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Malkavians

Auspex-based

Auspex 1 Fortitude 1 (Cost: Low)
Malkavians are often supernaturally sensitive to their surroundings, even beyond what is reasonable for those with supernatural senses . . . especially when it comes to things that might harm them or others.
  • Know where the nearest source of fire is, even if it is concealed in some way. You can detect fire up to a quarter mile away. You can only tell what direction the fire is in and approximately how far it is from you, but nothing about the intervening terrain.

    Auspex 2 Protean 2 (Cost: Medium) (Cannot be learned by non-Malkavians.)
    The powers of shape-shifting combined with the unusual perceptions of the mad ones provide the Malkavian a unique insight into the dark pasts of other Kindred. They can literally see the blood that others have spilled over time.

  • Succeed at the normal Auspex 2 roll and see blood on someone's hands for every time they have killed. The more successes, the more distinct the images. One success might simply show blood/no blood, while five might even show the blood splashing on over the course of a few seconds, giving you a way of estimating the number of deaths. The blood seems completely real, but cannot require you to roll Frenzy.

    Auspex 3 Potence 1 (Cost: High)
    The mad often have amazing force of will. Once they have the insight into strength and power, a Malkavian can overpower any psychic impressions in an object with impressions of their choice.

  • On a successful roll of Spirit's Touch, you may describe the impressions that anyone later using Spirit's Touch on the object will retain. They must gain more successes than you did in order to see the original impressions of the object. You may add your Potence as dice to the Spirit's Touch roll for this power only.

    Auspex 3 Animalism 4 (Path of the Beast)
    The bizarre insight of the Malkavians extends beyond the present into both the future and the past. Those who have great insight into the ways of the Beast can determine from a simple touch when the Beast was last roused, and how.

  • Touch someone to see their last frenzy. You must also succeed on a Knowing the Beast roll. While viewing the frenzy, you perceive only the past events and not anything that may be occurring around you; injury or a successful Willpower roll (difficulty 6) snaps you out of trance as per the Toreador weakness. The trance lasts for as long as the frenzy did, since you view it in real-time.

    Dementation-based and Dominate-based

    Dementation 1 Animalism 2 (Cost: Low)
    Some Malkavians can manipulate the minds of animals as well as humans.
  • Allows you to use Dementation (up to the highest level you possess) on animals.

    Dementation 3 Animalism 2 (Cost: High)
    Though many rightly fear the maddening power of the mad Kindred, wiser heads fear their uncanny ability to predict the future far more. Malkavians with this power find knowledge in the strangest places - even in the animal world.

  • You can read omens in the movements or entrails of animals. Roll Perception + Enigmas at difficulty 9 for animal movements, difficulty 7 for animal entrails. (Slaughtering and preparing an animal for the reading, however, takes an hour and is quite a bloody process.) The number of successes determines the clarity of the vision, though the content of the vision itself is up to the ST. A failure indicates that no vision is obtained, while a botch means a false vision is seen. This power may only be used once a night with a success or a botch; failure means the power may not be used again for a week.

    Dominate 2 Fortitude 2 (Cost: Medium) (Cannot be learned by non-Malkavians.)
    Many curse the ability of the Malkavians to adhere to their bizarre ways, even in the face of overpowering compulsion. What they do not realize is that many have bolstered their will with this power.

  • While under the influence of this power, you cannot be forced to behave counter to your derangements, even with Dominate. Commands that neither agree with nor contradict your derangements, and of course commands consistent with your derangement, retain their original force. However, for commands that contradict your derangement, you may roll your Willpower to resist at a difficulty of 8. You may re-roll your willpower for each command that would contradict your derangement.

    Dominate 3 Protean 1 (Cost: Low) (Cannot be learned by non-Malkavians.)
    The Malkavian command of the mind can extend to the powers of the blood.

  • On a successful Forgetful Mind roll, you may cause someone to forget how to use their Protean abilities, effectively preventing them from shapeshifting. This power lasts for a number of hours equal to the number of successes gained on the roll. No verbal command is necessary.

    Dominate 4 Animalism 4 (Path of the Beast) (Cost: Medium) (Cannot be learned by non-Malkavians.)
    Those who have seen Kindred under the influence of this power believe its victims to be as mad as the Malkavians themselves.

  • Make a successful Knowing the Beast roll. For one hour per success, the fight and flight reactions of the victim are reversed. Any failed Frenzy roll causes them to enter Rotschreck; any failed Rotschreck roll causes them to enter Frenzy.

    Obfuscate-based

    Obfuscate 2 Celerity 1 (Cost: Low)
    The mystique of the mad includes their ability to shock and surprise. This power allows a practical way of taking advantage of the lowered perceptions of others.
  • Use sleight of hand with Celerity and Obfuscate to make objects simply appear in your hand. No roll is required, but Auspex penetrates the illusion as usual.

    Obfuscate 3 Animalism 1 (Cost: Low)
    Some Malkavians find the confinement of the human form frustrating. While they may not be able to change their own reality, this power allows them to find peace in illusion.

  • Obfuscate as any non-human living thing, from half your mass to twice your mass.

    Obfuscate 3 Fortitude 3 (Cost: Medium) (Cannot be learned by non-Malkavians.)
    While sometimes the Malkavians' adherence to their madness seems rational, other times their resistance to rationality goes beyond rhyme, reason, or any possible understanding of their own derangements.

  • Using this power gives you a second derangment which you can use to resist commands you do not wish to follow or stop yourself from falling into frenzy. Roll your Willpower: the number of successes determines the number of hours this derangement lasts. A botch means that you gain the new derangement for a month. You must abide by the laws of this new derangement for as long as it lasts, but your original derangement retains its force. If the two conflict, the original derangement wins. The ST chooses what new derangement the player gains when this power is used.

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