Total Insanity
Discipline Power · Vampire · Level 5
The vampire coaxes the madness from the deepest recesses of her target’s mind, focusing it into an overwhelming wave of insanity. This power has driven countless victims, vampire and mortal alike, to unfortunate ends.
System: The Kindred must gain her target’s undi-vided attention for at least one full turn to enact this power. The player spends a blood point and rolls Manipulation + Intimidation (difficulty of her victim’s current Willpower points). If the roll is successful, the victim is afflicted with five derangements of the Storyteller’s choice (see p. 290). The number of successes determines the duration.
Successes Result
1 success One turn
2 successes One night
3 successes One week
4 successes One month
5+ successes One year
On a botch… well, the Storyteller can decide what a vampire inflicts upon herself by attempting to incite the primal hells lurking within the darkest recesses of a victim’s mind.
The victim (or the target of a botch) can spend a number of Willpower points equal to the successes rolled to end the duration prematurely. The Storyteller decides when such Willpower points can be spent (such as after a therapy session or after a friend has managed to prove a particular delusion to be false).
Part of Dementation
See also 2
Abilities & Attributes
- Manipulation shared/trait/attribute/manipulation
Rules
- Intimidation shared/rule/system/intimidation