Acting
Artistic Expression
Biorhythms
Blatancy
Carousing
Details
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This is the ability to have a good time at a party or other social occasion, and to make sure others around you also have a good time. Normally, it involves a mixture of eating, drinking and good cheer. On a successful roll of Manipulation + Carousing, the character can make a lasting good impression on everyone around him; this can be helpful for trying to make friends, garner information or distract the attendees while a partner rifles the coat room.
Vampire: Carousing also includes the ability to appear to eat and drink, normally, without actually doing so. Using this Ability, one of the Kindred could attend an opening-night cast party without arousing any suspicion. On a successful roll of Manipulation + Carousing, no one notices that the character neither eats nor drinks.
The difficulty of the roll depends on the social event: three or less for a house party with a buffet, seven or more for a sitdown dinner. This Ability can also be used to determine how entertaining and popular the character is at a party or event.
Carousing
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Novice: Good ol' Uncle Bill
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Practiced: Jake the Frat Rat
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Competent: James Bond
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Expert: The Three Musketeers
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Master: Bluto in "Animal House"
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Carousing (For Vampires)
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Novice: You can plead a small appetite or recent illness.
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Practiced: Perhaps you’re watching your diet.
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Competent: A charming dinner companion.
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Expert: You obviously enjoyed the food.
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Master: You even called for seconds.
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References:
WW2206 Vampire Players Guide, 2nd Ed. 22
WW2301 Vampire Storytellers Companion 22
WW2302 Guide to the Camarilla 69
WW7100 Player's Guide for Changeling the Dreaming 35
WW92041 Changeling: the Dreaming (20th Anniversary) 164
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Diplomacy
Dreamcraft (talent)
Details
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You are the master of your own dreams and visions. At lower levels, you can exercise a bit of dream recall and initiation; at greater levels, you can attempt to gain conscious awareness during a dream (Manipulation + Dreaming, difficulty 6), consciously control your own actions within the dream (difficulty 7), and even try to alter your surroundings (difficulty 8).
Used during trances or meditations, this Talent can be a useful tool for puzzling through riddles, or understanding visions. A successful Wits + Dreamcraft roll might help you reduce the difficulty of Enigmas or Occult contest. Some magical traditions teach Dreamcraft techniques, and consider it an almost megical talent. Contemporary dream researchers and psychotherapists call this ability "lucid dreaming," and study it as if they could really learn something by quantifying dreams.
Dreamcraft (talent)
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Novice: You can remember a previous dream in some degree of detail.
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Practiced: You can "will" yourself into a specirfic kind of dream (a nightmare, a reoccurring vision, a memory-recall, etc.).
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Competent: You have limited control over your own dreams.
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Expert: Dreams are familiar territory; you journey there to gather hints from your inner self.
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Master: Dreams sometimes seem more real than the waking world.
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References:
WW4010 World of Darkness: Sorcerer 58
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Fast Draw
Flight
Fortune-telling
Grace
Guile
Haggling
Helldiving
Homiletics
Instruction
Interrogation
Intrigue
Intuition
Juggling
Lucid Dreaming
Malkavian Time
Details
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This Malkavian specific Trait represents a Lunatic's particular connection to her clan's shared sub-consciousness. It allows the Malkavian to "plug into" the floodwaters of the Madness Network and filter out messages, impulses, shared visions and knowledge of upcoming clan gatherings.
The Storyteller is usually the one making any Malkavian Time rolls, at least with regards to clan gatherings. The Storyteller rolls the character's Wits + Malkavian Time in secret, usually about a week before a significant gathering.
- With one success, the Malkavian receives an impulse to immediately head to a specific locale — but only when the meeting's just starting.
- Three successes allow the Lunatic to have about a night or two's forewarning, and a general idea
of the meeting's purpose. Five successes give the Malkavian warning a week early, and a very clear vision of the meeting's focus.
- Six or more successes can actually be detrimental — at that point, it's entirely likely that the poor mad vampire has dipped too deeply, and is starting to receive pulses of his elders' derangements...
It's theoretically possible to actually, consciously send messages along the Network, but that doesn't mean that the Network is any sort of replacement (or even poor substitute) for a cell phone. For the most part, "sent" messages that manage to make it farther than a few feet are unconscious screams that channel a Malkavian's extreme emotion or pain.
For this reason, Malkavians with more than three dots in Malkavian Time can often hear a clanmate's death-scream, so long as it's in the same city. Despite the difficulty, it is possible to send deliberate, personalized messages from one person to the next along the Network, even without Dementation. It's tough as hell, but a Malkavian can always try. To make the attempt, the player
rolls Wits + Malkavian Time vs 9. Success allows the Malkavian to transmit a message to one person within city limits (longer ranges are possible, but only at the Storyteller's discretion); the message can consist of up to two words per success.
Note that a Malkavian needn't have any dots at all in Malkavian Time to receive those hideous little broadcasts along the clan's frayed neural network. In fact, it often drives newly Embraced clan members... well, madder than usual when the messages start filtering into their brains without any hint as to their origins.
Malkavian Time
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Novice: Your "cousins" are usually surprised when you manage to make it to a gathering.
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Practiced: You've become accustomed to the occasional Call.
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Competent: You can sometimes hear echoes of messages that might not be intended for you.
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Expert: When one of the family dies, you know.
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Master: You are the undisputed local authority on what is necessary.
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Possessed by:
Malkavians
References:
WW2353 Clanbook Malkavian (Revised Edition) 59
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Masquerade
Might
Mimicry
Negotiation
Newspeak
Panhandling
Persuasion
Poetic Expression
Public Speaking
Scan
Scrounging
Search
Seduction
Sense Deception
Style
Swimming
Throwing
Ventriloquism
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