Malkavian Madness Network: Rules

These are sample MMN and Malkavian Time Rules as created by the Coordinator, Dunx.
Several chronicles use these so it may be good to read below.

Clan Advantage: (In addition to the basic Awareness Trait, the following section replaces the last paragraph of the Clan Advantage section on the Malkavian Clan page in the Laws of the Night: Revised)

Some Malkavians possess a strange link to others of their kind. Indeed, they seem to be able to recognize each other on sight, and they even pass along bits of knowledge from time to time. This "madness network" may be the result of a true sharing of minds, or simply ranting - none outside the clan really know, and few wish to explore the matter too deeply.

Malkavians gain one free Malkavian Time Ability Trait. If they wish to forgo this advantage, then they gain an additional free Awareness Trait in place of Malkavian Time. They can also expect that other Malkavians will consider them to be incomplete - separate - disincarnate - crippled, and as such may exhibit prejudice against them. If such characters learn Malkavian Time once they have entered play, it will cost them two Experience Traits for the first level (due to the difficulty of overcoming their separation from the Cobweb) and should be the result of a long story arc. It also requires Storyteller approval. After the first level, the cost is normal for further levels.

Ability: Malkavian Time

This Ability may only be purchased by Malkavian characters. Malkavian Time represents the connection between the Malkavian and the mysterious Madness Network that seems to bind them mentally. Malkavians without this Ability are essentially disconnected from the network and cannot be identified through the use of this Ability.

Following a minute or so's casual interaction with, or a few minutes of observation of the target, you may engage him with a Simple Test to establish whether or not he is another Malkavian. You may only attempt this once per night per target. If you are successful, and he possesses the Malkavian Time Ability, then you will positively identify him as another Malkavian. Otherwise, the result is inconclusive. You may retest the Simple Test by expending a Trait of Malkavian Time. He will not be aware of the brief Cobweb connection, although he may note you staring at him. His successful use of the Awareness Ability to detect the use of this Ability will still not identify you as being the seer - just that he has been "touched" by someone.

Additionally, if you currently possess at least one level of Malkavian Time you may undertake a Static Mental Challenge (retest with Malkavian Time) to send a brief message (a sentence or image) to the network The thought-pattern will be experienced by all other connected Malkavians within the scene. The message should be delivered via a Narrator, and the Narrator may distort the "appearance" of the message (although not its intent and core message) to reflect the differing derangements of the Malkavians involved. The Narrator will also determine the difficulty of the message based on its complexity. A quick emotive cry ("Pain!") has a difficulty of 7 Traits and would ask for little distortion. A long and complex scene with many elements and emotions, and clear audio and video components may have a difficulty approaching 20 Traits and begs to be twisted considerably. Additional dimension can be added to the message through the expenditure of further Mental Traits. Each additional Trait can add a level of clarity, volume, detail or duration, or can reduce the difficulty by one Trait. A Malkavian Time Trait can be expended to extend the range of the thought to cover the entire domain. The challenge is performed after the Malkavian Time and Mental Traits have been expended to define the impulse.

This communication is strictly one-to-many burst communication - it is not an open communications channel for back-and-forth chatter. It cannot be "intercepted" by Disciplines such as Telepathy, although someone scanning a Malkavian's surface thoughts at that moment may (requiring an additional Mental Challenge by the telepathist) pick up glimpses of the message sent/received - the result is determined by the Narrator. Particularly vivid messages may result in temporary derangements for a non-Malkavian receptor.

The advancement in expertise in Malkavian Time should be the result of a medium-length plot for the character. The Cobweb often defies clarification when it is observed too closely, and the development of its use is normally the result of the Malkavian gaining greater understanding about themselves and their connection to the greater whole of their respective realities. Optional Rule: Caitiff who were originally given the Embrace by a Malkavian can purchase Malkavian Time at character creation for two Freebie Traits Storyteller approval is required, as is a solid background justification for or reflection of the connection. They may never possess more than two Traits of this Ability, and any real Malkavian that recognizes that the Caitiff has this Ability will also know that the character is "wrong"- their typical reaction will be to begin planning the elimination of the abomination. Caveat emptor.