New Disciplines

Babble: Level Six Auspex

Like Telepathic Communication, Babble grants the Malkavian the ability to hold telepathic communications, but it has extra benefits and two extra cl'isadvantages. The caster can communicate with as many other people as he has Willpower points, and can link all their minds together, but all parties must carry on their conversation out loud. Participants hear the other persons' voices as if the other persons were standing next to him. If Mad Hattie is standing near a construction site and Gomar the Strange is hiding under a bed in the hushed haven of a Ventrue elder, Hattie can whisper and be heard, but Gomar will have to shout.

The user can add more people than he has Willpower points if those people have derangements and do not resist the Babble. The Malkavian can add a number of people equal to his Empathy. So, the maximum number he can link in a Babble is Willpower + Empathy.

Like Telepathic Communication, Babble requires a Charisma + Empathy roll against unwilling parties.

Melange: Level Seven Auspex

The Malkavian can look into the world and see a level beyond the current state of reality. This looks like a collage of shifting forms, but the Malkavian understands it and knows everything that goes on in that plane, without regard to physical barriers, distance or even time. He can see things hidden in objective reality, like Obfuscated creatures, the insides of locked safes, and the fact that his lupine ally is really a shape-changed mage.

It is easy for the Malkavian to see all of reality. The difficult part is knowing how to reference that moving tapestry to return to the physical plane of waking reality. The Storyteller will explain what the Malkavian understands of the other plane through riddles, metaphors, or stream-of-consciousness babbling, and it is up to the player to interpret

it. While in the Melange state, all the player's rolls use half the number of dice (round up), and the character is prone to mutter incoherently and bump into things as she walks. The Storyteller should feel free to enforce this on the player, as well.

Malkavian Madness Network: Level Eight

The Malkavian can call a meeting of all Malkavians with the Knowledge called Malkavian Time. Roll Willpower + Empathy (difficulty 6). Other Malkavians will only hear it if they make their Malkavian Time rolls.

Successes:
1: All Malkavians in three city blocks.
3: All Malkavians in a three-mile radius.
5: All Malkavians in a 10-mile radius.
7: All Malkavians in the city.
10: All Malkavians in the greater metropolitan area.
13: All Malkavians within 300 miles.
15: All Malkavians on the continent.
20: All Malkavians in the world.

Note: that though Malkavians hear the message, they are not compelled to obey it.

Repression of the Obvious: Level Seven Dominate

The Malkavian can look at another sentient being and know the thought that the target is most directly repressing at that moment. It could be a simple idea like, "I really have to go to the bathroom, but this guy's rantings are too interesting to leave now." Or "I'd love to strangle that scrawny Malkavian fool? If the target has a great secret that consumes him, that will overpower any lesser, momentary thought. But if the secret is not something that he obsesses about, it will only come to mind if the Malkavian first brings up the subject in conversation or somehow puts the target in mind of it.

With three successes, the Malkavian can make the target blurt the repressed idea out loud. Great fun during dinner parties or tense trials.

Scrawl: Level Six Obfuscate

The Malkavian can speak and write in a secret, universal code of the insane. Only other Malkavians can read and understand it. If the Malkavian chooses to further encrypt his words, he can make it readable only by Malkavians with the Scrawl discipline, or understandable to only to selected Malkavians, or just one particular Malkavian. He can make it readable to Malkavians he has never met -- though he must know the sire or progeny of the target Malkavian.

Elder Malkavians use this ability to leave each other secret messages, or to contact all the Malkavians in a city through graffiti. These messages cannot be deciphered or even noticed as Malkavian scrawl.

Visit Faerieland: Level Seven Obfuscate

The Malkavian can utterly disappear from the area and appear in Faerieland. From Faerieland, she can go anywhere on Earth she wishes to go. But, first, she has to pass the Faerie Keepers, who dislike capricious use of their land. They question the Malkavian about her purpose, and if they don't like her story, they push her back into the world she left, near the time she left it. The keepers are willing to listen to bargains, especially if the Malkavian will Prank the entity of the Keepers' choice.