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 stand-ing,
bear one disturbing commonality: They are all quite mad.
Whether from the clans 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
Aptitude: +1 with trickery. When attempting to deceive (or avoid being
deceived), a Malkavian may add one die to appropriate rolls.
Advantage: Lunatics Insight. Once per story, the
Malkavian may make aMental roll (difficulty 4); if she suc-ceeds,
she may ask the Storyteller one yes-or-no question
about the current situation, which must be answered truth-fully.
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 Malkavians 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.