Malkavian
____At
first glance, the members of Clan Malkavian do not appear to
be a clan at all; they are chosen from all races, creeds and
social strata. But Malkavians, regardless of mortal standing,
bear one disturbing commonality: They are all quite mad. Whether
from the clan's choice of victims, the circumstances of the Embrace,
or some property in Malkavian blood itself, all Malkavians go
insane shortly after the transformation (if they were not insane
to begin with).
____Accordingly,
many Malkavians find themselves pariahs, ostracized by a vampiric
society fearful of their random urges and capricious whims. Wiser
Kindred, however, prefer to keep the madmen close at hand: Behind
the Malkavians' lunatic cackling and feverish rantings lie smatterings
of insight, even wisdom.
____Aptitude: +1 with trickery. When attempting to deceive (or
avoid being deceived), a Malkavian may add one die to appropriate
rolls.
____Advantage: Lunatic's Insight. Once per story, the Malkavian
may make aMental roll (difficulty 4); if she succeeds, she may
ask the Storyteller one yes-or-no question about the current
situation, which must be answered truthfully.
____Weakness: Mad Fits. At the beginning of the game session,
the Storyteller rolls a six-sided die. The number rolled is the
number of times he may ask the Malkavian's player to make a Psychic
roll (difficulty 4). The Storyteller may call for this roll at
any time. If the player fails, the Malkavian falls into a frothing,
gibbering fit for one turn. While in the fit, the Malkavian may
do nothing except writhe, babble and twitch; she may not even
defend herself if attacked.
____Clan
Disciplines: Auspex, Dominate, Obfuscate
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