6+ successes ~~Three months
LEVEL 2
*The Haunting The Vampire may stir the sensory centers of the victim’s brain, flooding the victim’s senses with visions, sounds, scents or feelings that aren’t even really there. The images, regardless of the sense to which they appeal, are only "fleeting glimpses", barely perceptible to the victim. The Vampire using this discipline 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 player spends a blood point and rolls Manipulation + Subterfuge (difficulty of his victim's Perception + Self-control). The number of successes determines the length of the sensory "visitations". The precise effects are up to the Storyteller, though particularly eerie or harrowing apparitions can certaintly redue dice pools for a turn or two after the manifestation
1 success ~~One night
2 successes ~~Two nights
3 successes ~~One week
4 successes ~~One month
5 successes ~~Three months
6 + successes ~~One year
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 3
*Eyes of Chaos This peculiar power allows the Vampire to take advantage of the fractured wisdom hidden in insanity. The Vampire may scrutinize the "patterns" of a person’s soul, the convolutions of a Vampire’s "inner nature" or even random events in nature itself. The Vampire with this discipline can discern the most well-hidden psychoses, or gain insight into a person’s true self.
System ~
This power allows a vampire to determine a person's true nature, among other things. The vampire concentrates for a turn, then her player rolls Perception + Occult. The difficulty depends on the intricacy of the pattern. Discerning the Nature of a stranger would be a difficulty 9; a casual aquaintance would be an 8, an old friend a 6. The Malkavian could also read the message locked in a coded missive (difficulty 7), or even see the doings of an invisible hand in such events as the pattern of falling leaves (difficulty 6). Almost anything might contain some hidden insight, no matter how trivial or meaningless. The patterns present in most thins, but are often so intricate they can keep a vampire spellbound for hours while she tries to understand their "messages
LEVEL 4
Voice of Madness
Simply by speaking aloud to your victims, you can reduce them to howling fear or anger. You address your targets in a reasonable tone, encouraging then to succumb to their own inner demons. Those terrors then come to the fore, driving your victim to blind, uncontrolled panic. Mortal affected in this manner instantly flee in terror.
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System ~ The player must spend a blood point and makes a Manipulation + Empathy roll (difficulty 7). One target is affected per success, although all potential victims must be listening to the vampire's voice.
Affected victims fly immediately into frenzy or a blind fear like Rötschreck. Kindred or other creatures capable of frenzy, such as Lupines, may make a frenzy check or Rötschreck test (Storyteller's choice as to how they are affected) at +2 difficulty to resist the power. Mortals are automatically affected and dont remember their actions while berzerk. The frenzy or fear lasts for a scene, although vampires and Lupines may test as usual to snap out of it.
The vampire using Voice of Madness must also test for frenzy or Rötschreck upon invoking this power, although his difficulty to resist is one lower than normal
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 5
Total Insanity
Madness lies around the nearest corner of everyone’s mind. Pulling insanity from the recesses of your victim’s deepest memories and beliefs, you cause the hapless victim to succumb to a wash of overpowering lunacy. You may evoke this discipline after gaining your victim’s total attention for a short time.
Howling Lunacy
The Cainite with this power may drive his victim, whether serf or saint, mortal or scion of Caine, completely mad. The victims suffer five derangements of random choice. To enact this ability, the vampire must gain his victim's undivided attention for at least one turn. Most Malkavians cloak this power amid fervent conversation; more than one hapless wayfarer has stopped to talk with an innocent seeming hermit, only to flee gibbering into the woods or fall into an unseeing, unhearing stupor.
LEVEL 6
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.
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.
1 success One Night
2 successes One Week
3 successes One Month
4 successes Six Months
5 successes One Year
6 or more Permanently
Kiss of the Moon
The Cainite with mastery of this dread power may drive his victims permanently mad. The vampire makes eye contact and speaks quietly to the target, describing the lunacy he wants the victim to mnifest. Kiss of the Moon works equally well on vampires and mortals. Also, a permanet derangement can be ascribed to the victim, if the caster so wishes.
Lingering Malaise
While lesser Dementation powers allow a Cainite to inflict temporary (though often long-lasting) madness upon a victim, elders possessed of the Discipline 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."
To enact this power, the Cainite must speak to his victim for at least a minute, much as with Kiss of the Moon, describing in detail the derangement that Lingering Malaise will inflict. If successful, the victim receives a permanent derangement of the caster's choice. It 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
Athough 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, if possessed of one, into the psyche of a hapless victim, spreading her own brand of insanity like a virus.
The Caintie must establish eye contact with her intended victim to apply this power. If successful, the target gains all of the caster's derangements, if they have them. If not possessed of insanity, the caster can imbue the victim with up to five derangements, lasting anywhere from one hour up to five years.
LEVEL 7
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.
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.
Restructure
The elder with this fearsome power has the ability to twist his victim's 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.
After making eye contact with the victim, the Cainite can begin changing the target's very Nature into something more fitting to their ends. If successful, the target's nature changes to whatever the caster desires. This effect is permanent and can be undone only by another application of Restructure (though subtle differences from the victim's original Nature may still remain, as it is impossible for such a grave change to occur flawlessly). Total failure changes the caster's nature to that intended for the victim.
LEVEL 8
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.
Personal Scourge
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.
The caster must either touch or establish eye contact with her target. The victim's own permanent Willpower rating is treated as lethal damage against himself, soakable with his own Humanity/Path rating, difficulty of 6, where Fortitude does not add to this soak, nor does body armor. No action can be taken during this time of being struck by Personal Scourge, other than thrashing and gibbering, which includes spending blood to heal. This power can last for anywhere to one to ten turns.
LEVEL 9
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
Lunatic Eruption
This fearsome ability is only known to hve been applied a few times in recorded Cainite 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.
At a high cost of Willpower, the radius of effect of this power can range from one city block (approximately 500 feet) to an entire neighborhood (one mile) to a large downtown area (three miles) to several neighborhoods (ten miles) to an entire metropolitan area (30 miles) up to a range of 80 miles.
Within this area, all sentient beings fall prey to their baser instincts. Mortals spontaneously riot,looting and burning between bouts fo mass violence. Cainites 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 thier 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 vampire who cast it) falls under its spell. However, inertia may carry the violence spawned by this power much farther -- and keep it going much longer -- than the power itself can force.
Resistance to this power does not grant immunity, yet anywhere from one to ten hours of lucidity, which would best be put to use getting out of the range of the power. The source of this power can be pinpointed by use fo Auspex, Heightened Senses, or a similar and equivalent power at the time it is used. Such pinpointing grants no knowledge of what has happened however -- the observer simply "feels" a massive psychic shockwave explode from the vampire with the power.
LEVEL 10 No Powers of this level currently known or have been discovered.
*Borrowed from 'Vampire: The Masquerade', ©1998, 1999, 2ooo White Wolf Publishing, Inc., pg.155-156
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