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Malkavian

Clan of the Moon, Lunatics, Madmen, Oracles, Visionaries, Children of Malkav.

The Malkavians are one of the fourteen vampiric clans. Called Lunatics by other vampires, the Blood of the Malkavians lets them perceive and foretell truths hidden from others. Though they can't always tell apart what ramblings they give are insightful truths or useless riddles. Ignoring a Malkavian's advise can be as much a relief to one's patience, as it can spell their doom.

The Malkavians are typically associated with the Camarilla.

History

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Culture

Embrace

The Lunatics have perhaps the most diverse Embraces amongst any clan. Their progeny being of any sex, age, ethnicity, creed, etc.
The only important thing is what inner trait the sire is looking for in a potential childe. Whether that be the ability to pierce the veil, to see and communicate with the dead and spirits or see visions of the past and future; an incredible insight and empathy to the human (or even animal) mind, someone whom can cut through any lie or mask to the real person; or someone with a mental condition. As the Children of Malkav's minds are fractured by their clan's blood-curse. Some sires simply seek someone whom can relate to their struggle. A companion who understands.

Mortal Society

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Kindred Society

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Clan Disciplines

Auspex

As Seers and Oracles. Auspex allows the Malkavians to see, hear, taste and feel what mortal senses cannot; sometimes even the past or future.

Dominate

As their own minds have been fractured, they may reach through those cracks into the minds of others. To take control, manipulate memories or simply drive others as mad as themselves.

Obfuscate

A useful discipline to gather information or blood unseen and unheard.

Unique Powers

  • Dementation (Level 2 Dominate amalgam, requires 2 dots in Obfuscate)


Bane

Fractured Perspective

When suffering a Bestial Failure or a Compulsion, their mental derangement comes to the forefront. Suffers a penalty equal to their Bane Severity to one category of dice pools (Physical, Social or Mental) for the entire scene. The penalty and nature of the affliction are decided between the player and Storyteller during character creation.

Compulsion

Delusion

Whether it's figments of their imagination or extrasensory perception of the truths. For one scene, the Malkavian suffers a 2 dice penalty to rolls involving Dexterity, Manipulation, Composure, and Wits. As well as rolls to resist terror Frenzy.
Genetic Ancestor(s)

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