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They come from all walks of life, all peoples, but they have one thing in common, they're all nuttier than Chinese chicken salad. Some Kindred legends attest this to their Antideluvian who was cursed with madness by Caine for some great wrong doing. While others speculate that Malkav discovered some universal secret which drove him insane. Whatever the cause, they are all nonetheless wacko. The particulars of the madness vary from Indred to Kindred. This madness however, offers the Malkavian a certain insight into the world around her.
Throughout the centuries the Malkavians have firmly sided with the Camarilla. Why they are even part of the sect is unknown. They remain as enigmatic in the modern nights as they have always been. But recently Malkavian Madness has taken on a new and dangerous edge. Many speculate that this is due to recent Dementation Discipline "infection" by the Malkavian Antitribu. This itself is a great mystery as no one, even the Malkavians know how it happened, only that it was done over the Malkavian Madness Network.
No doubt Malkavians are often sought after for their "wisdom" as much
as they're avoided for their madness. It is not unheard of for a
Malkavian to slip in a small morsel of truth with a barage of giberish.
In fact the prophetic musings of some have an uncanny knack of coming
true.
| Disciplines: Auspex,
Dementation,
Obfuscate
(or substitute Dominate
fo any of the previous three)
Apptitude: +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 a Mental 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: Fits of Madness. At the beginning of the game session, the Storyteller makes a die roll. 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. This & That: If there is one thing other than madness that Malkavians have in common is their desire to perpetuate new and different forms of percieving reality. Sounds pretty creepy. They are also the master pranksters of Kindred society. |
Nickname: Lunatics
Character Creation: Malks come in all shapes and sizes, but Mental Attributes are a suggested primary to reflect the clan's reputation for wisdom and insight. Organization: Until recently, Malkavians never trully met or gathered in significant numbers. The clan has in fact began meeting with great regularity, inviting any Kindred from any clan to sit in. Horror stories abound from baffled Ventrue and Tremere who bared witness to uncanny mimics fo their clan meetings by the Malkavians. Concerns: Everything is hunky-dory in Loony-ville. Or is it? For the first time in...well ever, Malkavians have beem meeting ang gathering in large numbers. Hmmmm... Bloodlines: Malkavian Antitribu Lightbulb Joke: How many Malkavians does it take to screw in a lightbulb? "I'd like to buy a vowel...with a side or fries!"
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Ravnos | Toreador | Tremere | Tzimisce | Ventrue |