Diabolique
(version 2)
By Handel W. Care
Description
Evil can be a real party pooper. Sure, the bad guy almost always seems to have a female sidekick of unnatural proportions and an easy-to-please nature, but the really evil guys don't get that sort of action. They've, apparently, got more important things to do. Next to them your typical nefarious nasty person or dastardly villain is a laugh riot and fun guy. Dedication to true evil carries a heavy price, but there are some benefits to this tortured existence: making everyone else feel worse. Oh, and the power, yeah. Malkavians are used to seeing things no one else can see; doing things no one else can do -- it's hardly surprising that this difference carries on obviously in the more evil members of their Clan.
* Misery Loves Company
Having no need for such crutches as alcohol or religion or love, the evil vampire is aware of the true nature of the universe in a manner that, basically, doesn't feel too good. To avoid this getting to him he instead foists his perceptions off on to others, especially those actually enjoying themselves. Young sweethearts, happy drunks and faith uplifted personages of whatever creed are only some of those who will suddenly find themselves bereft of the very thing that was causing them pleasure. Although the effect is only temporary and quickly recovered from (apart from the poor drinkers, who will neeed to imbibe yet again to get to their previous state) it is incredibly disenheartening for the period it is in effect, making the victim easy prey.System: The vampire merely speaks an 'enlightening phrase' to his victim, causing their perceptions to shift wildly and bring sobriety to the boozed, the realisation of the finiteness of life to the young and so on. This effectively lowers their Willpower to half that previously in a fit of near suicidal depression. The effect lasts for a scene.
** Take Me Seriously!
There's nothing an evil doer hates more than being made fun of. Their egos -- which tend towards both the size and combustibility of the Hindenberg -- are precious to them and must be protected at all costs. Whenever a chance of such an event occurs a seventh sense (these are evil Malks, after all) will activate and allow the vampire those precious few seconds in which to, for example, not walk straight into the Justicar's trap or pick a chablis when a chardonnay would go best with the main course or fumble his gun.System: A failed roll that could affect the style of the character and is in front of witnesses can be rerolled for the cost of 1 Blood Point. This power can also act very much like the Merit 'Danger Sense', depending, as always, on the ST's judgement.
*** One Armed Man
Never shy to own up to their crimes against others, the evil Malk has, however, caught on to the fact that this is best not done when one has any chance of those being told tattling on him. In the same vein, clues and the like are generally to be discouraged if at all possible. This power attempts to take care of the supposedly impossible side of the clue business by altering the aetheric patterns that are left behind after their deeds.System: The character rolls Subterfuge and Manipulation (vs 7) to shuffle the past events in his vicinity. Spirit's Touch or similar abilities must beat this number of successes or not link his presence to the actions or object being investigated. Example: Suzi has just shot Eric's ghoul in the head and realises that it would be safest if no one could investigate the occurrence too easily. She uses One Armed Man and scores 4 successes. Now when Eric gets his Toreador friend to Spirit's Touch the room where the ghoul was last seen he only gets 3 successes and sees that Suzi had been there in the past, but that Eric himself (the only other person with aura traces in the room -- it's his house, after all) was the one who shot the ghoul. Smiling sickly, the Toreador decides that Eric has been spending too much time around the local Malkavians and just gets the hell out of there, leaving a confused (and soon to be investigated) Eric.
**** Can't Touch This
All things have flaws as a part of their intrinsic nature and with this power the vampire can find them and utilise them to protect himself. Provocation, whether intentional or not, does not touch the vampire. He neglects even to acknowledge the jibes or speeches of his opposition unless it is to point out the inconsistencies and weaknesses they have just shown in their ranting. Further, he is able to avoid any physical attacks in a similarly professional manner, with the absolute least effort available.System: The player rolls Perception + Investigation at a difficulty of 7 or that of the other roll and may add that many successes to the variety of roll he is attempting to make. The situations where this ability is able to be used are to be decided by the ST, but include Courage and Self Control rolls, most Social rolls (which should frequently be handled through role-play anyway, of course) and Dodge (no other combat related rolls).
***** When I Was Just a Little Boy
Also known as 'the Pretender' this ability allows the vampire periods of complete submersion into a roll that he may not have any idea about normally. Central precepts, jargon, techniques and tricks of the trade ranging from panelbeating to primary teaching to astrophysics can practically be uploaded into the vampire's brain. This power is generally not instantaneous, however, as some book reading (if applicable) and time with those who actually are of the particular profession needs to be carried out. However, even minimal information can be extrapolated to a fantastic degree, as if through some specialised link with the collective unconsciousness. This power makes for near impeccable planning possibilities as well as the obvious advantages of never needing to depend on specialist minions.System: A point of Willpower is spent and a roll of Acting + Intelligence made against a value defined by the ST depending on the job. Each success acts as a transitory 'point' in the particular profession. Research will reduce the difficulty of the roll, as will actually 'feeling' the role -- hanging around a hospital to get the feel of a doctor or nurse, for example. The power lasts until the next sunrise unless another point of Willpower is spent. The longer time is spent in the role, the easier it becomes (i.e., you may reroll once per night and increase your aptitude). Being able to think along the same lines as specific other people can also be attempted, again depending on the factors already mentioned -- good for being more than one step ahead of the opposition's thinking. ST's will frequently insist the player set aside experience gained in this state to be spent on Abilities 'used' in the role.
Example: In a complex attempt to discredit the Prince, frame two other Clans and kill the local Setite who had been rude to her last week Suzi finds herself in need of some expert demolitions assistance. After discovering a complete lack of useful pawns she decides to do the job herself and forgoes her usual "Where's Wally?" reading material for "The Anarch's Cookbook" and an elementary physics primer. Initiating 'When I Was Just a Little Girl' she manages to gain 5 successes. Using Mask of 1000 faces she could walk into the university and masquerade flawlessly as a professor, but instead she is soon well on her way to activating a dormant volcano in Auckland through girlish enthusiasm. Caine alone knows where she got that plutonium.