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 moral standing, bear one disturbing commonality: They are all quite mad. Whether from the clans choice of victims,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, ostracised 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 all appropriate rolls.

Advantage: Lunatics insight. Once per story, the Malkavian may make a mental roll (difficulty 4): if they succeed, they 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 they 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 gibbering, frothing fit for one turn. While in fit, the Malkavian may do nothing except writhe, babble, and twitch; they may not even defend themselves in combat.

Clan Disciplines: Auspex, dominate, Obfuscate.

[Toreador] [Tremere] [Ventrue] [Brujah] [Gangrel] [Malkavian] [Nosferatu] [Lasombra] [Tzimisce] [Assamite] [Settite] [Giovanni] [Ravnos]

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