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Malkavian Time

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This Malkavian-specific Trait represent a Lunatic's particular connection to her clan's shared subconscious; needless to say, it's quite supernatural by nature. 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 GM is usually the one making any Malkavian Time rolls, at least with regards to clan gatherings. The GM 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 warning, 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, difficulty 9. Success allows the Malkavian to transmit a message to one person within city limits (longer ranges are possible, but only at the GM'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.

  1. Your "cousins" are usually surprised when you manage to make it to a gathering.
  2. You've become accustomed to the occasional Call.
  3. You can sometimes hear echoes of messages that might not be intended for you.
  4. When one of the family dies, you know.
  5. You are the undisputed local authority on what is necessary.


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