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  1. Bloodline Bane (Lunatic's Curse): All Malkovians are incurably, and invariably insane. In fact, they are contagiously so. While it is not a commonly known fact, Malkovian madness is based in their blood in a fairly potent manner and strangely similar to mortal blood-borne diseases. Whenever consuming vitae from a malkovian source, the consumer must roll (Resolve + Stamina). On a success, it indicates that the individual has fought off the effects of the malkovian madness for the next twenty-four hours. On a failure, they immediately become infected with the Malkovian's madness and become a vector for it in a similar fashion. If the individual who drank tainted vitae or blood accrues successes over a given amount of time equal to the source malkovian's blood potency, they have fought it off completely. If an individual succumbs, they are considered tainted and gain the, 'Madness' condition for a number of hours equal to the source malkovian's blood potency. Should the insane bearer be kindred, they will use their humanity in place of integrity to represent the hallucinations and problems brought on by the curse.
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  3. Bloodline Gift (Mad Insight): Malkovians largely meet the criteria for being, 'Mad Oracles'. For whatever reason, the twisting of their minds opens their mentality up to higher secrets that the conventionally sane would not be able to comprehend. Whenever the malkovian enters a new situation, visits a new place, or meets a new person, roll their blood potency. If they gain a success, they may ask one question of the storyteller or character's player in a, 'Yes/No/Maybe' fashion identical to the mekhet-only merit, 'Dream Visions' save for that it may be asked of a general situation once per night rather than of a person or place only.
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  6. Disciplines: Auspex, Dominate, Obfuscate, Resilience
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  8. Dementation Devotions
  9. The fearsome devotions associated with malkovians are generally speaking, closely guarded secrets. For whatever reasons, malkovians tend to know that these applications of dominate are frowned upon... And indeed, largely this is for the reason that those who do not guard its secrets closely do not last long. Those who rpactice dementation do not tend to maintain a degree of sanity for long, as they must have at least a single derangement or the madness condition in order to learn them. The sane know nothing of madness, after all.
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  11. Fight or Flight (Dominate *)
  12. The malkovian twists the particular usage of dominate into a reaction akin to nightmare, yet substantially more acute and brief. Exhibiting a disturbing twist in the comprehension of an individual, not the way they physically see their environment but the way they understand it on an intuitive level, they prompt the beast within a target to recoil and attempt to react to a nonexistent threat.
  13. Cost: 1 vitae
  14. Roll: Manipulation + Expression + Dominate vs. Composure + Blood Potency
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  16. Roll Results
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  18. Dramatic Failure: The malkovian themselves triggers their own beast's intuitive reaction, and causes themselves to check for rotschrek at a penalty of their own blood potency.
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  20. Failure: The malkovian doesn't inspire a disturbed viewpoint, nor do they receive one themselves.
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  22. Success: The target must check for rotschrek if kindred, or gains the shaken condition for a number of hours equal to the malkovian's blood potency
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  24. Exceptional Success: Kindred targets must check for rotschrek at a penalty equal to the malkovian's blood potency, or else mortal targets gain the insane tilt for a number of hours equal to the malkovian's blood potency.
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  26. This devotion costs 10 beats to learn
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  28. The Emperor's New Clothes (Obfuscate * Dominate **)
  29. The malkovian inspires a particular delusion in an individual, subject not to the hard cold facts of reality but to a belief in a magical aspect of reality which soundly does not exist. The devotion's name comes from a common usage to convince the arrogant that an object naturally suits them, when in truth it is simply worthless or even embarassing. Causing someone to believe that an object is incredibly valuable, such as that a rock bears magical powers or else causing someone to believe that a suit of ragged clothing is finest garments visible only to the cultured. Regardless, the delusion MUST hinge on a heretofore nonexistent supernatural aspect of reality and be particularly focused on an object.
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  31. Cost: 1 willpower
  32. Roll: Manipulation + Subterfuge + Dominate vs Composure + Blood Potency
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  34. Roll results
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  36. Dramatic Failure: The malkovian accidentally casts the illusion upon themselves, bearing a random aspect at the storyteller's discretion.
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  38. Failure: The malkovian simply fails to imbue a target with the delusion that an object's nature is different.
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  40. Success: The target gains the Delusional condition regarding the object in question, in a context of the malkovian's choosing.
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  42. Exceptional Success: Any social attempts to convince the target that the delusion is untrue take a -2 penalty.
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  44. This devotion costs 10 beats to learn. A version exists using obfuscate 2 and dominate 3, which allows an object to gain the supposed quality instead of a delusion being instilled on those around them. Hence, situational evidence to the contrary must be presented rather than a secondary party convincing the deluded individual. This version costs 15 beats to learn.
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  46. Once broken, twice shy (Resilience **)
  47. The storied stereotype that it is simply impossible to drive the mad to even more dire straits of madness is patently false. And yet, the origin of such a superstition lies within this particular devotion. In essence, the malkovian draws the one source of madness to fight another. Why believe that one conspiracy is out to get you when clearly another is? Why believe that the monster is under your bed when clearly it is in your closet a safe distance away? Using similar fragmented-yet-refuted reasoning, the malkovian draws on a temporarily bizarre contradiction to be applied against incoming mental influence.
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  49. Cost: 1 willpower
  50. Roll: None
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  52. Whenever the malkovian encounters a particular source of mental influence, they may spend a point of willpower to add their resilience to their resolve or composure in a similar manner to resilience's addition to stamina ain a passive manner. This can take their composure or resolveover the limits imposed by their blood potency, yet does not add to their willpower. This may also be used to help contest social influence but must always take the form of a delusion providing a reason for the malkovian to not engage in the activity or behavior that the other individual is attempting to persuade them to engage in.
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  54. This devotion costs 15 beats to learn.
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  56. Third Eye Poke (Obfuscate * Auspex **)
  57. Sometimes regarded as one of the most integral secrets to the survival of this particular bloodline, the third eye poke is used to conceal the information that another individual can gain on the malkovian by befuddling the beast of another much as they would conceal their own presence. However, this also requires a moderate understanding of how one gains information through auspex and how to turn it against the investigating party. Hence, the auspex component.
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  59. Cost: 1 vitae
  60. Roll: Wits + Subterfuge + Obfuscate
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  62. For every success achieved on the roll, the malkovian befuddles the investigator's beast, preventing them from asking an additional question. If the malkovian acquires more successes than the investigator does, for every success the malkovian rolls they may cause the investigator to believe that they are receiving proper information about the malkovian, yet control the information that the investigator's beast attempts to convey through symbolism.
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