••••• Mad Lord
This level of Impurity is entirely theoretical. Victor Spanos himself might have achieved mastery of the Discipline, but has assuredly never use this application of it. To do so would be to recognize that the Ventrue have an inborn weakness, and that recognition would tear Spanos’ mind (and any Kindred’s who buys into his philosophies) asunder. Ironically, that is precisely what this power does.
This power has no effect on Ventrue Kindred or any bloodline descended from the Ventrue.
This power has no effect on Ventrue Kindred or any bloodline descended from the Ventrue.
Effect
Dramatic Failure: The Deucalion immediately gains a mild derangement for a week following the dramatic failure. Alternately, the Storyteller may choose to exacerbate one of the character’s existing mild derangements, making it severe for the oneweek duration.
Failure: The power has no effect. The Deucalion can try again next turn, provided he can maintain eye contact.
Success: The Deucalion imposes the madness of the Lords upon the target. Every personality quirk is magnified to horrific proportions, every minor fear becomes a full-blown Phobia. Simple derangements are not enough to simulate this; the vampire becomes locked in a Nightmare world of his own psychosis. The character might become catatonic, attack everything around him or seem perfectly normal but explode into violence the instant a certain trigger occurs. This is largely a matter of roleplaying and Storyteller input. However, one game effect that is consistent is this: the player cannot spend Willpower points to add three dice a roll or to add to a Resistance Trait. Willpower can still be spent on Disciplines and if other powers or effects (such as the Daeva clan weakness) require them. These effects persist for the remainder of the night, or until the vampire meets Final Death, whatever comes first.
Exceptional Success: As above, but the vampire also gains a derangement. This can be a mild or severe derangement, at the Storyteller’s (or player’s) discretion. The derangement persists for a number of nights equal to the Deucalion’s Impurity rating.
Failure: The power has no effect. The Deucalion can try again next turn, provided he can maintain eye contact.
Success: The Deucalion imposes the madness of the Lords upon the target. Every personality quirk is magnified to horrific proportions, every minor fear becomes a full-blown Phobia. Simple derangements are not enough to simulate this; the vampire becomes locked in a Nightmare world of his own psychosis. The character might become catatonic, attack everything around him or seem perfectly normal but explode into violence the instant a certain trigger occurs. This is largely a matter of roleplaying and Storyteller input. However, one game effect that is consistent is this: the player cannot spend Willpower points to add three dice a roll or to add to a Resistance Trait. Willpower can still be spent on Disciplines and if other powers or effects (such as the Daeva clan weakness) require them. These effects persist for the remainder of the night, or until the vampire meets Final Death, whatever comes first.
Exceptional Success: As above, but the vampire also gains a derangement. This can be a mild or severe derangement, at the Storyteller’s (or player’s) discretion. The derangement persists for a number of nights equal to the Deucalion’s Impurity rating.
Material Components
Cost: 2 Willpower
Gestures & Ritual
Dice Pool: Intelligence + Intimidation + Impurity – subject’s Resolve
Related Discipline
Effect Casting Time
Instant
Level
5
Applied Restriction
The Deucalion must make eye contact with the target to use this power.
Modifier | Situation
+2 | Target already has a severe derangement.
+1 | Target already has a mild derangement.
Modifier | Situation
+2 | Target already has a severe derangement.
+1 | Target already has a mild derangement.