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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.
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