The Call
The Call is a term used by Malkavians to describe a Discipline power exclusive to their bloodline.
Overview
| “ | Heresy or prophesy is a decision for those who follow. But first you must join us, or the question doesn't arise. | ” |
| — Imogen, Malkavian antitribu[1] | ||
Although many clan gatherings happen spontaneously, the Call arising from a general subconscious need shared by a city's Malkavian population, it is possible to send the Call deliberately. Both Auspex and Dementation offer the ability to send the Call, although it is a much easier art to perform when expressed through Dementation.
The Call as broadcasted is not a verbal thing; it merely conveys an impression of a place and a time. There is no sense of purpose, nor even the name of the gathering point; still, neither is really necessary. The Call is so instinctive that if an American Malkavian who did not speak a word of French were visiting Paris, and heard the Call, he had be able to follow his impressions and visions to the gathering place as readily as any native Lunatic.
System
The vampire using the Call must be a Malkavian who has mastered Auspex level 8 or Dementation level 6. To send the Call, the Malkavian rolls Perception + Empathy, difficulty 6. As always, other clan members will hear (and attend if they so choose) only if they make their Malkavian Time rolls.
- 1 success = All Malkavians within three city blocks are reached
- 3 successes = All Malkavians within a three-mile radius are reached
- 5 successes = All Malkavians within a 10-mile radius are reached
- 7 successes = The city's entire Malkavian population are reached
- 10 successes = All Malkavians within the greater metropolitan area are reached
- 13 successes = All Malkavians within 300 miles are reached
- 15 successes = All Malkavians on the continent are reached
- 20 successes = Every Malkavian in the world are reached
System in Lore of the Clans
To outsiders, Malkavians have an uncanny knack for showing up in the right place at the right time. Or, in some cases, the wrong place at the right time. This ability comes from a keenly developed ability known as Malkavian Time. Clan meetings occur on this unwritten schedule, passed through to members by the Malkavian Madness Network.
A message is initially sent through some form of media. The sender could write a message on the back of a receipt, whisper something into a cell phone, or press their head against a TV screen. The Malkavians able to receive the message do so by encountering the same media. The receiver will see it written on any receipt in their pocket, hear it over their cell phone line, or have the cable news pundit speak the message directly to them. The Malkavian keeps hearing the message repeatedly until they acknowledge it and take action towards it.
Any Malkavian can take Malkavian Time as a Specialty of their Awareness Skill. Any Malkavians with dots in Awareness can receive messages, but only those with the Specialty can send messages. When a meeting is coming, the Storyteller secretly rolls Perception + Awareness (difficulty 6). Successes clue the Malkavian in to an upcoming meeting. The more successes, the more time the Malkavian has to prepare to see the rest of her Clanmates. One success means the meeting just started, two successes means there’s a meeting tonight, three successes means a meeting tomorrow, with each success adding an additional night for the Malkavian to prepare. Sending messages requires a Wits + Awareness roll (difficulty 6). Every success means the message gets out on another form of media
Gallery
The Call VTES card. Art by William O'Connor
References
- ↑ The Call VTES card
- VTM: Clanbook: Malkavian Revised, p. 60