Category:Malkavian V5

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Malkavian
SymbolClanMalkavianV5.png
In-Clan Disciplines
Auspex, Dominate and Obfuscate
Nicknames
The Clan of the Moon, Lunatics, Madmen, Jesters, Oracles, Dervishes, Visionaries, Children of Malkav

Who are the Malkavians?

It has long been the misconception that few Kindred families are as disparate as the Clan of the Moon. Other clans see them and reason, “they are each mad, so why should their respective origins matter?” To the Malkavians, origins matter a great deal. Though sires may pick childer from all walks of life, age groups, ethnicities, and genders, every mortal selected for the Embrace possesses something only visible to a Malkavian.

One of the gifts the Malkavians look for in a mortal is what they call “second sight.” If a person interprets dreams, can perceive spirits, or unerringly predicts future events, the Malkavians take notice. Such a person acts as a beacon, calling out to every member of the clan that sees them.

Another gift revered by the Malkavians, is that of “insight.” A high level of empathy, finely-tuned knowledge of complex subject matter, or just an obsessive drive to pursue the answers to philosophical questions each appeal to the clan. As insight is often tied to profession, the clan benefits from a range of academics and doctors – especially therapists and psychologists.

Finally, the Clan of the Moon are fascinated by the “broken” – individuals who have been changed by traumatic experiences or who were simply born slightly detached from themselves and the rest of society. To the Malkavians, they are but one gentle push away from having access to an altogether different plane of reality. Rather than treating them as burdens, the clan sees them as having great potential.

All Malkavians suffer mental illness following the Embrace - sometimes accentuating an existing condition, other times adding a new dimension to their instability. As if their thoughts and actions were based on otherworldly logic, there seems to be no knowing when their condition will manifest destructively or when it will offer important perspectives where such were previously lacking. As a rule, no other Kindred feels completely comfortable around a known Malkavian, often viewing them as unpredictable maniacs whose flashes of insight are rarely worth the fits of insanity.

Some Malkavians claim there is a common factor to their madness; that they are all psychically linked through a communal wavelength, a shared consciousness of sorts. Those who are aware of its existence refer to it as the cobweb or, more recently, the Network.

Known SPCs

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Historical Importance to the Malkavians

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Traitor Malkavians

Those who leave the Camarilla and join the Anarch Movement are known as the
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They are thought of to be more mentally unstable than their Camarilla counterparts

Clan Weakness

Clan Bane

Afflicted by their lineage, all Malkavians are cursed with at least one type of mental derangement. Depending on their history and the state of their mind at death, they may experience delusions, visions of terrible clarity, or something entirely different. When the Malkavian suffers a Bestial Failure or a Compulsion, their curse comes to the fore. Suffer a penalty equal to your character’s Bane Severity to one category of dice pools (Physical, Social, or Mental) for the entire scene. This is in addition to any penalties incurred by Compulsions. You and the Storyteller decide the type of penalty and the exact nature of the character’s affliction during character creation

Clan Compulsion

Delusion: Their extrasensory gifts running wild, the vampire experiences what might be truths or portents, but what others call figments of imagination, dredged up by Hunger. While still functional, the vampire’s mind and perceptions are skewed. They receive a two-dice penalty to rolls involving Dexterity, Manipulation, Composure, and Wits as well as on rolls to resist terror frenzy, for one scene.