Dementation
The hailmark of clan Malkavian, Dementation works as a Catalyst for madness, drawing insanity from the deepest cracks of one's mind and unleashing it to reap havoc. This allows the user to turn opponents completely insane, or even gain insight in ways that the sane simply cannot understand. It is said that any who learn Dementation, even non-Malkavians, will eventually turn insane. Dementation works equally well on mortals as on supernaturals, as even the supernatural mind does not guard it from it's own insanity.
Powers:
1 - Passion:
Using this power, the user may amplify or dull existing emotions in a target, allowing the user to turn minor frustration into rage, or dull true love to mere casual interrest. (User rolls Charisma + Empathy at a difficulty of a target's Humanity rating. The user may only choose wether to dull or amplify emotions. At the Storyteller's discretion this power may also give or substract 1 or 2 points of difficulty from or to frenzy rolls, Virtue rolls, rolls to resist Presence powers or similiar emotion-effecting powers.
Success duration chart:
1 Success: the effect lasts one turn
2 Successes: the effect lasts one hour
3 Successes: the effect lasts one night
4 Successes: the effect lasts one week
5 Successes: the effect lasts one month
6+ Successes: the effect lasts three months
2 - The Haunting:
Using this power on a victim stirs the perception of the victim, causing the victim to see, hear or even smell things that arent actually there. Any victim of this power will see apparations come and go, which can be so disturbing that the victim may well feel that he/she is going mad. (Costs a bloodpoint, user rolls Manipulation + Subterfurge at a difficulty of a character's Perception + Self-Control. If successful, the victim will, primarily at night and when he/she is alone, see, hear, feel or smell hallucinations, which may take the form of a subject's repressed fears, guity memories or anything else the Storyteller finds dramatically appropriate. The user cannot control what the victim sees, that is up to the Storyteller, but may control what sense is effect, in most cases this is sight, though hearing, feeling, smell or taste may also be effected. There is no standard direct impact upon the game that this power may have, though the Storyteller may choose to reduce a victim's dice pools for a turn or two after seeing an inperticulairy disturbing or eerie aparation.
Success duration chart:
1 Success: one night
2 Successes: two nights
3 Successes: one week
4 Successes: one month
5 Successes: three months
6+ Successes: one year
3 - Eyes of Chaos:
It is through this power that the Malkavians gain their reputation for being able to see what no sane mind can see. Using this power the user may learn things about a person's true self, among other things, or even see the hidden hand influencing a visible pattern. (The user concentrates for a turn, then rolls Perception + Occult. If attempting to read a person, the diff is 9 for a complete strange, 8 for a casual aquaintance and 6 for an old friend. The user may also use this power to read a coded message at diff 7, or see the doings of an invisible hand in certain patterns such as the falling of leaves from a tree at diff 6. What exacly the user sees is up to the Storyteller. Note that there may be a hidden message in anything, no matter how trivial or meaningless. Some vampires have spend entire nights pondering the hidden meaning of such messages, only to realise that in the end the discovered information was meaningless.)
4 - Voice of Madness:
By merely speaking to the victim, the user can send his/her intended target into blind fits of fear or rage, forcing them to abandon all reason and thought as they fight demons that arent really there. (Costs a bloodpoint, the user rolls Manipulation + Empathy at diff 7. Each success allows for a single target to be effected, though for any target to be effected he/she must be listening to the user's voice. If successful, mortal listeners are send into a rage much like frenzy, or fly into a panic much like Rötshreck, and do not renember their actions while effected. Kindred or other creatures capable of frenzy may try to resist this power by rolling to resist frenzy or Rötshreck at +2 difficulty, though the Storyteller determines how supernaturals are effected by this power. This power lasts for a scene, though supernaturals may attempt to snap out of it as normal. The user must roll to resist frenzy/Rötshreck when invoking this power as well, albeit at -1 difficulty.)
5 - Total Insanity:
The power the Malkavians are widely feared for, this power can be used to drive a victim completely insane. (The user must have gained the target's full and undivided attention for a full turn. The user then spends a bloodpoint and rolls Manipulation + Intimidation at a difficulty of the target's Willpower. If successful, the victim gains 5 derangements of the Storyteller's choice.
Success duration chart:
1 Success: one turn
2 Successes: one night
3 Successes: one week
4 Successes: one month
5 Successes: one year