The vampire may stir his victim's emotion, either heightening them to a
fevered pitch or blunting them until the target is completely desensitized.
The Cainite may not choose which emotion is affected, she may only amplify
or dull emotions already present in the target. In this way, a vampire can
turn mild irritation into frothing rage or dull true love into casual
interest. This becomes more difficult with more "human" creatures, i.e.
higher Humanity ratings.
The vampire may stir the sensory centers of his victim's brain, flooding the
victim's senses with visions, sounds, scents, or feelings that aren't really
there. The images, regardless of the sense to which they appeal, are only
fleeting "glimpses", barely perceptible to the victim. The vampire using
Dementation cannot control what the victim perceives, but may choose which
sense is affected. These effects occur mostly at night, and may take the
form of repressed fears, guilty memories, or anything else appropriate.
These visitations may torment the victim for as long as a year to as short
as one night.
Scrutinizing patterns, you can find wisdom in the cracks of reality. You
insight extends to seemingly random patterns and bizarre manifestations of
chance. Watching the interplay of events around you, you can sometimes
discern complex patterns in them; observing people in action, you uncover
their motives and secrets.
By addressing his victims aloud, the vampire may drive targets into fits of
blind rage or fear, forcing them to abandon reason and higher thought.
Victims are plagued by hallucinations of their subconscious demons, and try
to flee or destroy their hidden shames.
The vampire pulls the madness from the deepest recesses of her target's
mind, focusing it into an overwhelming wave of insanity. The vampire must
concentrate on the target for a few seconds before invoking this power.
While lesser Dementation powers allow a Malkavian to inflict temporary
(though often long-lasting) madness upon a victim, elders of the clan have
developed the ability to infect the minds of their victims with permanent
psychological shifts within the victim, making him, as one Gangrel elder
remarked, "an honorary Lunatic."
Although Dementation's low-level effects are primarily to initiate or promote insanity rather than to create it spontaneously, some of its more potent manifestations are not as subtle. The wielder of this fearsome power can transfer her own deranged mindset into the psyche of a hapless victim, spreading her own brand of insanity like a virus.
2 Successes-One night
3 Successes-One week
4 Successes-One month
5 Successes-Six months
6+ Successes-One year per success over 5
The elder with this fearsome power has the ability to twist his victims'
psyches at their most basic levels, warping their very beings. The subject
of Restructure retains her memories in toto, but her outlook on life changes
completely, as if she has undergone a sudden epiphany or religious
conversion. This effect goes much deeper than the implantation of a
derangement; it actually performs a complete rewriting of the victim's ver
personality.
Similar to the Auspex power of Psychic Assault, this fearsome ability
allows the elder to turn the very strength of her victim's mind against him,
inflicting physical harm with the power of his own will. Victims of this
self-powered attack spontaneously erupt in lacerations and bruises, spraying
blood in every direction and howling in agony. Those who have observed such
an attack with Auspex note that the victim's aura swirls with violent
psychosis and erupts outward in writhing appendages-a sight that can make
even the most hardened Tzimisce quail. Some callous vampires call the
victims of this power Blairs, apparently some sort of pop-culture reference
This fearsome ability is only known to have been applied a few times in recorded Kindred history, most spectacularly during the final nights of the last battle of Carthage. It is effectively a psychic nuclear bomb, used to incite every intelligent being within several miles into an orgy of bloodlust and rage. It is suspected that the Malkavians have used the threat of this power as a bargaining chip in several key negotiations with Camarilla elders.
2 Successes-An entire neighborhood or one mile
3 Successes-A large downtown area or three miles
4 Successes-Several neighborhoods or 10 miles
5 Successes-An entire metropolitan area of 30 miles
6+ Successes-An additional 10 miles for every success past 5
Within this area, all sentient creatures fall prey to their baser instincts. Mortals spontaneously riot, looting and burning between bouts of mass violence. Kindred enter hunger-induced frenzies, draining dry a many vessels as they can sink their fangs into. Other supernatural beings run amok according to their base natures: Lupines under the effect of this power enter their war-forms and frenzy indiscriminately at anything that resembles an enemy, mages temporarily fall into states of magic-induced delusion, and the fae bask in the sudden influx of energy and revel in their temporary power. An entire city can quite literally be driven insane. Lunatic Eruption's effect persists until the next sunrise, and anyone entering its radius of the effect (centered on the site at which it was used, not on the character that applied it) falls under its spell. However, inertia may carry the violence much farther-and keep it going much longer-than the power itself can force.